| | |
| | | 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 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 Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>(); |
| | | private Transform playerTransform; // Reference to player/camera |
| | |
| | | // 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; |
| | |
| | | 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) |
| | | { |
| | |
| | | |
| | | return size; |
| | | } |
| | | #if UNITY_EDITOR |
| | | private void OnDrawGizmos() |
| | | { |
| | | if (!Application.isPlaying) return; |
| | |
| | | } |
| | | } |
| | | } |
| | | #endif |
| | | } |