miepzerino
2025-04-06 a576c4a6edc69f703422ab289ee46b05011b9275
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
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;
 
public class GenerateTileMap : MonoBehaviour
{
    public int? seed;
    public static int maxWidth = 255;
    public static int maxDepth = 384;
    public static int groundDepth = 255;
    private float scale;
    private float offsetX;
    private float offsetY; 
    private NativeArray<float> perlinNoiseCache;
    Tilemap tilemap;
    public CustomRuleTile forestRuleTile;
    public TileBase borderTile;
    private List<Generateable> generateables;
 
    public const int CHUNK_SIZE = 16; // Size of each chunk
    public int LOAD_DISTANCE = 2; // Number of chunks to load around player
    private const int CACHE_CLEAR_DISTANCE = 8; // Distance in chunks before clearing cache (should be > LOAD_DISTANCE)
    private Vector2Int lastCacheClearPosition; // Track position where cache was last cleared
 
    private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
    private Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>();
    private Transform playerTransform; // Reference to player/camera
    private Vector2Int lastLoadedChunk;
    private GameManager gameManager;
 
    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);
 
        LoadGenerateablesFromResources();
    }
    private void Update()
    {
        if (playerTransform == null) return;
        //Debug.Log($"Player Position: {playerTransform.position}");
        Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
        //Debug.Log($"Current Chunk: {currentChunk}");
        if (currentChunk != lastLoadedChunk)
        {
            StartCoroutine(UpdateLoadedChunks(currentChunk, gameManager.destroyedTiles));
            lastLoadedChunk = currentChunk;
            // Check if we need to clear the cache
            ClearDistantChunks(currentChunk);
        }
    }
 
    public Dictionary<Vector2Int, TileBase[]> GetSaveData()
    {
        return chunkCache;
    }
    public void LoadChunkDataFromSave(List<SerializedChunkData> serializedChunks)
    {
        chunkCache.Clear();
        foreach (var chunk in serializedChunks)
        {
            TileBase[] tiles = chunk.tileNames.Select(name =>
                name == "null" ? null :
                name == forestRuleTile.name ? forestRuleTile :
                forestRuleTile.siblings.FirstOrDefault(s => s.name == name)
            ).ToArray();
 
            chunkCache[chunk.position] = tiles;
        }
    }
    private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk, List<Vector3Int> destroyedTiles)
    {
        // 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, destroyedTiles);
    }
 
    private void UnloadChunk(Vector2Int chunk)
    {
        var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
        BatchSetTiles(chunk, emptyTiles);
    }
    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;
 
        CachePerlinNoise();
    }
 
    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));
    }
    private void CachePerlinNoise()
    {
        perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent);
        for (int x = 0; x < maxWidth; x++)
        {
            for (int y = 0; y < maxDepth; y++)
            {
                float xPerlin = ((float)x / maxWidth) * scale + offsetX;
                float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY;
                perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin);
            }
        }
    }
 
    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();
    }
    public Vector2Int GetChunkPosition(Vector3 worldPosition)
    {
        // Adjust for tilemap offset
        float adjustedX = worldPosition.x - transform.position.x;
        float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE;
 
        return new Vector2Int(
            Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
            Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
        );
    }
    public void UpdateChunkCache(Vector3Int cellCoord, Vector3 cellWorldPosition)
    {
        // Update chunk cache
        Vector2Int chunkPos = GetChunkPosition(cellWorldPosition);
        if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
        {
            int localX = cellCoord.x - (chunkPos.x * GenerateTileMap.CHUNK_SIZE);
            int localY = (chunkPos.y * GenerateTileMap.CHUNK_SIZE) - cellCoord.y - 1;
            int index = localY * GenerateTileMap.CHUNK_SIZE + localX;
 
            if (index >= 0 && index < cachedTiles.Length)
            {
                cachedTiles[index] = null;
                chunkCache[chunkPos] = cachedTiles;
            }
        }
    }
    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))
                {
                    if (chunkCache.ContainsKey(chunkPos))
                    {
                        // Load the chunk from the cache
                        yield return LoadChunkFromCache(chunkPos);
                    }
                    else
                    {
                        // Generate the chunk
                        yield return GenerateChunk(chunkPos, destroyedTiles);
                    }
                    loadedChunks[chunkPos] = true;
                }
            }
        }
    }
 
