| | |
| | | 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; |
| | | |
| | | [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 maxHeight = 384; |
| | | public static int maxGroundHeight = 256; |
| | | public static int maxWidth = 255; |
| | | public static int maxDepth = 384; |
| | | 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; |
| | | public List<Ore> ores; |
| | | //public List<TileBase> tiles; |
| | | private List<Generateable> generateables; |
| | | |
| | | public const int CHUNK_SIZE = 16; // Size of each chunk |
| | | 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; |
| | | |
| | | private void Awake() |
| | | { |
| | | gameManager = FindObjectOfType<GameManager>(); |
| | | tilemap = GetComponent<Tilemap>(); |
| | | playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag |
| | | #if DEBUG |
| | | seed = 0123456789; |
| | | #endif |
| | |
| | | |
| | | SetSettingsFromSeed(seed.Value); |
| | | |
| | | transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z); |
| | | // Position adjusted to center horizontally, but align top at y=0 |
| | | transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z); |
| | | |
| | | LoadGenerateablesFromResources(); |
| | | } |
| | | private void Update() |
| | | { |
| | | if (playerTransform == null) return; |
| | | //Debug.Log($"Player Position: {playerTransform.position}"); |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | //Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles)); |
| | | lastLoadedChunk = currentChunk; |
| | | // Check if we need to clear the cache |
| | | ClearDistantChunks(currentChunk); |
| | | } |
| | | } |
| | | |
| | | public (int seed, Dictionary<Vector2Int, TileBase[]> chunkCache, List<Vector3Int> destroyedTiles) GetSaveValues() |
| | | { |
| | | return (seed.Value, chunkCache, destroyedTiles); |
| | | } |
| | | 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>(); |
| | | foreach (var chunk in loadedChunks.Keys) |
| | | { |
| | | if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || |
| | | Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) |
| | | { |
| | | chunksToUnload.Add(chunk); |
| | | UnloadChunk(chunk); |
| | | } |
| | | } |
| | | foreach (var chunk in chunksToUnload) |
| | | { |
| | | loadedChunks.Remove(chunk); |
| | | } |
| | | |
| | | // Load new chunks |
| | | yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); |
| | | } |
| | | |
| | | private void UnloadChunk(Vector2Int chunk) |
| | | { |
| | | var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE]; |
| | | BatchSetTiles(chunk, emptyTiles); |
| | | } |
| | | private void LoadGenerateablesFromResources() |
| | | { |
| | | // Clear existing siblings |
| | | forestRuleTile.siblings.Clear(); |
| | | |
| | | // Load all Item prefabs from the "Resources/Items" folder |
| | | GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable"); |
| | | generateables = new List<Generateable>(); |
| | | foreach (GameObject prefab in generateablePrefabs) |
| | | { |
| | | Generateable generateable = prefab.GetComponent<Generateable>(); |
| | | if (generateable != null) |
| | | { |
| | | generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>(); |
| | | generateable.tile.m_DefaultGameObject = prefab; |
| | | generateable.tile.m_DefaultSprite = generateable.sprite; |
| | | generateables.Add(generateable); |
| | | forestRuleTile.siblings.Add(generateable.tile); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogWarning($"Prefab {prefab.name} does not have an Item component"); |
| | | } |
| | | } |
| | | |
| | | GenerateableDatabase.Instance.InitializeFromGenerateables(generateables); |
| | | |
| | | if (generateables.Count == 0) |
| | | { |
| | | Debug.LogWarning("No items found in Resources/Items folder"); |
| | | } |
| | | } |
| | | |
| | | public void SetSettingsFromSeed(int seed) |
| | |
| | | |
| | | UnityEngine.Random.state = randomState; |
| | | |
| | | CachePerlinNoise(); |
| | | } |
| | | |
| | | private int GenerateSeed(int size) |
| | |
| | | } |
| | | 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) |
| | | { |
| | | // generate ground |
| | | for (int x = 1; x < maxWidth; x++) |
| | | // Get initial player chunk position |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | lastLoadedChunk = currentChunk; |
| | | |
| | | // Generate initial chunks around player |
| | | yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); |
| | | |
| | | finishedCallback(); |
| | | } |
| | | public Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | { |
| | | // Adjust for tilemap offset |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | | float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE; |
| | | |
| | | return new Vector2Int( |
| | | Mathf.FloorToInt(adjustedX / CHUNK_SIZE), |
| | | 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)) |
| | | { |
| | | for (int y = 1; y < maxGroundHeight; y++) |
| | | 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) |
| | | { |
| | | float xPerlin = ((float)x / maxWidth) * scale + offsetX; |
| | | float yPerlin = ((float)y / maxHeight) * 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; |
| | | cachedTiles[index] = null; |
| | | chunkCache[chunkPos] = cachedTiles; |
