miepzerino
2025-04-08 40ac185dc7a017d95771fe580c77eab20e663908
Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using Unity.Jobs;
using Unity.VisualScripting;
@@ -10,9 +11,9 @@
public class GenerateTileMap : MonoBehaviour
{
    public int? seed;
    public static int maxWidth = 256;
    public static int maxWidth = 255;
    public static int maxDepth = 384;
    public static int groundDepth = 256;
    public static int groundDepth = 255;
    private float scale;
    private float offsetX;
    private float offsetY; 
@@ -27,6 +28,8 @@
    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
    [NonSerialized]
    public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
    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
@@ -61,20 +64,32 @@
        //Debug.Log($"Current Chunk: {currentChunk}");
        if (currentChunk != lastLoadedChunk)
        {
            StartCoroutine(UpdateLoadedChunks(currentChunk));
            StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles));
            lastLoadedChunk = currentChunk;
            // Check if we need to clear the cache
            ClearDistantChunks(currentChunk);
        }
    }
    // When checking if a tile is destroyed, use GameManager's list
    private bool IsTileDestroyed(Vector3Int tilePos)
    public (int seed, Dictionary<Vector2Int, TileBase[]> chunkCache, List<Vector3Int> destroyedTiles) GetSaveValues()
    {
        return gameManager.destroyedTiles.Contains(tilePos);
        return (seed.Value, chunkCache, destroyedTiles);
    }
    private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
    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>();
@@ -93,21 +108,13 @@
        }
        // Load new chunks
        yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
        yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
    }
    private void UnloadChunk(Vector2Int chunk)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE)-1;
        for (int x = startX; x < startX + CHUNK_SIZE; x++)
        {
            for (int y = startY; y > startY - CHUNK_SIZE; y--)
            {
                tilemap.SetTile(new Vector3Int(x, y), null);
            }
        }
        var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
        BatchSetTiles(chunk, emptyTiles);
    }
    private void LoadGenerateablesFromResources()
    {
@@ -192,7 +199,7 @@
        finishedCallback();
    }
    private Vector2Int GetChunkPosition(Vector3 worldPosition)
    public Vector2Int GetChunkPosition(Vector3 worldPosition)
    {
        // Adjust for tilemap offset
        float adjustedX = worldPosition.x - transform.position.x;
@@ -202,6 +209,23 @@
            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)
    {
@@ -235,19 +259,40 @@
        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);
            //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]);
                }
            }
            //    if (!IsTileDestroyed(tilePos))
            //    {
            //        tilemap.SetTile(tilePos, cachedTiles[i]);
            //    }
            //}
            BatchSetTiles(chunk, cachedTiles, 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)
    {
@@ -324,29 +369,36 @@
        // 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++)
        {
            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;
            }
            newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null;
        }
        // Batch update tiles
        BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
        // Save the generated chunk to the cache
        chunkCache[chunk] = newChunkTiles;
@@ -372,6 +424,8 @@
    {
        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)
        {
@@ -409,6 +463,14 @@
                                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;
                                    }
                                }
                            }
                        }
@@ -422,25 +484,57 @@
                }
            }
        }
        // Update the cache with the modified tiles
        chunkCache[chunk] = cachedTiles;
    }
    private IEnumerator GenerateBorders()
    {
        // Vertical borders (going up from underground to sky)
        // Vertical borders
        for (int x = 0; x <= maxWidth; x += maxWidth)
        {
            for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
            {
                tilemap.SetTile(new Vector3Int(x, y), borderTile);
                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 (at bottom and sky level)
        // Horizontal borders
        for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
        {
            for (int x = 1; x <= maxWidth; x++)
            for (int x = 1; x < maxWidth; x++)
            {
                tilemap.SetTile(new Vector3Int(x, y), borderTile);
                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;
@@ -494,41 +588,41 @@
        chunkCache.Clear();
    }
#if UNITY_EDITOR
    private void OnDrawGizmos()
    {
        if (!Application.isPlaying) return;
    //private void OnDrawGizmos()
    //{
    //    if (!Application.isPlaying) return;
        // Draw current chunk boundaries
        if (playerTransform != null)
        {
            Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
            Gizmos.color = Color.yellow;
    //    // 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
                    );
    //        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 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})"
                    );
                }
            }
        }
    }
    //                // Draw chunk coordinates
    //                UnityEditor.Handles.Label(
    //                    worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
    //                    $"({chunk.x}, {chunk.y})"
    //                );
    //            }
    //        }
    //    }
    //}
#endif
}