| | |
| | | using System; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using System.Linq; |
| | | using Unity.Collections; |
| | | using Unity.Jobs; |
| | | using Unity.VisualScripting; |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | | |
| | | //[Serializable] |
| | | //public class Ore |
| | | //{ |
| | | // public string name; |
| | | // /// <summary> |
| | | // /// The lower the numer the higher the amount of ores that will spawn |
| | | // /// Higher number means less ore |
| | | // /// </summary> |
| | | // [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")] |
| | | // [Range(1, 100000)] |
| | | // public int weight; |
| | | // /// <summary> |
| | | // /// The lower the number the more dense the ore will spawn (big clusters |
| | | // /// Higher number means little clusters (more spread) |
| | | // /// </summary> |
| | | // [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")] |
| | | // [Range(10, 100000)] |
| | | // public int clusterWeight; |
| | | // public CustomRuleTile tile; |
| | | // public int maxSpawnHeight; |
| | | // public int minSpawnHeight; |
| | | //} |
| | | |
| | | 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; |
| | | private float offsetY; |
| | | private NativeArray<float> perlinNoiseCache; |
| | | Tilemap tilemap; |
| | | 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 int LOAD_DISTANCE = 2; // Number of chunks to load around player |
| | | private const int CACHE_CLEAR_DISTANCE = 8; // Distance in chunks before clearing cache (should be > LOAD_DISTANCE) |
| | | private Vector2Int lastCacheClearPosition; // Track position where cache was last cleared |
| | | |
| | | private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>(); |
| | | private Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>(); |
| | | private Transform playerTransform; // Reference to player/camera |
| | | private Vector2Int lastLoadedChunk; |
| | | private GameManager gameManager; |
| | |
| | | //Debug.Log($"Current Chunk: {currentChunk}"); |
| | | if (currentChunk != lastLoadedChunk) |
| | | { |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk)); |
| | | StartCoroutine(UpdateLoadedChunks(currentChunk, gameManager.destroyedTiles)); |
| | | 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); |
| | | // 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() |
| | | { |
| | |
| | | |
| | | UnityEngine.Random.state = randomState; |
| | | |
| | | CachePerlinNoise(); |
| | | } |
| | | |
| | | private int GenerateSeed(int size) |
| | |
| | | } |
| | | return int.Parse(new string(chars)); |
| | | } |
| | | private void CachePerlinNoise() |
| | | { |
| | | perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent); |
| | | for (int x = 0; x < maxWidth; x++) |
| | | { |
| | | for (int y = 0; y < maxDepth; y++) |
| | | { |
| | | float xPerlin = ((float)x / maxWidth) * scale + offsetX; |
| | | float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY; |
| | | perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin); |
| | | } |
| | | } |
| | | } |
| | | |
| | | public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) |
| | | { |
| | |
| | | |
| | | finishedCallback(); |
| | | } |
| | | private Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | public Vector2Int GetChunkPosition(Vector3 worldPosition) |
| | | { |
| | | // Adjust for tilemap offset |
| | | float adjustedX = worldPosition.x - transform.position.x; |
| | |
| | | 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) |
| | | { |
| | | for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) |
| | |
| | | Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); |
| | | if (!loadedChunks.ContainsKey(chunkPos)) |
| | | { |
| | | yield return GenerateChunk(chunkPos, destroyedTiles); |
| | | if (chunkCache.ContainsKey(chunkPos)) |
| | | { |
| | | // Load the chunk from the cache |
| | | yield return LoadChunkFromCache(chunkPos); |
| | | } |
| | | else |
| | | { |
| | | // Generate the chunk |
