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
@@ -3,32 +3,10 @@
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
{
public int? seed;
@@ -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)
@@ -190,6 +167,19 @@
}
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])
@@ -265,10 +335,22 @@
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();
@@ -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()
{
--
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