using System;
|
using System.Collections;
|
using System.Collections.Generic;
|
using System.Linq;
|
using Unity.Collections;
|
using Unity.Jobs;
|
using Unity.VisualScripting;
|
using UnityEngine;
|
using UnityEngine.Tilemaps;
|
using UnityEngine.UIElements;
|
using static UnityEditor.Progress;
|
|
//[Serializable]
|
//public class Ore
|
//{
|
// public string name;
|
// /// <summary>
|
// /// The lower the numer the higher the amount of ores that will spawn
|
// /// Higher number means less ore
|
// /// </summary>
|
// [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
|
// [Range(1, 100000)]
|
// public int weight;
|
// /// <summary>
|
// /// The lower the number the more dense the ore will spawn (big clusters
|
// /// Higher number means little clusters (more spread)
|
// /// </summary>
|
// [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
|
// [Range(10, 100000)]
|
// public int clusterWeight;
|
// public CustomRuleTile tile;
|
// public int maxSpawnHeight;
|
// public int minSpawnHeight;
|
//}
|
|
public class GenerateTileMap : MonoBehaviour
|
{
|
public int? seed;
|
public static int maxWidth = 256;
|
public static int maxDepth = 384;
|
public static int groundDepth = 256;
|
private float scale;
|
private float offsetX;
|
private float offsetY;
|
Tilemap tilemap;
|
public CustomRuleTile forestRuleTile;
|
public TileBase borderTile;
|
private List<Generateable> generateables;
|
|
//public List<TileBase> tiles;
|
public const int CHUNK_SIZE = 16; // Size of each chunk
|
public const int LOAD_DISTANCE = 2; // Number of chunks to load around player
|
|
private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
|
private Transform playerTransform; // Reference to player/camera
|
private Vector2Int lastLoadedChunk;
|
private GameManager gameManager;
|
private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>();
|
public TilePool tilePool; // Reference to the TilePool script
|
private bool isGenerating = false;
|
|
|
private void Awake()
|
{
|
gameManager = FindObjectOfType<GameManager>();
|
tilemap = GetComponent<Tilemap>();
|
playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag
|
#if DEBUG
|
seed = 0123456789;
|
#endif
|
if (seed == null)
|
{
|
seed = GenerateSeed(9);
|
}
|
|
SetSettingsFromSeed(seed.Value);
|
|
// Position adjusted to center horizontally, but align top at y=0
|
transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
|
tilePool.InitializePool(forestRuleTile);
|
|
LoadGenerateablesFromResources();
|
}
|
private void Update()
|
{
|
if (playerTransform == null || isGenerating) return;
|
|
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
|
if (currentChunk != lastLoadedChunk)
|
{
|
isGenerating = true;
|
StopAllCoroutines();
|
|
var chunksToUnload = loadedChunks.Keys
|
.Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
|
Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
|
.ToList();
|
|
foreach (var chunk in chunksToUnload)
|
{
|
UnloadChunk(chunk);
|
}
|
|
StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk));
|
lastLoadedChunk = currentChunk;
|
}
|
}
|
private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk)
|
{
|
yield return UpdateLoadedChunks(currentChunk);
|
isGenerating = false;
|
}
|
// When a tile is destroyed in a chunk, update GameManager's list
|
private void AddDestroyedTile(Vector3Int tilePos)
|
{
|
if (!gameManager.destroyedTiles.Contains(tilePos))
|
{
|
gameManager.destroyedTiles.Add(tilePos);
|
}
|
}
|
private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType)
|
{
|
var chunk = new Vector2Int(
|
Mathf.FloorToInt(position.x / (float)CHUNK_SIZE),
|
Mathf.FloorToInt(position.y / (float)CHUNK_SIZE)
|
);
|
|
if (!activeChunkTiles.ContainsKey(chunk))
|
{
|
activeChunkTiles[chunk] = new HashSet<Vector3Int>();
|
}
|
|
var tileData = tilePool.GetTileData(position, tileType);
|
if (tileData != null)
|
{
|
tilemap.SetTile(position, tileData.tileType);
|
activeChunkTiles[chunk].Add(position);
|
|
// Refresh neighboring tiles to maintain proper rule tile connections
|
for (int nx = -1; nx <= 1; nx++)
|
{
|
