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 | 105 +++++++++++++++++++++++++++++++++++++--------------- 1 files changed, 75 insertions(+), 30 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 156ebab..01742a2 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -6,28 +6,28 @@ 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 CustomRuleTile 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 { @@ -41,7 +41,7 @@ Tilemap tilemap; public CustomRuleTile forestRuleTile; public TileBase borderTile; - public List<Ore> ores; + public List<Generateable> generateables; //public List<TileBase> tiles; private void Awake() @@ -114,24 +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); } } @@ -167,4 +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 v1.9.3