5 files modified
3 files added
427 ■■■■ changed files
Assets/Scenes/GameplayScene.unity 8 ●●●● patch | view | raw | blame | history
Assets/Scripts/GenerateTileMap.cs 348 ●●●● patch | view | raw | blame | history
Assets/Scripts/Inventory/ItemUIScript.cs 1 ●●●● 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/Managers/MainMenuManager.cs 6 ●●●●● patch | view | raw | blame | history
ProjectSettings/EditorBuildSettings.asset 2 ●●● patch | view | raw | blame | history
Assets/Scenes/GameplayScene.unity
@@ -5142,6 +5142,7 @@
  m_EditorClassIdentifier: 
  forestRuleTile: {fileID: 11400000, guid: 3999614e192b37546a6b710bf5ceb30c, type: 2}
  borderTile: {fileID: 11400000, guid: dcef846474e534b45ab3b175559c19a2, type: 2}
  LOAD_DISTANCE: 3
--- !u!1 &1955008394
GameObject:
  m_ObjectHideFlags: 0
@@ -5579,7 +5580,8 @@
      propertyPath: m_IsActive
      value: 1
      objectReference: {fileID: 0}
    m_RemovedComponents: []
    m_RemovedComponents:
    - {fileID: 851313892602111808, guid: 7296d9a2424531f4ba42c0c75e9c48a0, type: 3}
    m_RemovedGameObjects: []
    m_AddedGameObjects: []
    m_AddedComponents:
@@ -6093,6 +6095,10 @@
      propertyPath: m_Name
      value: Player
      objectReference: {fileID: 0}
    - target: {fileID: 3345854317100013954, guid: c220ec455fce341408d66d880b464cad, type: 3}
      propertyPath: m_TagString
      value: Player
      objectReference: {fileID: 0}
    m_RemovedComponents: []
    m_RemovedGameObjects: []
    m_AddedGameObjects: []
Assets/Scripts/GenerateTileMap.cs
@@ -1,11 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEngine.UIElements;
using static UnityEditor.Progress;
//[Serializable]
//public class Ore
@@ -43,11 +42,21 @@
    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 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
@@ -62,6 +71,67 @@
        transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
        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()
    {
@@ -123,89 +193,223 @@
    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++)
            {
                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)
                Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
                if (!loadedChunks.ContainsKey(chunkPos))
                {
                    Vector3Int tileSpawnCoord = new Vector3Int(x, y);
                    if (!destroyedTiles.Contains(tileSpawnCoord))
                    {
                        tilemap.SetTile(tileSpawnCoord, forestRuleTile);
                    }
                    yield return GenerateChunk(chunkPos, destroyedTiles);
                    loadedChunks[chunkPos] = true;
                }
            }
            // Update UI every 8 lines
            if ((x % 8) == 0)
            {
                yield return null;
            }
        }
    }
    private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
    private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
    {
        int startX = chunk.x * CHUNK_SIZE;
        int startY = (chunk.y * CHUNK_SIZE) - 1;
        // Create job data
        var groundJob = new GenerateGroundJob
        {
            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)
        };
        // 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])
            {
                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);
                }
            }
        }
        // Clean up native array
        groundJob.groundTiles.Dispose();
        // Generate ores
        if (generateables != null)
        {
            yield return GenerateOresInChunk(chunk, destroyedTiles);
        }
        // Generate borders when needed
        if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
            startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
        {
            yield return GenerateBorders();
        }
    }
    //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);
            // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
            int chunkMaxY = startY;
            int chunkMinY = startY - CHUNK_SIZE;
                    if (perlinNoise <= (1f / (float)generateable.weight))
            // Only process this chunk if it's within the ore's spawn height range
            if (chunkMinY <= maxY && chunkMaxY >= minY)
            {
                for (int x = startX; x < startX + CHUNK_SIZE; x++)
                {
                    if (x >= maxWidth) continue;
                    // Adjusted Y range calculation
                    int rangeStart = Mathf.Max(chunkMinY, minY);
                    int rangeEnd = Mathf.Min(chunkMaxY, maxY);
                    for (int y = rangeStart; y <= rangeEnd; 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);
                                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()
    {
@@ -269,4 +473,42 @@
        return size;
    }
#if UNITY_EDITOR
    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})"
                    );
                }
            }
        }
    }
#endif
}
Assets/Scripts/Inventory/ItemUIScript.cs
@@ -5,7 +5,6 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static UnityEditor.Progress;
public enum ItemUIType
{
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:
Assets/Scripts/Managers/MainMenuManager.cs
@@ -7,8 +7,6 @@
public class MainMenuManager : SettingsManager
{
    [SerializeField]
    public SceneAsset startGameScene;
    public LevelChanger levelChanger;
    private void Start()
    {
@@ -17,12 +15,12 @@
    public void StartGame()
    {
        SaveSystem.isGameLoaded = false;
        levelChanger.FadeToScene(startGameScene.name);
        levelChanger.FadeToScene("GameplayScene");
    }
    public void LoadGame()
    {
        SaveSystem.isGameLoaded = true;
        levelChanger.FadeToScene(startGameScene.name);
        levelChanger.FadeToScene("GameplayScene");
    }
    public void EndGame()
ProjectSettings/EditorBuildSettings.asset
@@ -11,7 +11,7 @@
  - enabled: 1
    path: Assets/Scenes/GameplayScene.unity
    guid: 8c9cfa26abfee488c85f1582747f6a02
  - enabled: 0
  - enabled: 1
    path: Assets/Scenes/LoadingScene.unity
    guid: 196356abeef14804ca19d775065d69ce
  m_configObjects: