public void CheckChunks()
{
int StartX = (int)Math.Floor(ScreenPosition.X / (ChunkSizeX * 16)) - 2;
int StartY = (int)Math.Floor(ScreenPosition.Y / (ChunkSizeY * 16)) - 2;
if (StartX < 0) StartX = 0;
if (StartY < 0) StartY = 0;
int EndX = (int)Math.Floor((ScreenPosition.X + GraphicsDevice.Viewport.Width) / (ChunkSizeX * 16)) + 2;
int EndY = (int)Math.Floor((ScreenPosition.Y + GraphicsDevice.Viewport.Height) / (ChunkSizeY * 16)) + 2;
if (EndX > MaxChunksX) EndX = MaxChunksX;
if (EndY > MaxChunksY) EndY = MaxChunksY;
for (int x = StartX; x < EndX; x++)
{
for (int y = StartY; y < EndY; y++)
{
if (WorldChunks[x, y] == null)
{
LoadChunk(x, y, true);
if (WorldChunks[x, y] != null)
{
LoadedChunks.Add(WorldChunks[x, y]);
}
break;
}
}
}
foreach (Chunk cc in LoadedChunks)
{
if (cc.X < StartX || cc.Y < StartY || cc.X >EndX || cc.Y > EndY)
{
System.Diagnostics.Debug.WriteLine("Chunk to be unloaded..");
ChunkBuffer.Add(cc);
UnloadChunk(cc);
}
}
foreach (Chunk c in ChunkBuffer)
{
LoadedChunks.Remove(c);
}
ChunkBuffer.Clear();
}