| | |
| | | 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; |
| | |
| | | private Transform playerTransform; // Reference to player/camera |
| | | private Vector2Int lastLoadedChunk; |
| | | private GameManager gameManager; |
| | | private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>(); |
| | | public TilePool tilePool; // Reference to the TilePool script |
| | | private bool isGenerating = false; |
| | | private Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>> chunkTileData = new Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>>(); |
| | | |
| | | |
| | | private void Awake() |
| | | { |
| | |
| | | |
| | | // Position adjusted to center horizontally, but align top at y=0 |
| | | transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z); |
| | | tilePool.InitializePool(forestRuleTile); |
| | | |
| | | LoadGenerateablesFromResources(); |
| | | } |
| | | private void Update() |
| | | { |
| | | if (playerTransform == null) return; |
| | | Debug.Log($"Player Position: {playerTransform.position}"); |
| | | if (playerTransform == null || isGenerating) return; |
| | | |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk)); |
| | | Debug.Log($"Player moved to new chunk: {currentChunk}"); |
| | | isGenerating = true; |
| | | StopAllCoroutines(); |
| | | |
| | | var chunksToUnload = loadedChunks.Keys |
| | | .Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || |
| | | Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) |
| | | .ToList(); |
| | | |
| | | foreach (var chunk in chunksToUnload) |
| | | { |
| | | Debug.Log($"Unloading chunk: {chunk}"); |
| | | UnloadChunk(chunk); |
| | | } |
| | | |
| | | StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk)); |
| | | lastLoadedChunk = currentChunk; |
| | | } |
| | | } |
| | | private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk) |
| | | { |
| | | yield return UpdateLoadedChunks(currentChunk); |
| | | isGenerating = false; |
| | | } |
| | | // When a tile is destroyed in a chunk, update GameManager's list |
| | | private void AddDestroyedTile(Vector3Int tilePos) |
| | |
| | | { |
| | | gameManager.destroyedTiles.Add(tilePos); |
| | | } |
| | | } |
| | | private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType) |
| | | { |
| | | var chunk = new Vector2Int( |
| | | Mathf.FloorToInt(position.x / (float)CHUNK_SIZE), |
| | | Mathf.FloorToInt(position.y / (float)CHUNK_SIZE) |
| | | ); |
| | | |
| | | if (!activeChunkTiles.ContainsKey(chunk)) |
| | | { |
| | | activeChunkTiles[chunk] = new HashSet<Vector3Int>(); |
| | | } |
| | | |
| | | var tileData = tilePool.GetTileData(position, tileType); |
| | | if (tileData != null) |
| | | { |
| | | tilemap.SetTile(position, tileData.tileType); |
| | | activeChunkTiles[chunk].Add(position); |
| | | |
| | | // Refresh neighboring tiles to maintain proper rule tile connections |
| | | for (int nx = -1; nx <= 1; nx++) |
| | | { |
| | | for (int ny = -1; ny <= 1; ny++) |
| | | { |
| | | if (nx == 0 && ny == 0) continue; |
| | | Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z); |
| | | if (tilemap.HasTile(neighbor)) |
| | | { |
| | | tilemap.RefreshTile(neighbor); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | private void RemoveTileWithPool(Vector3Int position) |
| | | { |
| | | tilemap.SetTile(position, null); |
| | | tilePool.ReturnTileData(position); |
| | | } |
| | | |
| | | // When checking if a tile is destroyed, use GameManager's list |
| | |
| | | Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) |
| | | { |
| | | chunksToUnload.Add(chunk); |
| | | UnloadChunk(chunk); |
| | | } |
| | | } |
| | | foreach (var chunk in chunksToUnload) |
| | | { |
| | | UnloadChunk(chunk); |
| | | loadedChunks.Remove(chunk); |
| | | } |
| | | |
| | |
| | | |
| | | private void UnloadChunk(Vector2Int chunk) |
| | | { |
| | | if (!loadedChunks.ContainsKey(chunk)) return; |
| | | |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | // Clear rule cache for this chunk |
| | | forestRuleTile.ClearRuleCache(); |
| | | |
| | | // Remove all tiles in the chunk |
| | | if (activeChunkTiles.TryGetValue(chunk, out var tiles)) |
| | | { |
| | | for (int y = startY; y > startY - CHUNK_SIZE; y--) |
| | | foreach (var pos in tiles) |
| | | { |
| | | tilemap.SetTile(new Vector3Int(x, y), null); |
| | | RemoveTileWithPool(pos); |
| | | } |
| | | activeChunkTiles.Remove(chunk); |
| | | } |
| | | |
| | | loadedChunks.Remove(chunk); |
| | | } |
| | | private void LoadGenerateablesFromResources() |
| | | { |
| | |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | | float adjustedY = worldPosition.y - transform.position.y; |
| | | |
| | | return new Vector2Int( |
| | | // Calculate chunk position based on chunk boundaries |
| | | // We don't add the CHUNK_SIZE/2 offset here anymore since we want to detect based on boundaries |
| | | Vector2Int chunkPosition = new Vector2Int( |
| | | Mathf.FloorToInt(adjustedX / CHUNK_SIZE), |
| | | Mathf.FloorToInt(adjustedY / CHUNK_SIZE) |
| | | ); |
| | | |
| | | return chunkPosition; |
| | | } |
| | | private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | |
| | | Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); |
| | | if (!loadedChunks.ContainsKey(chunkPos)) |
| | | { |
| | | yield return GenerateChunk(chunkPos, destroyedTiles); |
| | | if (chunkTileData.ContainsKey(chunkPos)) |
| | | { |
| | | Debug.Log($"Reloading chunk from saved data: {chunkPos}"); |
| | | // Reload chunk from saved data |
| | | var tilesToUpdate = chunkTileData[chunkPos]; |
| | | const int BATCH_SIZE = 32; |
| | | for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE) |
| | | { |
| | | int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i); |
| | | for (int j = 0; j < batchCount; j++) |
| | | { |
| | | var (pos, tile) = tilesToUpdate[i + j]; |
| | | SetTileWithPool(pos, tile); |
| | | } |
| | | yield return null; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | Debug.Log($"Generating new chunk: {chunkPos}"); |
| | | // Generate new chunk |
| | | yield return GenerateChunk(chunkPos, destroyedTiles); |
| | | } |
| | | loadedChunks[chunkPos] = true; |
| | | } |
| | | } |
| | |
| | | private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE); |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | |
| | | // Generate ground in chunk |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | // Clear rule cache for this chunk's area |
| | | forestRuleTile.ClearRuleCache(); |
| | | |
| | | NativeArray<bool> terrainMap = default; |
| | | NativeArray<float> noiseMap = default; |
| | | |
| | | try |
| | | { |
| | | if (x < 1 || x >= maxWidth) continue; |
| | | terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); |
| | | noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); |
| | | |
| | | for (int y = startY; y > startY - CHUNK_SIZE; y--) |
| | | var job = new TerrainGenerationJob |
| | | { |
| | | if (y < -groundDepth || y >= 0) continue; |
| | | Vector3Int tilePos = new Vector3Int(x, y); |
| | | if (IsTileDestroyed(tilePos)) |
| | | continue; |
| | | ChunkStartX = startX, |
| | | ChunkStartY = startY, |
| | | ChunkSize = CHUNK_SIZE, |
| | | Scale = scale, |
| | | OffsetX = offsetX, |
| | | OffsetY = offsetY, |
| | | MaxWidth = maxWidth, |
| | | MaxDepth = maxDepth, |
| | | TerrainMap = terrainMap, |
| | | NoiseMap = noiseMap |
| | | }; |
| | | |
| | | float xPerlin = ((float)x / maxWidth) * scale + offsetX; |
| | | float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; |
| | | float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | // Schedule and complete job immediately to prevent frame lifetime issues |
| | | job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete(); |
| | | |
| | | if (perlinNoise <= 0.7f) |
| | | // Copy data from job before yielding |
| | | var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>(); |
| | | |
| | | for (int i = 0; i < terrainMap.Length; i++) |
| | | { |
| | | if (terrainMap[i]) |
| | | { |
| | | tilemap.SetTile(tilePos, forestRuleTile); |
| | | int x = startX + (i % CHUNK_SIZE); |
| | | int y = startY + (i / CHUNK_SIZE); |
| | | Vector3Int tilePos = new Vector3Int(x, y); |
| | | |
| | | if (!IsTileDestroyed(tilePos)) |
| | | { |
| | | tilesToUpdate.Add((tilePos, forestRuleTile)); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | // Generate ores in chunk |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOresInChunk(chunk, destroyedTiles); |
| | | // Save tile data to dictionary |
| | | chunkTileData[chunk] = tilesToUpdate; |
| | | |
| | | // Dispose native arrays before yielding |
| | | terrainMap.Dispose(); |
| | | noiseMap.Dispose(); |
| | | terrainMap = default; |
| | | noiseMap = default; |
| | | |
| | | // Now we can safely yield and process tiles |
| | | const int BATCH_SIZE = 32; |
| | | for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE) |
| | | { |
| | | int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i); |
| | | for (int j = 0; j < batchCount; j++) |
| | | { |
| | | var (pos, tile) = tilesToUpdate[i + j]; |
| | | SetTileWithPool(pos, tile); |
| | | } |
| | | yield return null; |
| | | } |
| | | |
| | | // Generate ores |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOresInChunk(chunk, destroyedTiles); |
| | | } |
| | | |
| | | // Generate borders if needed |
| | | if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || |
| | | startY == 0 || startY - CHUNK_SIZE <= -groundDepth) |
| | | { |
| | | yield return GenerateBorders(); |
| | | } |
| | | } |
| | | // Don't generate borders for each chunk |
| | | // Only generate borders when at world edges |
| | | if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || |
| | | startY == 0 || startY - CHUNK_SIZE <= -groundDepth) |
| | | finally |
| | | { |
| | | yield return GenerateBorders(); |
| | | // Ensure arrays are always disposed |
| | | if (terrainMap.IsCreated) terrainMap.Dispose(); |
| | | if (noiseMap.IsCreated) noiseMap.Dispose(); |
| | | } |
| | | } |
| | | |
| | |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | Gizmos.color = Color.yellow; |
| | | |
| | | // Draw player position for debugging |
| | | Gizmos.color = Color.red; |
| | | Gizmos.DrawSphere(playerTransform.position, 0.5f); |
| | | Gizmos.color = Color.yellow; |
| | | |
| | | for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) |
| | | { |
| | | for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; 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 and boundaries |
| | | UnityEditor.Handles.Label( |
| | | worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), |
| | | $"({chunk.x}, {chunk.y})\n" + |
| | | $"X: {worldPos.x} to {worldPos.x + CHUNK_SIZE}\n" + |
| | | $"Y: {worldPos.y} to {worldPos.y - CHUNK_SIZE}" |
| | | ); |
| | | } |
| | | } |
| | | } |