From 1ad7266ade6e7db1976436d4cd322dc72c20d4bb Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 16:48:56 +0000
Subject: [PATCH] #48 added chunk cache clear

---
 Assets/Scripts/GenerateTileMap.cs |   49 ++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 48 insertions(+), 1 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index cb32cb4..4bf8585 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -24,6 +24,8 @@
 
     public const int CHUNK_SIZE = 16; // Size of each chunk
     public int LOAD_DISTANCE = 2; // Number of chunks to load around player
+    private const int CACHE_CLEAR_DISTANCE = 8; // Distance in chunks before clearing cache (should be > LOAD_DISTANCE)
+    private Vector2Int lastCacheClearPosition; // Track position where cache was last cleared
 
     private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
     private Dictionary<Vector2Int, TileBase[]> chunkCache = new Dictionary<Vector2Int, TileBase[]>();
@@ -61,6 +63,8 @@
         {
             StartCoroutine(UpdateLoadedChunks(currentChunk));
             lastLoadedChunk = currentChunk;
+            // Check if we need to clear the cache
+            ClearDistantChunks(currentChunk);
         }
     }
 
@@ -242,10 +246,53 @@
                     tilemap.SetTile(tilePos, cachedTiles[i]);
                 }
             }
-            Debug.Log($"Loaded chunk from cache: {chunk}");
         }
         yield return null;
     }
+    private void ClearDistantChunks(Vector2Int currentChunk)
+    {
+        // If this is the first time, initialize the last clear position
+        if (lastCacheClearPosition == default)
+        {
+            lastCacheClearPosition = currentChunk;
+            return;
+        }
+
+        // Calculate distance moved since last cache clear
+        int distanceMoved = Mathf.Max(
+            Mathf.Abs(currentChunk.x - lastCacheClearPosition.x),
+            Mathf.Abs(currentChunk.y - lastCacheClearPosition.y)
+        );
+
+        // If we've moved far enough, clear distant chunks from cache
+        if (distanceMoved >= CACHE_CLEAR_DISTANCE)
+        {
+            List<Vector2Int> chunksToRemove = new List<Vector2Int>();
+
+            foreach (var chunk in chunkCache.Keys)
+            {
+                int distanceToPlayer = Mathf.Max(
+                    Mathf.Abs(chunk.x - currentChunk.x),
+                    Mathf.Abs(chunk.y - currentChunk.y)
+                );
+
+                // Remove chunks that are far from current position
+                if (distanceToPlayer > LOAD_DISTANCE * 2)
+                {
+                    chunksToRemove.Add(chunk);
+                }
+            }
+
+            // Remove the distant chunks from cache
+            foreach (var chunk in chunksToRemove)
+            {
+                chunkCache.Remove(chunk);
+            }
+
+            lastCacheClearPosition = currentChunk;
+            Debug.Log($"Cleared {chunksToRemove.Count} chunks from cache. Current cache size: {chunkCache.Count}");
+        }
+    }
     private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;

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