From 4f1ed3919b0ee3f89dbcbacf49990888a7d9274a Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 21:02:03 +0000
Subject: [PATCH] #42 still bugged
---
Assets/Scripts/GenerateTileMap.cs | 236 ++++++++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 202 insertions(+), 34 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 7bf0667..3c27d48 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,9 @@
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;
@@ -52,6 +55,11 @@
private Transform playerTransform; // Reference to player/camera
private Vector2Int lastLoadedChunk;
private GameManager gameManager;
+ private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>();
+ public TilePool tilePool; // Reference to the TilePool script
+ private bool isGenerating = false;
+ private Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>> chunkTileData = new Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>>();
+
private void Awake()
{
@@ -70,21 +78,41 @@
// Position adjusted to center horizontally, but align top at y=0
transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
+ tilePool.InitializePool(forestRuleTile);
LoadGenerateablesFromResources();
}
private void Update()
{
- if (playerTransform == null) return;
- Debug.Log($"Player Position: {playerTransform.position}");
+ if (playerTransform == null || isGenerating) return;
+
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
- Debug.Log($"Current Chunk: {currentChunk}");
if (currentChunk != lastLoadedChunk)
{
- StartCoroutine(UpdateLoadedChunks(currentChunk));
+ Debug.Log($"Player moved to new chunk: {currentChunk}");
+ isGenerating = true;
+ StopAllCoroutines();
+
+ var chunksToUnload = loadedChunks.Keys
+ .Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
+ Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
+ .ToList();
+
+ foreach (var chunk in chunksToUnload)
+ {
+ Debug.Log($"Unloading chunk: {chunk}");
+ UnloadChunk(chunk);
+ }
+
+ StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk));
lastLoadedChunk = currentChunk;
}
}
+ private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk)
+ {
+ yield return UpdateLoadedChunks(currentChunk);
+ isGenerating = false;
+ }
// When a tile is destroyed in a chunk, update GameManager's list
private void AddDestroyedTile(Vector3Int tilePos)
{
@@ -93,6 +121,45 @@
gameManager.destroyedTiles.Add(tilePos);
}
}
+ private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType)
+ {
+ var chunk = new Vector2Int(
+ Mathf.FloorToInt(position.x / (float)CHUNK_SIZE),
+ Mathf.FloorToInt(position.y / (float)CHUNK_SIZE)
+ );
+
+ if (!activeChunkTiles.ContainsKey(chunk))
+ {
+ activeChunkTiles[chunk] = new HashSet<Vector3Int>();
+ }
+
+ var tileData = tilePool.GetTileData(position, tileType);
+ if (tileData != null)
+ {
+ tilemap.SetTile(position, tileData.tileType);
+ activeChunkTiles[chunk].Add(position);
+
+ // Refresh neighboring tiles to maintain proper rule tile connections
+ for (int nx = -1; nx <= 1; nx++)
+ {
+ for (int ny = -1; ny <= 1; ny++)
+ {
+ if (nx == 0 && ny == 0) continue;
+ Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z);
+ if (tilemap.HasTile(neighbor))
+ {
+ tilemap.RefreshTile(neighbor);
+ }
+ }
+ }
+ }
+ }
+
+ private void RemoveTileWithPool(Vector3Int position)
+ {
+ tilemap.SetTile(position, null);
+ tilePool.ReturnTileData(position);
+ }
// When checking if a tile is destroyed, use GameManager's list
private bool IsTileDestroyed(Vector3Int tilePos)
@@ -109,11 +176,11 @@
Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
{
chunksToUnload.Add(chunk);
- UnloadChunk(chunk);
}
}
foreach (var chunk in chunksToUnload)
{
+ UnloadChunk(chunk);
loadedChunks.Remove(chunk);
}
@@ -123,16 +190,25 @@
private void UnloadChunk(Vector2Int chunk)
{
+ if (!loadedChunks.ContainsKey(chunk)) return;
+
int startX = chunk.x * CHUNK_SIZE;
int startY = chunk.y * CHUNK_SIZE;
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
+ // Clear rule cache for this chunk
+ forestRuleTile.ClearRuleCache();
+
+ // Remove all tiles in the chunk
+ if (activeChunkTiles.TryGetValue(chunk, out var tiles))
{
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
+ foreach (var pos in tiles)
{
- tilemap.SetTile(new Vector3Int(x, y), null);
+ RemoveTileWithPool(pos);
}
+ activeChunkTiles.Remove(chunk);
}
+
+ loadedChunks.Remove(chunk);
}
private void LoadGenerateablesFromResources()
{
@@ -209,10 +285,14 @@
float adjustedX = worldPosition.x - transform.position.x;
float adjustedY = worldPosition.y - transform.position.y;
- return new Vector2Int(
+ // Calculate chunk position based on chunk boundaries
+ // We don't add the CHUNK_SIZE/2 offset here anymore since we want to detect based on boundaries
+ Vector2Int chunkPosition = new Vector2Int(
Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
);
+
+ return chunkPosition;
}
