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 | 234 +++++++++++++++++++++++++++++++-------------------------- 1 files changed, 127 insertions(+), 107 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 1c01f5d..4bf8585 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -3,31 +3,9 @@ using System.Collections.Generic; using Unity.Collections; using Unity.Jobs; +using Unity.VisualScripting; using UnityEngine; using UnityEngine.Tilemaps; - -//[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 { @@ -37,17 +15,20 @@ 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; @@ -82,16 +63,11 @@ { StartCoroutine(UpdateLoadedChunks(currentChunk)); lastLoadedChunk = currentChunk; + // Check if we need to clear the cache + ClearDistantChunks(currentChunk); } } - // When a tile is destroyed in a chunk, update GameManager's list - private void AddDestroyedTile(Vector3Int tilePos) - { - if (!gameManager.destroyedTiles.Contains(tilePos)) - { - gameManager.destroyedTiles.Add(tilePos); - } - } + // When checking if a tile is destroyed, use GameManager's list private bool IsTileDestroyed(Vector3Int tilePos) @@ -177,6 +153,7 @@ UnityEngine.Random.state = randomState; + CachePerlinNoise(); } private int GenerateSeed(int size) @@ -189,6 +166,19 @@ chars[i] = seedNumbers[rand.Next(seedNumbers.Length)]; } 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) @@ -222,16 +212,93 @@ 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]); + } + } + } + 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 @@ -244,16 +311,19 @@ scale = scale, offsetX = offsetX, offsetY = offsetY, - groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob) + 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 - groundJobHandle.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]) @@ -265,9 +335,21 @@ 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(); @@ -286,34 +368,6 @@ } } - //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) - //{ - // for (int x = 1; x < maxWidth; x++) - // { - // for (int y = -1; y > -groundDepth; 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) - // { - // Vector3Int tileSpawnCoord = new Vector3Int(x, y); - // if (!destroyedTiles.Contains(tileSpawnCoord)) - // { - // tilemap.SetTile(tileSpawnCoord, forestRuleTile); - // } - // } - - // } - - // // Update UI every 8 lines - // if ((x % 8) == 0) - // { - // yield return null; - // } - // } - //} private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) { int startX = chunk.x * CHUNK_SIZE; @@ -343,6 +397,7 @@ { 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)) @@ -368,49 +423,6 @@ } } } - - //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) - //{ - // 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); - - // if (perlinNoise <= (1f / (float)generateable.weight)) - // { - // Vector3Int tileSpawnCoord = new Vector3Int(x, y); - // if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) - // { - // // 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); - // } - // } - - // } - - // // Update UI every 8 lines - // if ((x % 8) == 0) - // { - // yield return null; - // } - // } - // } - //} - private IEnumerator GenerateBorders() { // Vertical borders (going up from underground to sky) @@ -473,6 +485,14 @@ return size; } + private void OnDestroy() + { + if (perlinNoiseCache.IsCreated) + { + perlinNoiseCache.Dispose(); + } + chunkCache.Clear(); + } #if UNITY_EDITOR private void OnDrawGizmos() { -- Gitblit v1.9.3