| | | } |
| | | } |
| | | |
| | | if (ores != null) |
| | | } |
| | | private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) |
| | | { |
| | | foreach (Ore ore in ores) |
| | | for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) |
| | | { |
| | | for (int x = 0; x < maxWidth; x++) |
| | | Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); |
| | | if (!loadedChunks.ContainsKey(chunkPos)) |
| | | { |
| | | for (int y = ore.minSpawnHeight; y < ore.maxSpawnHeight; y++) |
| | | if (chunkCache.ContainsKey(chunkPos)) |
| | | { |
| | | float xPerlin = ((float)x / maxWidth) * (float)ore.clusterWeight + offsetX; |
| | | float yPerlin = ((float)y / maxHeight) * (float)ore.clusterWeight + offsetY; |
| | | // 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 |
| | | { |
| | | 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), |
| | | perlinNoiseCache = perlinNoiseCache |
| | | }; |
| | | |
| | | // Schedule the job |
| | | JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64); |
| | | |
| | | // Wait for the job to 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++) |
| | | { |
| | | 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(); |
| | | |
| | | // Generate ores |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOresInChunk(chunk, destroyedTiles); |
| | | } |
| | | |
| | | // Generate borders when needed |
| | | if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || |
| | | startY == 0 || startY - CHUNK_SIZE <= -groundDepth) |
| | | { |
| | | yield return GenerateBorders(); |
| | | } |
| | | } |
| | | |
| | | 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 (chunkMinY <= maxY && chunkMaxY >= minY) |
| | | { |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | | if (x >= maxWidth) continue; |
| | | |
| | | // 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)ore.weight)) |
| | | if (perlinNoise <= (1f / (float)generateable.weight)) |
| | | { |
| | | Vector3Int tileSpawnCoord = new Vector3Int(x, y); |
| | | if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) |
| | | { |
| | | tilemap.SetTile(tileSpawnCoord, ore.tile); |
| | | 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; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | } |
| | | |
| | | // Update UI every 8 lines |
| | | if ((x % 8) == 0) |
| | | // Update every few rows to maintain performance |
| | | if (generateables.Count > 3) |
| | | { |
| | | yield return null; |
| | | } |
| | | } |
| | | } |
| | | // Update the cache with the modified tiles |
| | | chunkCache[chunk] = cachedTiles; |
| | | } |
| | | private IEnumerator GenerateBorders() |
| | | { |
| | | // Vertical borders |
| | | for (int x = 0; x <= maxWidth; x += maxWidth) |
| | | { |
| | | for (int y = -groundDepth; y <= maxDepth - groundDepth; y++) |
| | | { |
| | | 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) |
| | | { |
| | | yield return null; |
| | | cachedTiles[index] = borderTile; |
| | | chunkCache[chunkPos] = cachedTiles; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | yield return null; |
| | | |
| | | // Horizontal borders |
| | | for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth) |
| | | { |
| | | for (int x = 1; x < maxWidth; x++) |
| | | { |
| | | 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; |
| | | } |
| | | |
| | | private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight) |
| | | { |
| | | int size = 0; |
| | | Queue<Vector2Int> toCheck = new Queue<Vector2Int>(); |
| | | HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>(); |
| | | |
| | | toCheck.Enqueue(new Vector2Int(startX, startY)); |
| | | checked_positions.Add(new Vector2Int(startX, startY)); |
| | | |
| | | while (toCheck.Count > 0) |
| | | { |
| | | Vector2Int current = toCheck.Dequeue(); |
| | | size++; |
| | | |
| | | // Check all 8 neighboring tiles |
| | | for (int dx = -1; dx <= 1; dx++) |
| | | { |
| | | for (int dy = -1; dy <= 1; dy++) |
| | | { |
| | | if (dx == 0 && dy == 0) continue; |
| | | |
| | | Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy); |
| | | if (checked_positions.Contains(neighbor)) continue; |
| | | |
| | | float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX; |
| | | float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY; |
| | | float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | |
| | | if (perlinNoise <= (1f / (float)weight)) |
| | | { |
| | | toCheck.Enqueue(neighbor); |
| | | checked_positions.Add(neighbor); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | // generate borders |
| | | for (int x = 0; x <= maxWidth; x += maxWidth) |
| | | { |
| | | for (int y = 0; y <= maxHeight; y++) |
| | | { |
| | | tilemap.SetTile(new Vector3Int(x, y), borderTile); |
| | | } |
| | | |
| | | } |
| | | yield return null; |
| | | for (int y = 0; y <= maxHeight; y += maxHeight) |
| | | { |
| | | for (int x = 1; x <= maxWidth; x++) |
| | | { |
| | | tilemap.SetTile(new Vector3Int(x, y), borderTile); |
| | | } |
| | | |
| | | } |
| | | yield return null; |
| | | finishedCallback(); |
| | | return size; |
| | | } |
| | | private void OnDestroy() |
| | | { |
| | | if (perlinNoiseCache.IsCreated) |
| | | { |
| | | 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 |
| | | } |