for (int ny = -1; ny <= 1; ny++)
|
{
|
if (nx == 0 && ny == 0) continue;
|
Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z);
|
if (tilemap.HasTile(neighbor))
|
{
|
tilemap.RefreshTile(neighbor);
|
}
|
}
|
}
|
}
|
}
|
|
private void RemoveTileWithPool(Vector3Int position)
|
{
|
tilemap.SetTile(position, null);
|
tilePool.ReturnTileData(position);
|
}
|
|
// When checking if a tile is destroyed, use GameManager's list
|
private bool IsTileDestroyed(Vector3Int tilePos)
|
{
|
return gameManager.destroyedTiles.Contains(tilePos);
|
}
|
private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
|
{
|
// Unload distant chunks
|
List<Vector2Int> chunksToUnload = new List<Vector2Int>();
|
foreach (var chunk in loadedChunks.Keys)
|
{
|
if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
|
Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
|
{
|
chunksToUnload.Add(chunk);
|
UnloadChunk(chunk);
|
}
|
}
|
foreach (var chunk in chunksToUnload)
|
{
|
loadedChunks.Remove(chunk);
|
}
|
|
// Load new chunks
|
yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
|
}
|
|
private void UnloadChunk(Vector2Int chunk)
|
{
|
if (!loadedChunks.ContainsKey(chunk)) return;
|
|
int startX = chunk.x * CHUNK_SIZE;
|
int startY = chunk.y * CHUNK_SIZE;
|
|
// Clear rule cache for this chunk
|
forestRuleTile.ClearRuleCache();
|
|
// Remove all tiles in the chunk
|
if (activeChunkTiles.TryGetValue(chunk, out var tiles))
|
{
|
foreach (var pos in tiles)
|
{
|
RemoveTileWithPool(pos);
|
}
|
activeChunkTiles.Remove(chunk);
|
}
|
|
loadedChunks.Remove(chunk);
|
}
|
private void LoadGenerateablesFromResources()
|
{
|
// Clear existing siblings
|
forestRuleTile.siblings.Clear();
|
|
// Load all Item prefabs from the "Resources/Items" folder
|
GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable");
|
generateables = new List<Generateable>();
|
foreach (GameObject prefab in generateablePrefabs)
|
{
|
Generateable generateable = prefab.GetComponent<Generateable>();
|
if (generateable != null)
|
{
|
generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>();
|
generateable.tile.m_DefaultGameObject = prefab;
|
generateable.tile.m_DefaultSprite = generateable.sprite;
|
generateables.Add(generateable);
|
forestRuleTile.siblings.Add(generateable.tile);
|
}
|
else
|
{
|
Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
|
}
|
}
|
|
GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
|
|
if (generateables.Count == 0)
|
{
|
Debug.LogWarning("No items found in Resources/Items folder");
|
}
|
}
|
|
public void SetSettingsFromSeed(int seed)
|
{
|
UnityEngine.Random.State randomState = UnityEngine.Random.state;
|
|
UnityEngine.Random.InitState(seed);
|
scale = UnityEngine.Random.Range(17f, 23f);
|
offsetX = UnityEngine.Random.Range(-10000f, 10000f);
|
offsetY = UnityEngine.Random.Range(-10000f, 10000f);
|
|
UnityEngine.Random.state = randomState;
|
|
}
|
|
private int GenerateSeed(int size)
|
{
|
System.Random rand = new System.Random();
|
string seedNumbers = "0123456789";
|
char[] chars = new char[size];
|
for (int i = 0; i < size; i++)
|
{
|
chars[i] = seedNumbers[rand.Next(seedNumbers.Length)];
|
}
|
return int.Parse(new string(chars));
|
}
|
|
public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
|
{
|
// Get initial player chunk position
|
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
|
lastLoadedChunk = currentChunk;
|
|
// Generate initial chunks around player
|
yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
|
|
finishedCallback();
|
}
|
private Vector2Int GetChunkPosition(Vector3 worldPosition)
|
{
|
// Adjust for tilemap offset
|
float adjustedX = worldPosition.x - transform.position.x;
|
float adjustedY = worldPosition.y - transform.position.y;
|
|
return new Vector2Int(
|
Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
|
Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
|
);
|
}
|
private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
|
{
|
for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
|
{
|
for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
|
{
|
Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
|
if (!loadedChunks.ContainsKey(chunkPos))
|
{
|
yield return GenerateChunk(chunkPos, destroyedTiles);
|
loadedChunks[chunkPos] = true;
|
}
|
}
|
}
|
}
|
private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
|
{
|
int startX = chunk.x * CHUNK_SIZE;
|
int startY = chunk.y * CHUNK_SIZE;
|
|
// Clear rule cache for this chunk's area
|
forestRuleTile.ClearRuleCache();
|
|
NativeArray<bool> terrainMap = default;
|
NativeArray<float> noiseMap = default;
|
|
try
|
{
|
terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
|
|
var job = new TerrainGenerationJob
|
{
|
ChunkStartX = startX,
|
ChunkStartY = startY,
|
ChunkSize = CHUNK_SIZE,
|
Scale = scale,
|
OffsetX = offsetX,
|
OffsetY = offsetY,
|
MaxWidth = maxWidth,
|
MaxDepth = maxDepth,
|
TerrainMap = terrainMap,
|
NoiseMap = noiseMap
|
};
|
|
// Schedule and complete job immediately to prevent frame lifetime issues
|
job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete();
|
|
// Copy data from job before yielding
|
var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>();
|
|
for (int i = 0; i < terrainMap.Length; i++)
|
{
|
if (terrainMap[i])
|
{
|
int x = startX + (i % CHUNK_SIZE);
|
int y = startY - (i / CHUNK_SIZE);
|
Vector3Int tilePos = new Vector3Int(x, y);
|
|
if (!IsTileDestroyed(tilePos))
|
{
|
tilesToUpdate.Add((tilePos, forestRuleTile));
|
}
|
}
|
}
|
|
// Dispose native arrays before yielding
|
terrainMap.Dispose();
|
noiseMap.Dispose();
|
terrainMap = default;
|
noiseMap = default;
|
|
// Now we can safely yield and process tiles
|
const int BATCH_SIZE = 32;
|
for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
|
{
|
int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
|
for (int j = 0; j < batchCount; j++)
|
{
|
var (pos, tile) = tilesToUpdate[i + j];
|
SetTileWithPool(pos, tile);
|
}
|
yield return null;
|
}
|
|
// Generate ores
|
if (generateables != null)
|
{
|
yield return GenerateOresInChunk(chunk, destroyedTiles);
|
}
|
|
// Generate borders if needed
|
if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
|
startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
|
{
|
yield return GenerateBorders();
|
}
|
}
|
finally
|
{
|
// Ensure arrays are always disposed
|
if (terrainMap.IsCreated) terrainMap.Dispose();
|
if (noiseMap.IsCreated) noiseMap.Dispose();
|
}
|
}
|
|
//private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles)
|
//{
|
// for (int x = 1; x < maxWidth; x++)
|
// {
|
// for (int y = -1; y > -groundDepth; y--)
|
// {
|
// float xPerlin = ((float)x / maxWidth) * scale + offsetX;
|
// float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
|
// float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
|
|
// if (perlinNoise <= 0.7f)
|
// {
|
// Vector3Int tileSpawnCoord = new Vector3Int(x, y);
|
// if (!destroyedTiles.Contains(tileSpawnCoord))
|
// {
|
// tilemap.SetTile(tileSpawnCoord, forestRuleTile);
|
// }
|
// }
|
|
// }
|
|
// // Update UI every 8 lines
|
// if ((x % 8) == 0)
|
// {
|
// yield return null;
|
// }
|
// }
|
//}
|
private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
|
{
|
int startX = chunk.x * CHUNK_SIZE;
|
int startY = chunk.y * CHUNK_SIZE;
|
|
foreach (Generateable generateable in generateables)
|
{
|
// Convert spawn heights to negative values if they aren't already
|
int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
|
int minY = -Mathf.Abs(generateable.minSpawnHeight);
|
|
// Only process this chunk if it's within the ore's spawn height range
|
if (startY < maxY && startY > minY)
|
{
|
for (int x = startX; x < startX + CHUNK_SIZE; x++)
|
{
|
if (x >= maxWidth) continue;
|
|
for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); y++)
|
{
|
float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
|
float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
|
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
|
|
if (perlinNoise <= (1f / (float)generateable.weight))
|
{
|
Vector3Int tileSpawnCoord = new Vector3Int(x, y);
|
if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
|
{
|
