miepzerino
2025-04-03 ee1703b69b7977a8cd6d37dd097f425c8c905882
#42 added jobs for tile generation
1 files modified
3 files added
116 ■■■■ changed files
Assets/Scripts/GenerateTileMap.cs 54 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Jobs.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Jobs/GenerateGroundJob.cs 43 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Jobs/GenerateGroundJob.cs.meta 11 ●●●●● patch | view | raw | blame | history
Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
@@ -76,9 +78,9 @@
    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));
@@ -232,38 +234,54 @@
    private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE)-1;
        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)
        {
Assets/Scripts/Jobs.meta
New file
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c530f47158920ad4890aa10e7869b090
folderAsset: yes
DefaultImporter:
  externalObjects: {}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Scripts/Jobs/GenerateGroundJob.cs
New file
@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
// Add these struct definitions at the top of the file, outside the class
[BurstCompile]
public struct GenerateGroundJob : IJobParallelFor
{
    public int chunkStartX;
    public int chunkStartY;
    public int chunkSize;
    public int maxWidth;
    public int groundDepth;
    public float scale;
    public float offsetX;
    public float offsetY;
    [WriteOnly]
    public NativeArray<bool> groundTiles;
    public void Execute(int index)
    {
        int x = chunkStartX + (index % chunkSize);
        int y = chunkStartY - (index / chunkSize);
        if (x < 1 || x >= maxWidth || y < -groundDepth || y >= 0)
        {
            groundTiles[index] = false;
            return;
        }
        float xPerlin = ((float)x / maxWidth) * scale + offsetX;
        float yPerlin = ((float)math.abs(y) / groundDepth) * scale + offsetY;
        float perlinNoise = noise.cnoise(new float2(xPerlin, yPerlin));
        groundTiles[index] = perlinNoise <= 0.7f;
    }
}
Assets/Scripts/Jobs/GenerateGroundJob.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 760375a37b380d24d8d322b70f0937de
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant: