miepzerino
2025-04-06 a576c4a6edc69f703422ab289ee46b05011b9275
#48 added cache to map savefile

fixed cache loading with destroyed tiles
4 files modified
232 ■■■■ changed files
Assets/Scripts/GenerateTileMap.cs 202 ●●●● patch | view | raw | blame | history
Assets/Scripts/Managers/GameManager.cs 9 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Saving/SaveData.cs 19 ●●●●● patch | view | raw | blame | history
Assets/Scripts/UI/PauseMenu.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using Unity.Jobs;
using Unity.VisualScripting;
@@ -10,9 +11,9 @@
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; 
@@ -61,20 +62,32 @@
        //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>();
@@ -93,21 +106,13 @@
        }
        // 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()
    {
@@ -192,7 +197,7 @@
        finishedCallback();
    }
    private Vector2Int GetChunkPosition(Vector3 worldPosition)
    public Vector2Int GetChunkPosition(Vector3 worldPosition)
    {
        // Adjust for tilemap offset
        float adjustedX = worldPosition.x - transform.position.x;
@@ -202,6 +207,23 @@
            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)
    {
@@ -235,19 +257,40 @@
        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)
    {
@@ -324,29 +367,36 @@
        // 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;
@@ -372,6 +422,8 @@
    {
        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)
        {
@@ -409,6 +461,14 @@
                                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;
                                    }
                                }
                            }
                        }
@@ -422,25 +482,57 @@
                }
            }
        }
        // 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;
Assets/Scripts/Managers/GameManager.cs
@@ -76,6 +76,7 @@
        {
            //fogOfWar.LoadFromSaveData(mapState.fogOfWarData);
            generateTileMap.SetSettingsFromSeed(mapState.seed);
            if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0)
            {
                // TODO rework load map (it's fucky wucky currently as I had to make an extra class for it to jsonify the tiles correctly, as unity does not like lists of arrays or 2d arrays)
@@ -83,6 +84,11 @@
                {
                    destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int());
                }                //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
            }
            // Load chunk cache
            if (mapState.chunkData != null)
            {
                generateTileMap.LoadChunkDataFromSave(mapState.chunkData);
            }
        }
    }
@@ -198,8 +204,10 @@
                        CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
                    }
                }
                // Update tilemap
                tilemap.SetTile(cellCoord, null);
                destroyedTiles.Add(cellCoord);
                generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition);
                CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
            }
            else
@@ -208,6 +216,7 @@
            }
        }
    }
    #endregion
Assets/Scripts/Saving/SaveData.cs
@@ -2,7 +2,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
#region player data
[Serializable]
@@ -52,7 +54,8 @@
    public int seed;
    public List<DestroyedTile> destroyedTiles;
    public FogOfWarData fogOfWarData;
    public SaveDataMap(List<Vector3Int> destroyedTiles, int seed, FogOfWarData fogOfWarData)
    public List<SerializedChunkData> chunkData; // New field
    public SaveDataMap(List<Vector3Int> destroyedTiles, int seed, FogOfWarData fogOfWarData, Dictionary<Vector2Int, TileBase[]> chunkCache)
    {
        this.seed = seed;
        this.destroyedTiles = new List<DestroyedTile>();
@@ -61,6 +64,8 @@
        {
            this.destroyedTiles.Add(new DestroyedTile(item));
        }
        // Convert chunk cache to serializable format
        this.chunkData = chunkCache.Select(kvp => new SerializedChunkData(kvp.Key, kvp.Value)).ToList();
    }
}
@@ -87,4 +92,16 @@
{
    public List<FogTileData> discoveredTiles = new List<FogTileData>();
}
[System.Serializable]
public class SerializedChunkData
{
    public Vector2Int position;
    public string[] tileNames; // Store tile names instead of TileBase references
    public SerializedChunkData(Vector2Int pos, TileBase[] tiles)
    {
        position = pos;
        tileNames = tiles.Select(t => t != null ? t.name : "null").ToArray();
    }
}
#endregion
Assets/Scripts/UI/PauseMenu.cs
@@ -65,7 +65,7 @@
        Inventory playerInventory = GameObject.Find("Player").GetComponent<Inventory>();
        SaveSystem.SavePlayer(new SaveDataPlayer(playerController, playerInventory));
        GameManager gameManager= GameObject.Find("GameManager").GetComponent<GameManager>();
        SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value, gameManager.GetComponent<FogOfWar>().GetSaveData()));
        SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value, gameManager.GetComponent<FogOfWar>().GetSaveData(),gameManager.generateTileMap.GetSaveData()));
        animator.SetTrigger("GameSaved");
    }