// Check potential cluster size before placing
|
int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
|
if (clusterSize >= generateable.minClusterSize)
|
{
|
tilemap.SetTile(tileSpawnCoord, generateable.tile);
|
}
|
}
|
}
|
}
|
}
|
|
// Update every few rows to maintain performance
|
if (generateables.Count > 3)
|
{
|
yield return null;
|
}
|
}
|
}
|
}
|
|
//private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
|
//{
|
// foreach (Generateable generateable in generateables)
|
// {
|
// // Convert spawn heights to negative values if they aren't already
|
// int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
|
// int minY = -Mathf.Abs(generateable.minSpawnHeight);
|
// Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}");
|
// for (int x = 0; x < maxWidth; x++)
|
// {
|
// for (int y = maxY; y > minY; y--)
|
// {
|
// float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
|
// float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
|
// float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
|
|
// if (perlinNoise <= (1f / (float)generateable.weight))
|
// {
|
// Vector3Int tileSpawnCoord = new Vector3Int(x, y);
|
// if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
|
// {
|
// // Check potential cluster size before placing
|
// int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
|
// if (clusterSize >= generateable.minClusterSize)
|
// {
|
// tilemap.SetTile(tileSpawnCoord, generateable.tile);
|
// }
|
// //tilemap.SetTile(tileSpawnCoord, generateable.tile);
|
// }
|
// }
|
|
// }
|
|
// // Update UI every 8 lines
|
// if ((x % 8) == 0)
|
// {
|
// yield return null;
|
// }
|
// }
|
// }
|
//}
|
|
private IEnumerator GenerateBorders()
|
{
|
// Vertical borders (going up from underground to sky)
|
for (int x = 0; x <= maxWidth; x += maxWidth)
|
{
|
for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
|
{
|
tilemap.SetTile(new Vector3Int(x, y), borderTile);
|
}
|
}
|
yield return null;
|
|
// Horizontal borders (at bottom and sky level)
|
for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
|
{
|
for (int x = 1; x <= maxWidth; x++)
|
{
|
tilemap.SetTile(new Vector3Int(x, y), borderTile);
|
}
|
}
|
yield return null;
|
}
|
|
private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
|
{
|
int size = 0;
|
Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
|
HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
|
|
toCheck.Enqueue(new Vector2Int(startX, startY));
|
checked_positions.Add(new Vector2Int(startX, startY));
|
|
while (toCheck.Count > 0)
|
{
|
Vector2Int current = toCheck.Dequeue();
|
size++;
|
|
// Check all 8 neighboring tiles
|
for (int dx = -1; dx <= 1; dx++)
|
{
|
for (int dy = -1; dy <= 1; dy++)
|
{
|
if (dx == 0 && dy == 0) continue;
|
|
Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
|
if (checked_positions.Contains(neighbor)) continue;
|
|
float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
|
float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
|
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
|
|
if (perlinNoise <= (1f / (float)weight))
|
{
|
toCheck.Enqueue(neighbor);
|
checked_positions.Add(neighbor);
|
}
|
}
|
}
|
}
|
|
return size;
|
}
|
private void OnDrawGizmos()
|
{
|
if (!Application.isPlaying) return;
|
|
// Draw current chunk boundaries
|
if (playerTransform != null)
|
{
|
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
|
Gizmos.color = Color.yellow;
|
|
for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
|
{
|
for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
|
{
|
Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y);
|
Vector3 worldPos = new Vector3(
|
chunk.x * CHUNK_SIZE + transform.position.x,
|
chunk.y * CHUNK_SIZE + transform.position.y,
|
0
|
);
|
|
// Draw chunk boundary
|
Gizmos.DrawWireCube(
|
worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
|
new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0)
|
);
|
|
// Draw chunk coordinates
|
UnityEditor.Handles.Label(
|
worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
|
$"({chunk.x}, {chunk.y})"
|
);
|
}
|
}
|
}
|
}
|
}
|