using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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public class GenerateTileMap : MonoBehaviour
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{
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public int? seed;
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public static int maxWidth = 255;
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public static int maxDepth = 384;
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public static int groundDepth = 255;
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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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private NativeArray<float> perlinNoiseCache;
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Tilemap tilemap;
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public CustomRuleTile forestRuleTile;
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public TileBase borderTile;
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private List<Generateable> generateables;
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public const int CHUNK_SIZE = 16; // Size of each chunk
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public int LOAD_DISTANCE = 2; // Number of chunks to load around player
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private const int CACHE_CLEAR_DISTANCE = 8; // Distance in chunks before clearing cache (should be > LOAD_DISTANCE)
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private Vector2Int lastCacheClearPosition; // Track position where cache was last cleared
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[NonSerialized]
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public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
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private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
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private Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>();
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private Transform playerTransform; // Reference to player/camera
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private Vector2Int lastLoadedChunk;
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private GameManager gameManager;
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private void Awake()
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{
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gameManager = FindObjectOfType<GameManager>();
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tilemap = GetComponent<Tilemap>();
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playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag
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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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// Position adjusted to center horizontally, but align top at y=0
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transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
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LoadGenerateablesFromResources();
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}
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private void Update()
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{
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if (playerTransform == null) return;
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//Debug.Log($"Player Position: {playerTransform.position}");
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Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
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//Debug.Log($"Current Chunk: {currentChunk}");
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if (currentChunk != lastLoadedChunk)
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{
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StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles));
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lastLoadedChunk = currentChunk;
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// Check if we need to clear the cache
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ClearDistantChunks(currentChunk);
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}
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}
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public (int seed, Dictionary<Vector2Int, TileBase[]> chunkCache, List<Vector3Int> destroyedTiles) GetSaveValues()
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{
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return (seed.Value, chunkCache, destroyedTiles);
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}
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public void LoadChunkDataFromSave(List<SerializedChunkData> serializedChunks)
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{
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chunkCache.Clear();
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foreach (var chunk in serializedChunks)
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{
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TileBase[] tiles = chunk.tileNames.Select(name =>
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name == "null" ? null :
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name == forestRuleTile.name ? forestRuleTile :
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forestRuleTile.siblings.FirstOrDefault(s => s.name == name)
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).ToArray();
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chunkCache[chunk.position] = tiles;
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}
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}
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private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk, List<Vector3Int> destroyedTiles)
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{
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// Unload distant chunks
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List<Vector2Int> chunksToUnload = new List<Vector2Int>();
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foreach (var chunk in loadedChunks.Keys)
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{
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if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
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Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
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{
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chunksToUnload.Add(chunk);
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UnloadChunk(chunk);
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}
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}
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foreach (var chunk in chunksToUnload)
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{
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loadedChunks.Remove(chunk);
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}
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// Load new chunks
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yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
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}
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private void UnloadChunk(Vector2Int chunk)
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{
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var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
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BatchSetTiles(chunk, emptyTiles);
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}
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private void LoadGenerateablesFromResources()
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{
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// Clear existing siblings
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forestRuleTile.siblings.Clear();
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// Load all Item prefabs from the "Resources/Items" folder
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GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable");
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generateables = new List<Generateable>();
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foreach (GameObject prefab in generateablePrefabs)
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{
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Generateable generateable = prefab.GetComponent<Generateable>();
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if (generateable != null)
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{
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generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>();
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generateable.tile.m_DefaultGameObject = prefab;
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generateable.tile.m_DefaultSprite = generateable.sprite;
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generateables.Add(generateable);
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forestRuleTile.siblings.Add(generateable.tile);
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}
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else
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{
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Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
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}
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}
