| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using Unity.Collections; |
| | | using Unity.Jobs; |
| | | using Unity.VisualScripting; |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | | using UnityEngine.UIElements; |
| | | using static UnityEditor.Progress; |
| | | |
| | | //[Serializable] |
| | | //public class Ore |
| | | //{ |
| | | // public string name; |
| | | // /// <summary> |
| | | // /// The lower the numer the higher the amount of ores that will spawn |
| | | // /// Higher number means less ore |
| | | // /// </summary> |
| | | // [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")] |
| | | // [Range(1, 100000)] |
| | | // public int weight; |
| | | // /// <summary> |
| | | // /// The lower the number the more dense the ore will spawn (big clusters |
| | | // /// Higher number means little clusters (more spread) |
| | | // /// </summary> |
| | | // [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")] |
| | | // [Range(10, 100000)] |
| | | // public int clusterWeight; |
| | | // public CustomRuleTile tile; |
| | | // public int maxSpawnHeight; |
| | | // public int minSpawnHeight; |
| | | //} |
| | | |
| | | public class GenerateTileMap : MonoBehaviour |
| | | { |
| | |
| | | public static int groundDepth = 256; |
| | | private float scale; |
| | | private float offsetX; |
| | | private float offsetY; |
| | | private float offsetY; |
| | | private NativeArray<float> perlinNoiseCache; |
| | | Tilemap tilemap; |
| | | public CustomRuleTile forestRuleTile; |
| | | public TileBase borderTile; |
| | | private List<Generateable> generateables; |
| | | |
| | | //public List<TileBase> tiles; |
| | | public const int CHUNK_SIZE = 16; // Size of each chunk |
| | | public const int LOAD_DISTANCE = 2; // Number of chunks to load around player |
| | | 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 Update() |
| | | { |
| | | if (playerTransform == null) return; |
| | | Debug.Log($"Player Position: {playerTransform.position}"); |
| | | //Debug.Log($"Player Position: {playerTransform.position}"); |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | Debug.Log($"Current Chunk: {currentChunk}"); |
| | | //Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk)); |
| | | lastLoadedChunk = currentChunk; |
| | | // Check if we need to clear the cache |
| | | ClearDistantChunks(currentChunk); |
| | | } |
| | | } |
| | | // When a tile is destroyed in a chunk, update GameManager's list |
| | | private void AddDestroyedTile(Vector3Int tilePos) |
| | | { |
| | | if (!gameManager.destroyedTiles.Contains(tilePos)) |
| | | { |
| | | gameManager.destroyedTiles.Add(tilePos); |
| | | } |
| | | } |
| | | |
| | | |
| | | // When checking if a tile is destroyed, use GameManager's list |
| | | private bool IsTileDestroyed(Vector3Int tilePos) |
| | |
| | | private void UnloadChunk(Vector2Int chunk) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE)-1; |
| | | |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | |
| | | |
| | | UnityEngine.Random.state = randomState; |
| | | |
| | | CachePerlinNoise(); |
| | | } |
| | | |
| | | private int GenerateSeed(int size) |
| | |
| | | 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) |
| | |
| | | { |
| | | // Adjust for tilemap offset |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | | float adjustedY = worldPosition.y - transform.position.y; |
| | | float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE; |
| | | |
| | | return new Vector2Int( |
| | | Mathf.FloorToInt(adjustedX / CHUNK_SIZE), |
| | |
| | | Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); |
| | | if (!loadedChunks.ContainsKey(chunkPos)) |
| | | { |
| | | yield return GenerateChunk(chunkPos, destroyedTiles); |
| | | 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 GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | |
| | | private IEnumerator LoadChunkFromCache(Vector2Int chunk) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE); |
| | | int startY = (chunk.y * CHUNK_SIZE) - 1; |
| | | |
| | | // Generate ground in chunk |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles)) |
| | | { |
| | | if (x < 1 || x >= maxWidth) continue; |
| | | |
| | | for (int y = startY; y > startY - CHUNK_SIZE; y--) |
| | | for (int i = 0; i < cachedTiles.Length; i++) |
| | | { |
| | | if (y < -groundDepth || y >= 0) continue; |
| | | int x = startX + (i % CHUNK_SIZE); |
| | | int y = startY - (i / CHUNK_SIZE); |