    private IEnumerator LoadChunkFromCache(Vector2Int chunk)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE) - 1;
 
        if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles))
        {
            //for (int i = 0; i < cachedTiles.Length; i++)
            //{
            //    int x = startX + (i % CHUNK_SIZE);
            //    int y = startY - (i / CHUNK_SIZE);
            //    Vector3Int tilePos = new Vector3Int(x, y);
 
            //    if (!IsTileDestroyed(tilePos))
            //    {
            //        tilemap.SetTile(tilePos, cachedTiles[i]);
            //    }
            //}
            BatchSetTiles(chunk, cachedTiles, gameManager.destroyedTiles);
        }
        yield return null;
    }
    private void BatchSetTiles(Vector2Int chunk, TileBase[] tiles, List<Vector3Int> destroyedTiles = null)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE) - 1;
 
        var positions = new Vector3Int[CHUNK_SIZE * CHUNK_SIZE];
        var tileArray = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
 
        for (int i = 0; i < tiles.Length; i++)
        {
            int x = startX + (i % CHUNK_SIZE);
            int y = startY - (i / CHUNK_SIZE);
            Vector3Int pos = new Vector3Int(x, y);
 
            positions[i] = pos;
            tileArray[i] = destroyedTiles != null && destroyedTiles.Contains(pos) ? null : tiles[i];
        }
 
        tilemap.SetTiles(positions, tileArray);
    }
    private void ClearDistantChunks(Vector2Int currentChunk)
    {
        // If this is the first time, initialize the last clear position
        if (lastCacheClearPosition == default)
        {
            lastCacheClearPosition = currentChunk;
            return;
        }
 
        // Calculate distance moved since last cache clear
        int distanceMoved = Mathf.Max(
            Mathf.Abs(currentChunk.x - lastCacheClearPosition.x),
            Mathf.Abs(currentChunk.y - lastCacheClearPosition.y)
        );
 
        // If we've moved far enough, clear distant chunks from cache
        if (distanceMoved >= CACHE_CLEAR_DISTANCE)
        {
            List<Vector2Int> chunksToRemove = new List<Vector2Int>();
 
            foreach (var chunk in chunkCache.Keys)
            {
                int distanceToPlayer = Mathf.Max(
                    Mathf.Abs(chunk.x - currentChunk.x),
                    Mathf.Abs(chunk.y - currentChunk.y)
                );
 
                // Remove chunks that are far from current position
                if (distanceToPlayer > LOAD_DISTANCE * 2)
                {
                    chunksToRemove.Add(chunk);
                }
            }
 
            // Remove the distant chunks from cache
            foreach (var chunk in chunksToRemove)
            {
                chunkCache.Remove(chunk);
            }
 
            lastCacheClearPosition = currentChunk;
            Debug.Log($"Cleared {chunksToRemove.Count} chunks from cache. Current cache size: {chunkCache.Count}");
        }
    }
    private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE) - 1;
        // Check if the chunk is already in the cache
        LoadChunkFromCache(chunk);
 
        // Create job data
        var groundJob = new GenerateGroundJob
        {
            chunkStartX = startX,
            chunkStartY = startY,
            chunkSize = CHUNK_SIZE,
            maxWidth = maxWidth,
            groundDepth = groundDepth,
            scale = scale,
            offsetX = offsetX,
            offsetY = offsetY,
            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob),
            perlinNoiseCache = perlinNoiseCache
        };
 
        // Schedule the job
        JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
 
        // Wait for the job to complete
        yield return new WaitUntil(() => groundJobHandle.IsCompleted);
 
        // Apply the results
        groundJobHandle.Complete();
        TileBase[] newChunkTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
        //for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
        //{
        //    if (groundJob.groundTiles[i])
        //    {
        //        int x = startX + (i % CHUNK_SIZE);
        //        int y = startY - (i / CHUNK_SIZE);
        //        Vector3Int tilePos = new Vector3Int(x, y);
 
