using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using UnityEngine.UIElements;
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public class GenerateTileMap : MonoBehaviour
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{
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public int? seed;
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public int width = 256;
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public int height = 256;
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private float scale;
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private float offsetX;
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private float offsetY;
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Tilemap tilemap;
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public RuleTile forestRuleTile;
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public TileBase borderTile;
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//public List<TileBase> tiles;
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private void Awake()
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{
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tilemap = GetComponent<Tilemap>();
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#if DEBUG
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//seed = 0123456789;
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#endif
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if (seed == null)
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{
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seed = GenerateSeed(9);
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}
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SetSettingsFromSeed(seed.Value);
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}
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public void SetSettingsFromSeed(int seed)
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{
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UnityEngine.Random.State randomState = UnityEngine.Random.state;
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UnityEngine.Random.InitState(seed);
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scale = UnityEngine.Random.Range(17f, 23f);
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offsetX = UnityEngine.Random.Range(-10000f, 10000f);
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offsetY = UnityEngine.Random.Range(-10000f, 10000f);
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UnityEngine.Random.state = randomState;
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}
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private int GenerateSeed(int size)
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{
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System.Random rand = new System.Random();
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string seedNumbers = "0123456789";
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char[] chars = new char[size];
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for (int i = 0; i < size; i++)
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{
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chars[i] = seedNumbers[rand.Next(seedNumbers.Length)];
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}
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return int.Parse(new string(chars));
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}
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public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
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{
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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float xPerlin = ((float)x / width) * scale + offsetX;
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float yPerlin = ((float)y / height) * scale + offsetY;
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float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
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if (perlinNoise >= 0.3f)
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{
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if (!destroyedTiles.Contains(new Vector3Int(x, y, 0)))
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{
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tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
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}
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}
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}
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// Update UI every 8 lines
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if ((x % 8) == 0)
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{
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yield return null;
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}
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}
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finishedCallback();
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}
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}
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