using System;
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using System.Collections;
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using System.Collections.Generic;
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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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using UnityEngine.UIElements;
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using static UnityEditor.Progress;
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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 maxDepth = 384;
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public static int groundDepth = 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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private List<Generateable> generateables;
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//public List<TileBase> tiles;
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public const int CHUNK_SIZE = 16; // Size of each chunk
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public const int LOAD_DISTANCE = 2; // Number of chunks to load around player
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private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
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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));
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lastLoadedChunk = currentChunk;
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}
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}
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// When a tile is destroyed in a chunk, update GameManager's list
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private void AddDestroyedTile(Vector3Int tilePos)
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{
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if (!gameManager.destroyedTiles.Contains(tilePos))
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{
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gameManager.destroyedTiles.Add(tilePos);
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}
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}
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// When checking if a tile is destroyed, use GameManager's list
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private bool IsTileDestroyed(Vector3Int tilePos)
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{
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return gameManager.destroyedTiles.Contains(tilePos);
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}
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private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
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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, new List<Vector3Int>());
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}
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private void UnloadChunk(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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for (int x = startX; x < startX + CHUNK_SIZE; x++)
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{
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for (int y = startY; y > startY - CHUNK_SIZE; y--)
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{
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tilemap.SetTile(new Vector3Int(x, y), null);
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}
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}
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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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}
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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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// 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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private 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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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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yield return GenerateChunk(chunkPos, destroyedTiles);
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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 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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// 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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};
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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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groundJobHandle.Complete();
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// Apply the results
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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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}
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}
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}
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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 CreateGroundLayer(List<Vector3Int> destroyedTiles)
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//{
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// for (int x = 1; x < maxWidth; x++)
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// {
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// for (int y = -1; y > -groundDepth; y--)
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// {
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// float xPerlin = ((float)x / maxWidth) * scale + offsetX;
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// float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * 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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//}
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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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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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// Only process this chunk if it's within the ore's spawn height range
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if (startY < maxY && startY > 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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for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); 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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// 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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}
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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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}
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//private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
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//{
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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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// Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}");
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// for (int x = 0; x < maxWidth; x++)
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// {
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// for (int y = maxY; y > minY; 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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// // 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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private IEnumerator GenerateBorders()
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{
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// Vertical borders (going up from underground to sky)
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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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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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// Horizontal borders (at bottom and sky level)
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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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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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}
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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)Mathf.Abs(neighbor.y) / maxDepth) * 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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private void OnDrawGizmos()
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{
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if (!Application.isPlaying) return;
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// Draw current chunk boundaries
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if (playerTransform != null)
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{
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Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
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Gizmos.color = Color.yellow;
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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 chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y);
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Vector3 worldPos = new Vector3(
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chunk.x * CHUNK_SIZE + transform.position.x,
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chunk.y * CHUNK_SIZE + transform.position.y,
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0
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);
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// Draw chunk boundary
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Gizmos.DrawWireCube(
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worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
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new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0)
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);
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// Draw chunk coordinates
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UnityEditor.Handles.Label(
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worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
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$"({chunk.x}, {chunk.y})"
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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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