private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
{
@@ -223,7 +303,29 @@
Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
if (!loadedChunks.ContainsKey(chunkPos))
{
- yield return GenerateChunk(chunkPos, destroyedTiles);
+ if (chunkTileData.ContainsKey(chunkPos))
+ {
+ Debug.Log($"Reloading chunk from saved data: {chunkPos}");
+ // Reload chunk from saved data
+ var tilesToUpdate = chunkTileData[chunkPos];
+ const int BATCH_SIZE = 32;
+ for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+ {
+ int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+ for (int j = 0; j < batchCount; j++)
+ {
+ var (pos, tile) = tilesToUpdate[i + j];
+ SetTileWithPool(pos, tile);
+ }
+ yield return null;
+ }
+ }
+ else
+ {
+ Debug.Log($"Generating new chunk: {chunkPos}");
+ // Generate new chunk
+ yield return GenerateChunk(chunkPos, destroyedTiles);
+ }
loadedChunks[chunkPos] = true;
}
}
@@ -232,42 +334,94 @@
private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
{
int startX = chunk.x * CHUNK_SIZE;
- int startY = (chunk.y * CHUNK_SIZE);
+ int startY = chunk.y * CHUNK_SIZE;
- // Generate ground in chunk
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
+ // Clear rule cache for this chunk's area
+ forestRuleTile.ClearRuleCache();
+
+ NativeArray<bool> terrainMap = default;
+ NativeArray<float> noiseMap = default;
+
+ try
{
- if (x < 1 || x >= maxWidth) continue;
+ terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+ noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
+ var job = new TerrainGenerationJob
{
- if (y < -groundDepth || y >= 0) continue;
- Vector3Int tilePos = new Vector3Int(x, y);
- if (IsTileDestroyed(tilePos))
- continue;
+ ChunkStartX = startX,
+ ChunkStartY = startY,
+ ChunkSize = CHUNK_SIZE,
+ Scale = scale,
+ OffsetX = offsetX,
+ OffsetY = offsetY,
+ MaxWidth = maxWidth,
+ MaxDepth = maxDepth,
+ TerrainMap = terrainMap,
+ NoiseMap = noiseMap
+ };
- float xPerlin = ((float)x / maxWidth) * scale + offsetX;
- float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY;
- float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+ // Schedule and complete job immediately to prevent frame lifetime issues
+ job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete();
- if (perlinNoise <= 0.7f)
+ // Copy data from job before yielding
+ var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>();
+
+ for (int i = 0; i < terrainMap.Length; i++)
+ {
+ if (terrainMap[i])
{
- tilemap.SetTile(tilePos, forestRuleTile);
+ int x = startX + (i % CHUNK_SIZE);
+ int y = startY + (i / CHUNK_SIZE);
+ Vector3Int tilePos = new Vector3Int(x, y);
+
+ if (!IsTileDestroyed(tilePos))
+ {
+ tilesToUpdate.Add((tilePos, forestRuleTile));
+ }
}
}
- }
- // Generate ores in chunk
- if (generateables != null)
- {
- yield return GenerateOresInChunk(chunk, destroyedTiles);
+ // Save tile data to dictionary
+ chunkTileData[chunk] = tilesToUpdate;
+
+ // Dispose native arrays before yielding
+ terrainMap.Dispose();
+ noiseMap.Dispose();
+ terrainMap = default;
+ noiseMap = default;
+
+ // Now we can safely yield and process tiles
+ const int BATCH_SIZE = 32;
+ for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+ {
+ int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+ for (int j = 0; j < batchCount; j++)
+ {
+ var (pos, tile) = tilesToUpdate[i + j];
+ SetTileWithPool(pos, tile);
+ }
+ yield return null;
+ }
+
+ // Generate ores
+ if (generateables != null)
+ {
+ yield return GenerateOresInChunk(chunk, destroyedTiles);
+ }
+
+ // Generate borders if needed
+ if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
+ startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+ {
+ yield return GenerateBorders();
+ }
}
- // Don't generate borders for each chunk
- // Only generate borders when at world edges
- if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
- startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+ finally
{
- yield return GenerateBorders();
+ // Ensure arrays are always disposed
+ if (terrainMap.IsCreated) terrainMap.Dispose();
+ if (noiseMap.IsCreated) noiseMap.Dispose();
}
}
@@ -462,6 +616,11 @@
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
Gizmos.color = Color.yellow;
+ // Draw player position for debugging
+ Gizmos.color = Color.red;
+ Gizmos.DrawSphere(playerTransform.position, 0.5f);
+ Gizmos.color = Color.yellow;
+
for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
{
for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
@@ -473,10 +632,19 @@
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 and boundaries
+ UnityEditor.Handles.Label(
+ worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+ $"({chunk.x}, {chunk.y})\n" +
+ $"X: {worldPos.x} to {worldPos.x + CHUNK_SIZE}\n" +
+ $"Y: {worldPos.y} to {worldPos.y - CHUNK_SIZE}"
+ );
}
}
}
--
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