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 | 443 +++++++++++++++++++++++++++++++++++++++++++++++-------
1 files changed, 380 insertions(+), 63 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 46b27b8..cb32cb4 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,52 +1,41 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Jobs;
using Unity.VisualScripting;
using UnityEngine;
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;
-//}
public class GenerateTileMap : MonoBehaviour
{
public int? seed;
public static int maxWidth = 256;
- public static int maxHeight = 384;
- public static int maxGroundHeight = 256;
+ public static int maxDepth = 384;
+ public static int groundDepth = 256;
private float scale;
private float offsetX;
- private float offsetY;
+ private float offsetY;
+ private NativeArray<float> perlinNoiseCache;
Tilemap tilemap;
public CustomRuleTile forestRuleTile;
public TileBase borderTile;
- public List<Generateable> generateables;
- //public List<TileBase> tiles;
+ private List<Generateable> generateables;
+
+ 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 Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>();
+ 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
@@ -57,7 +46,96 @@
SetSettingsFromSeed(seed.Value);
- transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
+ // Position adjusted to center horizontally, but align top at y=0
+ 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 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()
+ {
+ // Clear existing siblings
+ forestRuleTile.siblings.Clear();
+
+ // Load all Item prefabs from the "Resources/Items" folder
+ GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable");
+ generateables = new List<Generateable>();
+ foreach (GameObject prefab in generateablePrefabs)
+ {
+ Generateable generateable = prefab.GetComponent<Generateable>();
+ if (generateable != null)
+ {
+ generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>();
+ generateable.tile.m_DefaultGameObject = prefab;
+ generateable.tile.m_DefaultSprite = generateable.sprite;
+ generateables.Add(generateable);
+ forestRuleTile.siblings.Add(generateable.tile);
+ }
+ else
+ {
+ Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
+ }
+ }
+
+ GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
+
+ if (generateables.Count == 0)
+ {
+ Debug.LogWarning("No items found in Resources/Items folder");
+ }
}
public void SetSettingsFromSeed(int seed)
@@ -71,6 +149,7 @@
UnityEngine.Random.state = randomState;
+ CachePerlinNoise();
}
private int GenerateSeed(int size)
@@ -84,46 +163,194 @@
}
return int.Parse(new string(chars));
}
+ private void CachePerlinNoise()
+ {
+ perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent);
+ for (int x = 0; x < maxWidth; x++)
+ {
+ for (int y = 0; y < maxDepth; y++)
+ {
+ float xPerlin = ((float)x / maxWidth) * scale + offsetX;
+ float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY;
+ perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin);
+ }
+ }
+ }
public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
{
- // generate ground
- for (int x = 1; x < maxWidth; x++)
+ // Get initial player chunk position
+ Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+ lastLoadedChunk = currentChunk;
+
+ // Generate initial chunks around player
+ yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
+
+ finishedCallback();
+ }
+ private Vector2Int GetChunkPosition(Vector3 worldPosition)
+ {
+ // 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 < maxGroundHeight; y++)
+ for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
{
- float xPerlin = ((float)x / maxWidth) * scale + offsetX;
- float yPerlin = ((float)y / maxHeight) * 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))
+ if (chunkCache.ContainsKey(chunkPos))
{
- tilemap.SetTile(tileSpawnCoord, forestRuleTile);
+ // Load the chunk from the cache
+ yield return LoadChunkFromCache(chunkPos);
}
+ else
+ {
+ // Generate the chunk
+ yield return GenerateChunk(chunkPos, destroyedTiles);
+ }
+ loadedChunks[chunkPos] = true;
}
-
}
+ }
+ }
- // Update UI every 8 lines
- if ((x % 8) == 0)
+ 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++)
{
- yield return null;
+ 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
+ {
+ 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),
+ perlinNoiseCache = perlinNoiseCache
+ };
+
+ // Schedule the job
+ JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
+
+ // Wait for the job to complete
+ yield return new WaitUntil(() => groundJobHandle.IsCompleted);
+
+ // 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])
+ {
+ 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);
+ 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();
+
+ // Generate ores
if (generateables != null)
{
- foreach (Generateable generateable in generateables)
+ 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 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);
+ // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
+ int chunkMaxY = startY;
+ int chunkMinY = startY - CHUNK_SIZE;
+
+ // Only process this chunk if it's within the ore's spawn height range
+ if (chunkMinY <= maxY && chunkMaxY >= minY)
{
- for (int x = 0; x < maxWidth; x++)
+ for (int x = startX; x < startX + CHUNK_SIZE; x++)
{
- for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
+ 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++)
{
float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
- float yPerlin = ((float)y / maxHeight) * (float)generateable.clusterWeight + offsetY;
+ float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY;
+
float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
if (perlinNoise <= (1f / (float)generateable.weight))
@@ -131,40 +358,130 @@
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);
+ }
}
}
-
}
+ }
- // Update UI every 8 lines
- if ((x % 8) == 0)
- {
- yield return null;
- }
+ // Update every few rows to maintain performance
+ if (generateables.Count > 3)
+ {
+ yield return null;
}
}
}
-
- // generate borders
+ }
+ private IEnumerator GenerateBorders()
+ {
+ // Vertical borders (going up from underground to sky)
for (int x = 0; x <= maxWidth; x += maxWidth)
{
- for (int y = 0; y <= maxHeight; y++)
+ for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
{
tilemap.SetTile(new Vector3Int(x, y), borderTile);
}
-
}
yield return null;
- for (int y = 0; y <= maxHeight; y += maxHeight)
+
+ // Horizontal borders (at bottom and sky level)
+ for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
{
for (int x = 1; x <= maxWidth; x++)
{
tilemap.SetTile(new Vector3Int(x, y), borderTile);
}
-
}
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)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
+ float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+ if (perlinNoise <= (1f / (float)weight))
+ {
+ toCheck.Enqueue(neighbor);
+ checked_positions.Add(neighbor);
+ }
+ }
+ }
+ }
+
+ return size;
+ }
+ private void OnDestroy()
+ {
+ if (perlinNoiseCache.IsCreated)
+ {
+ perlinNoiseCache.Dispose();
+ }
+ chunkCache.Clear();
+ }
+#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
}
--
Gitblit v1.10.0