From 0f43d3a24a26435c5805261af40880cb96bdc9f2 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 16:38:43 +0000
Subject: [PATCH] #48 added chunk caching
---
Assets/Scripts/GenerateTileMap.cs | 53 ++++++++++++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 52 insertions(+), 1 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 1d14849..cb32cb4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -3,6 +3,7 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
@@ -25,6 +26,7 @@
public int LOAD_DISTANCE = 2; // Number of chunks to load around player
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;
@@ -206,16 +208,50 @@
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]);
+ }
+ }
+ Debug.Log($"Loaded chunk from cache: {chunk}");
+ }
+ yield return null;
+ }
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
@@ -240,6 +276,7 @@
// 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])
@@ -251,10 +288,22 @@
if (!IsTileDestroyed(tilePos))
{
tilemap.SetTile(tilePos, forestRuleTile);
+ newChunkTiles[i] = forestRuleTile;
+ }
+ else
+ {
+ newChunkTiles[i] = null;
}
}
+ else
+ {
+ newChunkTiles[i] = null;
+ }
}
+ // Save the generated chunk to the cache
+ chunkCache[chunk] = newChunkTiles;
+
// Clean up native array
groundJob.groundTiles.Dispose();
@@ -301,6 +350,7 @@
{
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))
@@ -394,6 +444,7 @@
{
perlinNoiseCache.Dispose();
}
+ chunkCache.Clear();
}
#if UNITY_EDITOR
private void OnDrawGizmos()
--
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