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 | 100 +++++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 99 insertions(+), 1 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 1d14849..4bf8585 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -3,6 +3,7 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
@@ -23,8 +24,11 @@
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;
@@ -59,6 +63,8 @@
{
StartCoroutine(UpdateLoadedChunks(currentChunk));
lastLoadedChunk = currentChunk;
+ // Check if we need to clear the cache
+ ClearDistantChunks(currentChunk);
}
}
@@ -206,16 +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
@@ -240,6 +323,7 @@
// 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])
@@ -251,10 +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();
@@ -301,6 +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))
@@ -394,6 +491,7 @@
{
perlinNoiseCache.Dispose();
}
+ chunkCache.Clear();
}
#if UNITY_EDITOR
private void OnDrawGizmos()
--
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