using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using UnityEngine.UIElements;
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//[Serializable]
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//public class Ore
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//{
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// public string name;
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// /// <summary>
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// /// The lower the numer the higher the amount of ores that will spawn
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// /// Higher number means less ore
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// /// </summary>
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// [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
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// [Range(1, 100000)]
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// public int weight;
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// /// <summary>
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// /// The lower the number the more dense the ore will spawn (big clusters
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// /// Higher number means little clusters (more spread)
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// /// </summary>
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// [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
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// [Range(10, 100000)]
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// public int clusterWeight;
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// public CustomRuleTile tile;
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// public int maxSpawnHeight;
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// public int minSpawnHeight;
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//}
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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 = 256;
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public static int maxHeight = 384;
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public static int maxGroundHeight = 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 CustomRuleTile forestRuleTile;
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public TileBase borderTile;
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public List<Generateable> generateables;
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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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transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
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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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// generate ground
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for (int x = 1; x < maxWidth; x++)
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{
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for (int y = 1; y < maxGroundHeight; y++)
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{
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float xPerlin = ((float)x / maxWidth) * scale + offsetX;
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float yPerlin = ((float)y / maxHeight) * scale + offsetY;
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float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
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if (perlinNoise <= 0.7f)
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{
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Vector3Int tileSpawnCoord = new Vector3Int(x, y);
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if (!destroyedTiles.Contains(tileSpawnCoord))
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{
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tilemap.SetTile(tileSpawnCoord, 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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if (generateables != null)
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{
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foreach (Generateable generateable in generateables)
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{
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for (int x = 0; x < maxWidth; x++)
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{
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for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; 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)y / maxHeight) * (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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// Check potential cluster size before placing
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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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}
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//tilemap.SetTile(tileSpawnCoord, generateable.tile);
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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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}
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}
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// generate borders
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for (int x = 0; x <= maxWidth; x += maxWidth)
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{
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for (int y = 0; y <= maxHeight; y++)
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{
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tilemap.SetTile(new Vector3Int(x, y), borderTile);
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}
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}
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yield return null;
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for (int y = 0; y <= maxHeight; y += maxHeight)
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{
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for (int x = 1; x <= maxWidth; x++)
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{
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tilemap.SetTile(new Vector3Int(x, y), borderTile);
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}
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}
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yield return null;
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finishedCallback();
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}
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private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
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{
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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));
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while (toCheck.Count > 0)
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{
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Vector2Int current = toCheck.Dequeue();
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size++;
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// Check all 8 neighboring tiles
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for (int dx = -1; dx <= 1; dx++)
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{
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for (int dy = -1; dy <= 1; dy++)
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{
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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)neighbor.y / maxHeight) * clusterWeight + offsetY;
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float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
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if (perlinNoise <= (1f / (float)weight))
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{
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toCheck.Enqueue(neighbor);
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checked_positions.Add(neighbor);
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}
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}
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}
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}
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return size;
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}
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}
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