| | | yield return GenerateChunk(chunkPos, destroyedTiles); |
| | | } |
| | | loadedChunks[chunkPos] = true; |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | private IEnumerator LoadChunkFromCache(Vector2Int chunk) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE) - 1; |
| | | |
| | | 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); |
| | | |
| | | // 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) |
| | | { |
| | | // If this is the first time, initialize the last clear position |
| | | if (lastCacheClearPosition == default) |
| | | { |
| | | lastCacheClearPosition = currentChunk; |
| | | return; |
| | | } |
| | | |
| | | // Calculate distance moved since last cache clear |
| | | int distanceMoved = Mathf.Max( |
| | | Mathf.Abs(currentChunk.x - lastCacheClearPosition.x), |
| | | Mathf.Abs(currentChunk.y - lastCacheClearPosition.y) |
| | | ); |
| | | |
| | | // If we've moved far enough, clear distant chunks from cache |
| | | if (distanceMoved >= CACHE_CLEAR_DISTANCE) |
| | | { |
| | | List<Vector2Int> chunksToRemove = new List<Vector2Int>(); |
| | | |
| | | foreach (var chunk in chunkCache.Keys) |
| | | { |
| | | int distanceToPlayer = Mathf.Max( |
| | | Mathf.Abs(chunk.x - currentChunk.x), |
| | | Mathf.Abs(chunk.y - currentChunk.y) |
| | | ); |
| | | |
| | | // Remove chunks that are far from current position |
| | | if (distanceToPlayer > LOAD_DISTANCE * 2) |
| | | { |
| | | chunksToRemove.Add(chunk); |
| | | } |
| | | } |
| | | |
| | | // Remove the distant chunks from cache |
| | | foreach (var chunk in chunksToRemove) |
| | | { |
| | | chunkCache.Remove(chunk); |
| | | } |
| | | |
| | | lastCacheClearPosition = currentChunk; |
| | | Debug.Log($"Cleared {chunksToRemove.Count} chunks from cache. Current cache size: {chunkCache.Count}"); |
| | | } |
| | | } |
| | | private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) |
| | | { |
| | | int startX = chunk.x * CHUNK_SIZE; |
| | | int startY = (chunk.y * CHUNK_SIZE) - 1; |
| | | // Check if the chunk is already in the cache |
| | | LoadChunkFromCache(chunk); |
| | | |
| | | // Create job data |
| | | var groundJob = new GenerateGroundJob |
| | |
| | | scale = scale, |
| | | offsetX = offsetX, |
| | | offsetY = offsetY, |
| | | groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob) |
| | | groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob), |
| | | perlinNoiseCache = perlinNoiseCache |
| | | }; |
| | | |
| | | // Schedule the job |
| | | JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64); |
| | | |
| | | // Wait for the job to complete |
| | | groundJobHandle.Complete(); |
| | | yield return new WaitUntil(() => groundJobHandle.IsCompleted); |
| | | |
| | | // 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] = groundJob.groundTiles[i] ? forestRuleTile : null; |
| | | } |
| | | |
| | | // Batch update tiles |
| | | BatchSetTiles(chunk, newChunkTiles, destroyedTiles); |
| | | |
| | | // Save the generated chunk to the cache |
| | | chunkCache[chunk] = newChunkTiles; |
| | | |
| | | // Clean up native array |
| | | groundJob.groundTiles.Dispose(); |
| | |
| | | } |
| | | } |
| | | |
| | | //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; |
| | | // Get the cached tiles for this chunk |
| | | TileBase[] cachedTiles = chunkCache[chunk]; |
| | | |
| | | foreach (Generateable generateable in generateables) |
| | | { |
| | |
| | | { |
| | | 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)) |
| | |
| | | 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 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() |
| | | { |
| | | // 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; |
| | |
| | | |
| | | return size; |
| | | } |
| | | private void OnDestroy() |
| | | { |
| | | if (perlinNoiseCache.IsCreated) |
| | | { |
| | | perlinNoiseCache.Dispose(); |
| | | } |
| | | chunkCache.Clear(); |
| | | } |
| | | #if UNITY_EDITOR |
| | | private void OnDrawGizmos() |
| | | { |