| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using System.Linq; |
| | | using Unity.Collections; |
| | | using Unity.Jobs; |
| | | using Unity.VisualScripting; |
| | |
| | | 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; |
| | |
| | | //Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk)); |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk, gameManager.destroyedTiles)); |
| | | lastLoadedChunk = currentChunk; |
| | | // 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 Dictionary<Vector2Int, TileBase[]> GetSaveData() |
| | | { |
| | | return gameManager.destroyedTiles.Contains(tilePos); |
| | | return chunkCache; |
| | | } |
| | | 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>(); |
| | |
| | | } |
| | | |
| | | // 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() |
| | | { |
| | |
| | | |
| | | finishedCallback(); |
| | | } |
| | | private Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | public Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | { |
| | | // Adjust for tilemap offset |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | |
| | | 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)) |
| | | { |
| | | 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) |
| | | { |
| | |
| | | |
| | | 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); |
| | | //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]); |
| | | } |
| | | } |
| | | // if (!IsTileDestroyed(tilePos)) |
| | | // { |
| | | // tilemap.SetTile(tilePos, cachedTiles[i]); |
| | | // } |
| | | //} |
| | | BatchSetTiles(chunk, cachedTiles, gameManager.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) |
| | | { |
| | |
| | | // 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] = forestRuleTile; |
| | | } |
| | | else |
| | | { |
| | | newChunkTiles[i] = null; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | newChunkTiles[i] = null; |
| | | } |
| | | newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null; |
| | | } |
| | | |
| | | // Batch update tiles |
| | | BatchSetTiles(chunk, newChunkTiles, destroyedTiles); |
| | | |
| | | // Save the generated chunk to the cache |
| | | chunkCache[chunk] = newChunkTiles; |
| | |
| | | { |
| | | 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) |
| | | { |
| | |
| | | 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 the cache with the modified tiles |
| | | chunkCache[chunk] = cachedTiles; |
| | | } |
| | | 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; |