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GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
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if (generateables.Count == 0)
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{
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Debug.LogWarning("No items found in Resources/Items folder");
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}
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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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CachePerlinNoise();
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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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private void CachePerlinNoise()
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{
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perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent);
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for (int x = 0; x < maxWidth; x++)
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{
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for (int y = 0; y < maxDepth; y++)
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{
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float xPerlin = ((float)x / maxWidth) * scale + offsetX;
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float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY;
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perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin);
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}
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}
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}
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public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
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{
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// Get initial player chunk position
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Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
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lastLoadedChunk = currentChunk;
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// Generate initial chunks around player
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yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
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finishedCallback();
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}
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public Vector2Int GetChunkPosition(Vector3 worldPosition)
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{
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// Adjust for tilemap offset
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float adjustedX = worldPosition.x - transform.position.x;
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float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE;
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return new Vector2Int(
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Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
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Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
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);
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}
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public void UpdateChunkCache(Vector3Int cellCoord, Vector3 cellWorldPosition)
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{
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// Update chunk cache
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Vector2Int chunkPos = GetChunkPosition(cellWorldPosition);
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if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
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{
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int localX = cellCoord.x - (chunkPos.x * GenerateTileMap.CHUNK_SIZE);
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int localY = (chunkPos.y * GenerateTileMap.CHUNK_SIZE) - cellCoord.y - 1;
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int index = localY * GenerateTileMap.CHUNK_SIZE + localX;
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if (index >= 0 && index < cachedTiles.Length)
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{
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cachedTiles[index] = null;
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chunkCache[chunkPos] = cachedTiles;
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}
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}
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}
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private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
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{
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for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
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{
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for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
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{
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Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
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if (!loadedChunks.ContainsKey(chunkPos))
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{
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if (chunkCache.ContainsKey(chunkPos))
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{
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// Load the chunk from the cache
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yield return LoadChunkFromCache(chunkPos);
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}
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else
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{
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// Generate the chunk
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yield return GenerateChunk(chunkPos, destroyedTiles);
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}
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loadedChunks[chunkPos] = true;
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}
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}
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}
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}
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private IEnumerator LoadChunkFromCache(Vector2Int chunk)
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{
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int startX = chunk.x * CHUNK_SIZE;
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int startY = (chunk.y * CHUNK_SIZE) - 1;
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if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles))
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{
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//for (int i = 0; i < cachedTiles.Length; i++)
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//{
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// int x = startX + (i % CHUNK_SIZE);
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// int y = startY - (i / CHUNK_SIZE);
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// Vector3Int tilePos = new Vector3Int(x, y);
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// if (!IsTileDestroyed(tilePos))
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// {
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// tilemap.SetTile(tilePos, cachedTiles[i]);
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// }
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//}
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BatchSetTiles(chunk, cachedTiles, destroyedTiles);
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}
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yield return null;
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}
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private void BatchSetTiles(Vector2Int chunk, TileBase[] tiles, List<Vector3Int> destroyedTiles = null)
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{
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int startX = chunk.x * CHUNK_SIZE;
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int startY = (chunk.y * CHUNK_SIZE) - 1;
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var positions = new Vector3Int[CHUNK_SIZE * CHUNK_SIZE];
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var tileArray = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
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for (int i = 0; i < tiles.Length; i++)
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{
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int x = startX + (i % CHUNK_SIZE);
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int y = startY - (i / CHUNK_SIZE);
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Vector3Int pos = new Vector3Int(x, y);
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positions[i] = pos;
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tileArray[i] = destroyedTiles != null && destroyedTiles.Contains(pos) ? null : tiles[i];
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}
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tilemap.SetTiles(positions, tileArray);
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}
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private void ClearDistantChunks(Vector2Int currentChunk)
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{
