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 | 412 ++++++++++++++++++++++++++++++++++++++++++++++++---------- 1 files changed, 337 insertions(+), 75 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index e704d1a..4bf8585 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,34 +1,11 @@ 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; -using static UnityEditor.Progress; - -//[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 { @@ -38,16 +15,29 @@ 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; private List<Generateable> generateables; - //public List<TileBase> tiles; + + 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[]>(); + 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 @@ -62,6 +52,62 @@ 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; + // Check if we need to clear the cache + ClearDistantChunks(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() { @@ -107,6 +153,7 @@ UnityEngine.Random.state = randomState; + CachePerlinNoise(); } private int GenerateSeed(int size) @@ -120,93 +167,262 @@ } 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 - yield return CreateGroundLayer(destroyedTiles); + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; - if (generateables != null) - { - yield return GenerateOreClusters(destroyedTiles); - } + // Generate initial chunks around player + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); - // generate borders - yield return GenerateBorders(); finishedCallback(); } - - private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + private Vector2Int GetChunkPosition(Vector3 worldPosition) { - for (int x = 1; x < maxWidth; x++) + // 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 > -groundDepth; y--) + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) { - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * 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) - { - yield return null; } } } - private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + 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]); + } + } + } + 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; + 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) + { + 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); - Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); - for (int x = 0; x < maxWidth; x++) - { - for (int y = maxY; y > minY; y--) - { - 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); + // Changed condition: Check if the chunk's Y range overlaps with ore spawn range + int chunkMaxY = startY; + int chunkMinY = startY - CHUNK_SIZE; - if (perlinNoise <= (1f / (float)generateable.weight)) + // Only process this chunk if it's within the ore's spawn height range + if (chunkMinY <= maxY && chunkMaxY >= minY) + { + for (int x = startX; x < startX + CHUNK_SIZE; x++) + { + 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++) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) + 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)) { - // Check potential cluster size before placing - int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); - if (clusterSize >= generateable.minClusterSize) + 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); + } } - //tilemap.SetTile(tileSpawnCoord, generateable.tile); } } - } - // Update UI every 8 lines - if ((x % 8) == 0) + // Update every few rows to maintain performance + if (generateables.Count > 3) { yield return null; } } } } - private IEnumerator GenerateBorders() { // Vertical borders (going up from underground to sky) @@ -269,4 +485,50 @@ 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 v1.9.3