miepzerino
2025-04-08 40ac185dc7a017d95771fe580c77eab20e663908
Assets/Scripts/GenerateTileMap.cs
@@ -1,56 +1,37 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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 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;
    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
    [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
    private Vector2Int lastLoadedChunk;
    private GameManager gameManager;
@@ -83,25 +64,32 @@
        //Debug.Log($"Current Chunk: {currentChunk}");
        if (currentChunk != lastLoadedChunk)
        {
            StartCoroutine(UpdateLoadedChunks(currentChunk));
            StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles));
            lastLoadedChunk = 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);
            // 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>();
@@ -120,21 +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()
    {
@@ -180,6 +160,7 @@
        UnityEngine.Random.state = randomState;
        CachePerlinNoise();
    }
    private int GenerateSeed(int size)
@@ -193,6 +174,19 @@
        }
        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)
    {
@@ -205,7 +199,7 @@
        finishedCallback();
    }
    private Vector2Int GetChunkPosition(Vector3 worldPosition)
    public Vector2Int GetChunkPosition(Vector3 worldPosition)
    {
        // Adjust for tilemap offset
        float adjustedX = worldPosition.x - transform.position.x;
@@ -216,6 +210,23 @@
            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)
    {
        for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
@@ -225,16 +236,114 @@
                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 LoadChunkFromCache(Vector2Int chunk)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE) - 1;
        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);
            //    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)
    {
        // If this is the first time, initialize the last clear position
        if (lastCacheClearPosition == default)
        {
            lastCacheClearPosition = currentChunk;
            return;
        }
        // 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
@@ -247,30 +356,52 @@
            scale = scale,
            offsetX = offsetX,
            offsetY = offsetY,
            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob)
            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
        groundJobHandle.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;
        //    }
        //}
        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] = groundJob.groundTiles[i] ? forestRuleTile : null;
        }
        // Batch update tiles
        BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
        // Save the generated chunk to the cache
        chunkCache[chunk] = newChunkTiles;
        // Clean up native array
        groundJob.groundTiles.Dispose();
@@ -289,56 +420,38 @@
        }
    }
    //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;
        int startY = chunk.y * CHUNK_SIZE;
        // Get the cached tiles for this chunk
        TileBase[] cachedTiles = chunkCache[chunk];
        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);
            // 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))
@@ -346,11 +459,18 @@
                            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);
                                    // 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;
                                    }
                                }
                            }
                        }
@@ -364,68 +484,57 @@
                }
            }
        }
        // Update the cache with the modified tiles
        chunkCache[chunk] = cachedTiles;
    }
    //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)
        // 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;
@@ -470,40 +579,50 @@
        return size;
    }
    private void OnDrawGizmos()
    private void OnDestroy()
    {
        if (!Application.isPlaying) return;
        // Draw current chunk boundaries
        if (playerTransform != null)
        if (perlinNoiseCache.IsCreated)
        {
            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
                    );
                    // 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})"
                    );
                }
            }
            perlinNoiseCache.Dispose();
        }
        chunkCache.Clear();
    }
#if UNITY_EDITOR
    //private void OnDrawGizmos()
    //{
    //    if (!Application.isPlaying) return;
    //    // 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
    //                );
    //                // 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
}