private void UpdateTerrain()
{
var debugWorld = Game.Match?.World;
if (debugWorld == null)
return;
if (terrainRevision != Game.Match.World.StaticGeometry.Revision)
{
List<List<Vector2>> outline = Game.Match.World.StaticGeometry.GetOutline();
terrainVertices.Clear();
foreach (List<Vector2> lineStrip in outline)
{
VertexPositionColor[] lineVertices = new VertexPositionColor[lineStrip.Count];
for (int i = 0; i < lineStrip.Count; i++)
{
lineVertices[i].Color = Color.GreenYellow;
lineVertices[i].Position = new Vector3(lineStrip[i],0) * Game.Match.World.StaticGeometry.Scale;
}
terrainVertices.Add(lineVertices);
}
terrainRevision = Game.Match.World.StaticGeometry.Revision;
}
}