| | |
| | | public CustomRuleTile forestRuleTile; |
| | | public TileBase borderTile; |
| | | private List<Generateable> generateables; |
| | | |
| | | //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 |
| | | |
| | | private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>(); |
| | | 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 |
| | |
| | | |
| | | 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)); |
| | | lastLoadedChunk = currentChunk; |
| | | } |
| | | } |
| | | // When a tile is destroyed in a chunk, update GameManager's list |
| | | private void AddDestroyedTile(Vector3Int tilePos) |
| | | { |
| | | if (!gameManager.destroyedTiles.Contains(tilePos)) |
| | | { |
| | | gameManager.destroyedTiles.Add(tilePos); |
| | | } |
| | | } |
| | | |
| | | // When checking if a tile is destroyed, use GameManager's list |
| | | private bool IsTileDestroyed(Vector3Int tilePos) |
| | | { |
| | | return gameManager.destroyedTiles.Contains(tilePos); |
| | | } |
| | | private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk) |
| | | { |
| | | // 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, new List<Vector3Int>()); |
| | | } |
| | | |
| | | 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); |
| | | } |
| | | } |
| | | } |
| | | 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>(); |
| | |
| | | |
| | | public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) |
| | | { |
| | | // generate ground |
| | | yield return CreateGroundLayer(destroyedTiles); |
| | | // Get initial player chunk position |
| | | Vector2Int currentChunk = GetChunkPosition(playerTransform.position); |
| | | lastLoadedChunk = currentChunk; |
| | | |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOreClusters(destroyedTiles); |
| | | } |
| | | // Generate initial chunks around player |
| | | yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); |
| | | |
| | | // generate borders |
| | | yield return GenerateBorders(); |
| | | finishedCallback(); |
| | | } |
| | | |
| | | private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) |
| | | private Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | { |
| | | for (int x = 1; x < maxWidth; x++) |
| | | // 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) |
| | | ); |
| | | } |
| | | private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) |
| | | { |
| | | for (int y = -1; y > -groundDepth; y--) |
| | | for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) |
| | | { |
| | | Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); |
| | | if (!loadedChunks.ContainsKey(chunkPos)) |
| | | { |
| | | 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)-1; |
| | | |
| | | // Generate ground in chunk |
| | | for (int x = startX; x < startX + CHUNK_SIZE; x++) |
| | | { |
| | | if (x < 1 || x >= maxWidth) continue; |
| | | |
| | | for (int y = startY; y > startY - CHUNK_SIZE; y--) |
| | | { |
| | | if (y < -groundDepth || y >= 0) continue; |
| | | 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) |
| | | { |
| | | Vector3Int tileSpawnCoord = new Vector3Int(x, y); |
| | | if (!destroyedTiles.Contains(tileSpawnCoord)) |
| | | { |
| | | tilemap.SetTile(tileSpawnCoord, forestRuleTile); |
| | | } |
| | | tilemap.SetTile(tilePos, forestRuleTile); |
| | | } |
| | | |
| | | } |
| | | } |
| | | |
| | | // Update UI every 8 lines |
| | | if ((x % 8) == 0) |
| | | { |
| | | yield return null; |
| | | } |
| | | // Generate ores in chunk |
| | | if (generateables != null) |
| | | { |
| | | yield return GenerateOresInChunk(chunk, destroyedTiles); |
| | | } |
| | | // 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) |
| | | { |
| | | yield return GenerateBorders(); |
| | | } |
| | | } |
| | | |
| | | private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) |
| | | //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) |
| | | //{ |
| | | // for (int x = 1; x < maxWidth; x++) |
| | | // { |
| | | // for (int y = -1; y > -groundDepth; y--) |
| | | // { |
| | | // 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) |
| | | // { |
| | | // 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; |
| | | // } |
| | | // } |
| | | //} |
| | | private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = chunk.y * CHUNK_SIZE; |
| | | |
| | | 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); |
| | | Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); |
| | | for (int x = 0; x < maxWidth; x++) |
| | | { |
| | | for (int y = maxY; y > minY; 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)generateable.weight)) |
| | | // Only process this chunk if it's within the ore's spawn height range |
| | | if (startY < maxY && startY > 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++) |
| | | { |
| | | Vector3Int tileSpawnCoord = new Vector3Int(x, y); |
| | | if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) |
| | | 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)generateable.weight)) |
| | | { |
| | | // Check potential cluster size before placing |
| | | int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); |
| | | if (clusterSize >= generateable.minClusterSize) |
| | | Vector3Int tileSpawnCoord = new Vector3Int(x, y); |
| | | if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) |
| | | { |
| | | tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | // Check potential cluster size before placing |
| | | int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); |
| | | if (clusterSize >= generateable.minClusterSize) |
| | | { |
| | | tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | } |
| | | } |
| | | //tilemap.SetTile(tileSpawnCoord, 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; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) |
| | | //{ |
| | | // 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); |
| | | // Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); |
| | | // for (int x = 0; x < maxWidth; x++) |
| | | // { |
| | | // for (int y = maxY; y > minY; 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)generateable.weight)) |
| | | // { |
| | | // 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) |
| | | // { |
| | | // tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | // } |
| | | // //tilemap.SetTile(tileSpawnCoord, generateable.tile); |
| | | // } |
| | | // } |
| | | |
| | | // } |
| | | |
| | | // // Update UI every 8 lines |
| | | // if ((x % 8) == 0) |
| | | // { |
| | | // yield return null; |
| | | // } |
| | | // } |
| | | // } |
| | | //} |
| | | |
| | | private IEnumerator GenerateBorders() |
| | | { |
| | |
| | | |
| | | return size; |
| | | } |
| | | 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})" |
| | | ); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |