From 034ed30da10c2117e9c2507ed1fef3cab43ee79c Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 02 Apr 2025 08:56:56 +0000
Subject: [PATCH] #36 load all items into itemDatabase on startup
---
Assets/Scripts/GenerateTileMap.cs | 115 ++++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 81 insertions(+), 34 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 231f61a..01742a2 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -6,42 +6,42 @@
using UnityEngine.Tilemaps;
using UnityEngine.UIElements;
-[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 RuleTile tile;
- public int maxSpawnHeight;
- public int minSpawnHeight;
-}
+//[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 int maxWidth = 256;
- public int maxHeight = 384;
- public int maxGroundHeight = 256;
+ public static int maxWidth = 256;
+ public static int maxHeight = 384;
+ public static int maxGroundHeight = 256;
private float scale;
private float offsetX;
private float offsetY;
Tilemap tilemap;
- public RuleTile forestRuleTile;
+ public CustomRuleTile forestRuleTile;
public TileBase borderTile;
- public List<Ore> ores;
+ public List<Generateable> generateables;
//public List<TileBase> tiles;
private void Awake()
@@ -56,6 +56,8 @@
}
SetSettingsFromSeed(seed.Value);
+
+ transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
}
public void SetSettingsFromSeed(int seed)
@@ -112,24 +114,30 @@
}
}
- if (ores != null)
+ if (generateables != null)
{
- foreach (Ore ore in ores)
+ foreach (Generateable generateable in generateables)
{
for (int x = 0; x < maxWidth; x++)
{
- for (int y = ore.minSpawnHeight; y < ore.maxSpawnHeight; y++)
+ for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
{
- float xPerlin = ((float)x / maxWidth) * (float)ore.clusterWeight + offsetX;
- float yPerlin = ((float)y / maxHeight) * (float)ore.clusterWeight + offsetY;
+ float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
+ float yPerlin = ((float)y / maxHeight) * (float)generateable.clusterWeight + offsetY;
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
- if (perlinNoise <= (1f / (float)ore.weight))
+ if (perlinNoise <= (1f / (float)generateable.weight))
{
Vector3Int tileSpawnCoord = new Vector3Int(x, y);
if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
{
- tilemap.SetTile(tileSpawnCoord, ore.tile);
+ // 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);
}
}
@@ -165,4 +173,43 @@
yield return null;
finishedCallback();
}
+ private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
+ {
+ int size = 0;
+ Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
+ HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
+
+ toCheck.Enqueue(new Vector2Int(startX, startY));
+ checked_positions.Add(new Vector2Int(startX, startY));
+
+ while (toCheck.Count > 0)
+ {
+ Vector2Int current = toCheck.Dequeue();
+ size++;
+
+ // Check all 8 neighboring tiles
+ for (int dx = -1; dx <= 1; dx++)
+ {
+ for (int dy = -1; dy <= 1; dy++)
+ {
+ if (dx == 0 && dy == 0) continue;
+
+ Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
+ if (checked_positions.Contains(neighbor)) continue;
+
+ float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
+ float yPerlin = ((float)neighbor.y / maxHeight) * clusterWeight + offsetY;
+ float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+ if (perlinNoise <= (1f / (float)weight))
+ {
+ toCheck.Enqueue(neighbor);
+ checked_positions.Add(neighbor);
+ }
+ }
+ }
+ }
+
+ return size;
+ }
}
--
Gitblit v1.10.0