| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using Unity.VisualScripting; |
| | | using Unity.Collections; |
| | | using Unity.Jobs; |
| | | 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 |
| | |
| | | private void Update() |
| | | { |
| | | if (playerTransform == null) return; |
| | | Debug.Log($"Player Position: {playerTransform.position}"); |
| | | //Debug.Log($"Player Position: {playerTransform.position}"); |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | Debug.Log($"Current Chunk: {currentChunk}"); |
| | | //Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk)); |
| | |
| | | private void UnloadChunk(Vector2Int chunk) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE)-1; |
| | | |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | |
| | | { |
| | | // Adjust for tilemap offset |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | | float adjustedY = worldPosition.y - transform.position.y; |
| | | float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE; |
| | | |
| | | return new Vector2Int( |
| | | Mathf.FloorToInt(adjustedX / CHUNK_SIZE), |
| | |
| | | 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) - 1; |
| | | |
| | | // Generate ground in chunk |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | // Create job data |
| | | var groundJob = new GenerateGroundJob |
| | | { |
| | | if (x < 1 || x >= maxWidth) continue; |
| | | chunkStartX = startX, |
| | | chunkStartY = startY, |
| | | chunkSize = CHUNK_SIZE, |
| | | maxWidth = maxWidth, |
| | | groundDepth = groundDepth, |
| | | scale = scale, |
| | | offsetX = offsetX, |
| | | offsetY = offsetY, |
| | | groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob) |
| | | }; |
| | | |
| | | for (int y = startY; y > startY - CHUNK_SIZE; y--) |
| | | // Schedule the job |
| | | JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64); |
| | | |
| | | // Wait for the job to complete |
| | | groundJobHandle.Complete(); |
| | | |
| | | // Apply the results |
| | | for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++) |
| | | { |
| | | if (groundJob.groundTiles[i]) |
| | | { |
| | | if (y < -groundDepth || y >= 0) continue; |
| | | int x = startX + (i % CHUNK_SIZE); |
| | | int y = startY - (i / CHUNK_SIZE); |
| | | Vector3Int tilePos = new Vector3Int(x, y); |
| | | if (IsTileDestroyed(tilePos)) |
| | | continue; |
| | | |
| | | 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) |
| | | if (!IsTileDestroyed(tilePos)) |
| | | { |
| | | tilemap.SetTile(tilePos, forestRuleTile); |
| | | } |
| | | } |
| | | } |
| | | |
| | | // Generate ores in chunk |
| | | // Clean up native array |
| | | groundJob.groundTiles.Dispose(); |
| | | |
| | | // Generate ores |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOresInChunk(chunk, destroyedTiles); |
| | | } |
| | | // Don't generate borders for each chunk |
| | | // Only generate borders when at world edges |
| | | |
| | | // Generate borders when needed |
| | | if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || |
| | | startY == 0 || startY - CHUNK_SIZE <= -groundDepth) |
| | | { |
| | |
| | | // 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; |
| | |
| | | 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 |
| | | } |