| | | Vector3Int tilePos = new Vector3Int(x, y); |
| | | if (IsTileDestroyed(tilePos)) |
| | | continue; |
| | | |
| | | float xPerlin = ((float)x / maxWidth) * scale + offsetX; |
| | | float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; |
| | | float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | |
| | | if (perlinNoise <= 0.7f) |
| | | if (!IsTileDestroyed(tilePos)) |
| | | { |
| | | tilemap.SetTile(tilePos, forestRuleTile); |
| | | tilemap.SetTile(tilePos, cachedTiles[i]); |
| | | } |
| | | } |
| | | } |
| | | yield return null; |
| | | } |
| | | private void ClearDistantChunks(Vector2Int currentChunk) |
| | | { |
| | | // If this is the first time, initialize the last clear position |
| | | if (lastCacheClearPosition == default) |
| | | { |
| | | lastCacheClearPosition = currentChunk; |
| | | return; |
| | | } |
| | | |
| | | // Generate ores in chunk |
| | | // 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; |
| | | } |
| | | } |
| | | |
| | | // 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); |
| | | } |
| | | // Don't generate borders for each chunk |
| | | // Only generate borders when at world edges |
| | | |
| | | // Generate borders when needed |
| | | if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || |
| | | startY == 0 || startY - CHUNK_SIZE <= -groundDepth) |
| | | { |
| | |
| | | } |
| | | } |
| | | |
| | | //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) |
| | | //{ |
| | | // for (int x = 1; x < maxWidth; x++) |
| | | // { |
| | | // for (int y = -1; y > -groundDepth; y--) |
| | | // { |
| | | // float xPerlin = ((float)x / maxWidth) * scale + offsetX; |
| | | // float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; |
| | | // float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | |
| | | // if (perlinNoise <= 0.7f) |
| | | // { |
| | | // Vector3Int tileSpawnCoord = new Vector3Int(x, y); |
| | | // if (!destroyedTiles.Contains(tileSpawnCoord)) |
| | | // { |
| | | // tilemap.SetTile(tileSpawnCoord, forestRuleTile); |
| | | // } |
| | | // } |
| | | |
| | | // } |
| | | |
| | | // // Update UI every 8 lines |
| | | // if ((x % 8) == 0) |
| | | // { |
| | | // yield return null; |
| | | // } |
| | | // } |
| | | //} |
| | | private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | |
| | | // 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 (startY < maxY && startY > minY) |
| | | if (chunkMinY <= maxY && chunkMaxY >= minY) |
| | | { |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | | if (x >= maxWidth) continue; |
| | | |
| | | for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); y++) |
| | | // 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)) |
| | | { |
| | | // Check potential cluster size before placing |
| | | int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); |
| | | if (clusterSize >= generateable.minClusterSize) |
| | | { |
| | |
| | | } |
| | | } |
| | | } |
| | | |
| | | //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) |
| | | //{ |
| | | // 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); |
| | | // Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); |
| | | // for (int x = 0; x < maxWidth; x++) |
| | | // { |
| | | // for (int y = maxY; y > minY; 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)) |
| | | // { |
| | | // // Check potential cluster size before placing |
| | | // int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); |
| | | // if (clusterSize >= generateable.minClusterSize) |
| | | // { |
| | | // tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | // } |
| | | // //tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | // } |
| | | // } |
| | | |
| | | // } |
| | | |
| | | // // Update UI every 8 lines |
| | | // if ((x % 8) == 0) |
| | | // { |
| | | // yield return null; |
| | | // } |
| | | // } |
| | | // } |
| | | //} |
| | | |
| | | private IEnumerator GenerateBorders() |
| | | { |
| | | // Vertical borders (going up from underground to sky) |
| | |
| | | |
| | | return size; |
| | | } |
| | | private void OnDestroy() |
| | | { |
| | | if (perlinNoiseCache.IsCreated) |
| | | { |
| | | perlinNoiseCache.Dispose(); |
| | | } |
| | | chunkCache.Clear(); |
| | | } |
| | | #if UNITY_EDITOR |
| | | private void OnDrawGizmos() |
| | | { |
| | | if (!Application.isPlaying) return; |
| | |
| | | 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 |
| | | } |