        //        if (!IsTileDestroyed(tilePos))
        //        {
        //            tilemap.SetTile(tilePos, forestRuleTile);
        //            newChunkTiles[i] = forestRuleTile;
        //        }
        //        else
        //        {
        //            newChunkTiles[i] = null;
        //        }
        //    }
        //    else
        //    {
        //        newChunkTiles[i] = null;
        //    }
        //}
        for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++)
        {
            newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null;
        }
 
        // Batch update tiles
        BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
 
        // Save the generated chunk to the cache
        chunkCache[chunk] = newChunkTiles;
 
        // Clean up native array
        groundJob.groundTiles.Dispose();
 
        // Generate ores
        if (generateables != null)
        {
            yield return GenerateOresInChunk(chunk, destroyedTiles);
        }
 
        // Generate borders when needed
        if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
            startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
        {
            yield return GenerateBorders();
        }
    }
 
    private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = chunk.y * CHUNK_SIZE;
        // Get the cached tiles for this chunk
        TileBase[] cachedTiles = chunkCache[chunk];
 
        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);
            // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
            int chunkMaxY = startY;
            int chunkMinY = startY - CHUNK_SIZE;
 
            // Only process this chunk if it's within the ore's spawn height range
            if (chunkMinY <= maxY && chunkMaxY >= minY)
            {
                for (int x = startX; x < startX + CHUNK_SIZE; x++)
                {
                    if (x >= maxWidth) continue;
 
                    // Adjusted Y range calculation
                    int rangeStart = Mathf.Max(chunkMinY, minY);
                    int rangeEnd = Mathf.Min(chunkMaxY, maxY);
 
                    for (int y = rangeStart; y <= rangeEnd; 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))
                            {
                                int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
                                if (clusterSize >= generateable.minClusterSize)
                                {
                                    tilemap.SetTile(tileSpawnCoord, generateable.tile);
                                    // Update cache
                                    int localX = x - startX;
                                    int localY = startY - y - 1;
                                    int index = localY * CHUNK_SIZE + localX;
                                    if (index >= 0 && index < cachedTiles.Length)
                                    {
                                        cachedTiles[index] = generateable.tile;
                                    }
                                }
                            }
                        }
                    }
                }
 
                // Update every few rows to maintain performance
                if (generateables.Count > 3)
                {
                    yield return null;
                }
            }
        }
        // Update the cache with the modified tiles
        chunkCache[chunk] = cachedTiles;
    }
    private IEnumerator GenerateBorders()
    {
        // Vertical borders
        for (int x = 0; x <= maxWidth; x += maxWidth)
        {
            for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
            {
                Vector3Int borderPos = new Vector3Int(x, y);
                tilemap.SetTile(borderPos, borderTile);
 
                // Update cache for affected chunk
                Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
                if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
                {
                    int localX = x - (chunkPos.x * CHUNK_SIZE);
                    int localY = chunkPos.y * CHUNK_SIZE - y - 1;
                    int index = localY * CHUNK_SIZE + localX;
                    if (index >= 0 && index < cachedTiles.Length)
                    {
                        cachedTiles[index] = borderTile;
                        chunkCache[chunkPos] = cachedTiles;
                    }
                }
            }
        }
        yield return null;
 
        // Horizontal borders
        for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
        {
            for (int x = 1; x < maxWidth; x++)
            {
                Vector3Int borderPos = new Vector3Int(x, y);
                tilemap.SetTile(borderPos, borderTile);
 
                // Update cache for affected chunk
                Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
                if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
                {
                    int localX = x - (chunkPos.x * CHUNK_SIZE);
                    int localY = chunkPos.y * CHUNK_SIZE - y - 1;
                    int index = localY * CHUNK_SIZE + localX;
                    if (index >= 0 && index < cachedTiles.Length)
                    {
                        cachedTiles[index] = borderTile;
                        chunkCache[chunkPos] = cachedTiles;
                    }
                }
            }
        }
        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 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(
                        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
}