miepzerino
2025-04-08 40ac185dc7a017d95771fe580c77eab20e663908
Assets/Scripts/GenerateTileMap.cs
@@ -588,41 +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
}