| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using Unity.Collections; |
| | | using Unity.Jobs; |
| | | using Unity.VisualScripting; |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | |
| | | 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)); |
| | |
| | | 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++) |
| | | // 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 (y < -groundDepth || y >= 0) continue; |
| | | 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)) |
| | | 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) |
| | | { |