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// If this is the first time, initialize the last clear position
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if (lastCacheClearPosition == default)
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{
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lastCacheClearPosition = currentChunk;
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return;
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}
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// Calculate distance moved since last cache clear
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int distanceMoved = Mathf.Max(
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Mathf.Abs(currentChunk.x - lastCacheClearPosition.x),
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Mathf.Abs(currentChunk.y - lastCacheClearPosition.y)
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);
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// If we've moved far enough, clear distant chunks from cache
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if (distanceMoved >= CACHE_CLEAR_DISTANCE)
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{
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List<Vector2Int> chunksToRemove = new List<Vector2Int>();
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foreach (var chunk in chunkCache.Keys)
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{
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int distanceToPlayer = Mathf.Max(
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Mathf.Abs(chunk.x - currentChunk.x),
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Mathf.Abs(chunk.y - currentChunk.y)
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);
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// Remove chunks that are far from current position
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if (distanceToPlayer > LOAD_DISTANCE * 2)
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{
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chunksToRemove.Add(chunk);
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}
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}
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// Remove the distant chunks from cache
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foreach (var chunk in chunksToRemove)
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{
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chunkCache.Remove(chunk);
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}
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lastCacheClearPosition = currentChunk;
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Debug.Log($"Cleared {chunksToRemove.Count} chunks from cache. Current cache size: {chunkCache.Count}");
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}
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}
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private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
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{
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int startX = chunk.x * CHUNK_SIZE;
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int startY = (chunk.y * CHUNK_SIZE) - 1;
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// Check if the chunk is already in the cache
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LoadChunkFromCache(chunk);
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// Create job data
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var groundJob = new GenerateGroundJob
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{
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chunkStartX = startX,
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chunkStartY = startY,
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chunkSize = CHUNK_SIZE,
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maxWidth = maxWidth,
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groundDepth = groundDepth,
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scale = scale,
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offsetX = offsetX,
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offsetY = offsetY,
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groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob),
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perlinNoiseCache = perlinNoiseCache
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};
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// Schedule the job
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JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
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// Wait for the job to complete
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yield return new WaitUntil(() => groundJobHandle.IsCompleted);
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// Apply the results
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groundJobHandle.Complete();
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TileBase[] newChunkTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
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//for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
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//{
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// if (groundJob.groundTiles[i])
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// {
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// int x = startX + (i % CHUNK_SIZE);
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// int y = startY - (i / CHUNK_SIZE);
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// Vector3Int tilePos = new Vector3Int(x, y);
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// if (!IsTileDestroyed(tilePos))
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// {
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// tilemap.SetTile(tilePos, forestRuleTile);
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// newChunkTiles[i] = forestRuleTile;
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// }
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// else
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// {
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// newChunkTiles[i] = null;
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// }
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// }
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// else
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// {
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// newChunkTiles[i] = null;
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// }
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//}
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for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
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{
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newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null;
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}
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// Batch update tiles
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BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
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// Save the generated chunk to the cache
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chunkCache[chunk] = newChunkTiles;
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// Clean up native array
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groundJob.groundTiles.Dispose();
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// Generate ores
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if (generateables != null)
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{
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yield return GenerateOresInChunk(chunk, destroyedTiles);
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}
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// Generate borders when needed
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if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
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startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
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{
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yield return GenerateBorders();
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}
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}
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private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
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{
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int startX = chunk.x * CHUNK_SIZE;
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int startY = chunk.y * CHUNK_SIZE;
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// Get the cached tiles for this chunk
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TileBase[] cachedTiles = chunkCache[chunk];
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foreach (Generateable generateable in generateables)
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{
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// Convert spawn heights to negative values if they aren't already
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int maxY = -Mathf.Abs(generateable.maxSpawnHeight);
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int minY = -Mathf.Abs(generateable.minSpawnHeight);
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// Changed condition: Check if the chunk's Y range overlaps with ore spawn range
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int chunkMaxY = startY;
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int chunkMinY = startY - CHUNK_SIZE;
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// Only process this chunk if it's within the ore's spawn height range
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if (chunkMinY <= maxY && chunkMaxY >= minY)
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{
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for (int x = startX; x < startX + CHUNK_SIZE; x++)
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{
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if (x >= maxWidth) continue;
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// Adjusted Y range calculation
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int rangeStart = Mathf.Max(chunkMinY, minY);
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int rangeEnd = Mathf.Min(chunkMaxY, maxY);
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for (int y = rangeStart; y <= rangeEnd; y++)
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{
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float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
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float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
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float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
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if (perlinNoise <= (1f / (float)generateable.weight))
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{
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Vector3Int tileSpawnCoord = new Vector3Int(x, y);
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if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
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{
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int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
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if (clusterSize >= generateable.minClusterSize)
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{
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tilemap.SetTile(tileSpawnCoord, generateable.tile);
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// Update cache
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int localX = x - startX;
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int localY = startY - y - 1;
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int index = localY * CHUNK_SIZE + localX;
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if (index >= 0 && index < cachedTiles.Length)
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{
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cachedTiles[index] = generateable.tile;
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}
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}
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}
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}
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}
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}
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// Update every few rows to maintain performance
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if (generateables.Count > 3)
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{
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yield return null;
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}
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}
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}
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// Update the cache with the modified tiles
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chunkCache[chunk] = cachedTiles;
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}
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private IEnumerator GenerateBorders()
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{
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// Vertical borders
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for (int x = 0; x <= maxWidth; x += maxWidth)
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{
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for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
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{
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Vector3Int borderPos = new Vector3Int(x, y);
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tilemap.SetTile(borderPos, borderTile);
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// Update cache for affected chunk
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Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
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if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
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{
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int localX = x - (chunkPos.x * CHUNK_SIZE);
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int localY = chunkPos.y * CHUNK_SIZE - y - 1;
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int index = localY * CHUNK_SIZE + localX;
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if (index >= 0 && index < cachedTiles.Length)
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{
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cachedTiles[index] = borderTile;
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chunkCache[chunkPos] = cachedTiles;
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}
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}
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}
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}
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yield return null;
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// Horizontal borders
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for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
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{
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for (int x = 1; x < maxWidth; x++)
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{
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Vector3Int borderPos = new Vector3Int(x, y);
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tilemap.SetTile(borderPos, borderTile);
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// Update cache for affected chunk
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Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
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if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
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{
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int localX = x - (chunkPos.x * CHUNK_SIZE);
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int localY = chunkPos.y * CHUNK_SIZE - y - 1;
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int index = localY * CHUNK_SIZE + localX;
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if (index >= 0 && index < cachedTiles.Length)
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{
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cachedTiles[index] = borderTile;
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chunkCache[chunkPos] = cachedTiles;
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}
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}
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}
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}
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yield return null;
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}
|
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private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
|
{
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int size = 0;
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Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
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HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
|
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toCheck.Enqueue(new Vector2Int(startX, startY));
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checked_positions.Add(new Vector2Int(startX, startY));
|
|
while (toCheck.Count > 0)
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{
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Vector2Int current = toCheck.Dequeue();
|
size++;
|
|
// Check all 8 neighboring tiles
|
for (int dx = -1; dx <= 1; dx++)
|
{
|
for (int dy = -1; dy <= 1; dy++)
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{
|
if (dx == 0 && dy == 0) continue;
|
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Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
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if (checked_positions.Contains(neighbor)) continue;
|
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float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
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float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
|
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
|
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if (perlinNoise <= (1f / (float)weight))
|
{
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toCheck.Enqueue(neighbor);
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checked_positions.Add(neighbor);
|
}
|
}
|
}
|
}
|
|
return size;
|
}
|
private void OnDestroy()
|
{
|
if (perlinNoiseCache.IsCreated)
|
{
|
perlinNoiseCache.Dispose();
|
}
|
chunkCache.Clear();
|
}
|
#if UNITY_EDITOR
|
//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(
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// 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})"
|
// );
|
// }
|
// }
|
// }
|
//}
|
#endif
|
}
|