From 2dfa4588b3b5bba2a84dab239d62b1c285478870 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Wed, 02 Apr 2025 22:31:45 +0000 Subject: [PATCH] inventory scrollbar autohide --- Assets/Scripts/GenerateTileMap.cs | 195 +++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 180 insertions(+), 15 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 136a14d..e704d1a 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,29 +1,55 @@ using System; using System.Collections; using System.Collections.Generic; +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 { public int? seed; - public int maxWidth = 256; - public int maxHeight = 384; - public int maxGroundHeight = 256; + public static int maxWidth = 256; + public static int maxDepth = 384; + public static int groundDepth = 256; private float scale; private float offsetX; private float offsetY; Tilemap tilemap; - public RuleTile forestRuleTile; + public CustomRuleTile forestRuleTile; public TileBase borderTile; + private List<Generateable> generateables; //public List<TileBase> tiles; private void Awake() { tilemap = GetComponent<Tilemap>(); #if DEBUG - //seed = 0123456789; + seed = 0123456789; #endif if (seed == null) { @@ -31,6 +57,43 @@ } SetSettingsFromSeed(seed.Value); + + // Position adjusted to center horizontally, but align top at y=0 + transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z); + + LoadGenerateablesFromResources(); + } + private void LoadGenerateablesFromResources() + { + // Clear existing siblings + forestRuleTile.siblings.Clear(); + + // Load all Item prefabs from the "Resources/Items" folder + GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable"); + generateables = new List<Generateable>(); + foreach (GameObject prefab in generateablePrefabs) + { + Generateable generateable = prefab.GetComponent<Generateable>(); + if (generateable != null) + { + generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>(); + generateable.tile.m_DefaultGameObject = prefab; + generateable.tile.m_DefaultSprite = generateable.sprite; + generateables.Add(generateable); + forestRuleTile.siblings.Add(generateable.tile); + } + else + { + Debug.LogWarning($"Prefab {prefab.name} does not have an Item component"); + } + } + + GenerateableDatabase.Instance.InitializeFromGenerateables(generateables); + + if (generateables.Count == 0) + { + Debug.LogWarning("No items found in Resources/Items folder"); + } } public void SetSettingsFromSeed(int seed) @@ -60,19 +123,35 @@ public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) { + // generate ground + yield return CreateGroundLayer(destroyedTiles); + + if (generateables != null) + { + yield return GenerateOreClusters(destroyedTiles); + } + + // generate borders + yield return GenerateBorders(); + finishedCallback(); + } + + private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + { for (int x = 1; x < maxWidth; x++) { - for (int y = 1; y < maxGroundHeight; y++) + for (int y = -1; y > -groundDepth; y--) { float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)y / maxHeight) * scale + offsetY; + float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - if (perlinNoise >= 0.3f) + if (perlinNoise <= 0.7f) { - if (!destroyedTiles.Contains(new Vector3Int(x, y, 0))) + Vector3Int tileSpawnCoord = new Vector3Int(x, y); + if (!destroyedTiles.Contains(tileSpawnCoord)) { - tilemap.SetTile(new Vector3Int(x, y), forestRuleTile); + tilemap.SetTile(tileSpawnCoord, forestRuleTile); } } @@ -84,24 +163,110 @@ yield return null; } } + } + + private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + { + foreach (Generateable generateable in generateables) + { + // Convert spawn heights to negative values if they aren't already + int maxY = -Mathf.Abs(generateable.maxSpawnHeight); + int minY = -Mathf.Abs(generateable.minSpawnHeight); + Debug.Log($"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) for (int x = 0; x <= maxWidth; x += maxWidth) { - for (int y = 0; y <= maxHeight; y++) + for (int y = -groundDepth; y <= maxDepth - groundDepth; y++) { tilemap.SetTile(new Vector3Int(x, y), borderTile); } - } yield return null; - for (int y = 0; y <= maxHeight; y += maxHeight) + + // Horizontal borders (at bottom and sky level) + for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth) { for (int x = 1; x <= maxWidth; x++) { tilemap.SetTile(new Vector3Int(x, y), borderTile); } - } yield return null; - finishedCallback(); + } + + private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight) + { + int size = 0; + Queue<Vector2Int> toCheck = new Queue<Vector2Int>(); + HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>(); + + toCheck.Enqueue(new Vector2Int(startX, startY)); + checked_positions.Add(new Vector2Int(startX, startY)); + + while (toCheck.Count > 0) + { + Vector2Int current = toCheck.Dequeue(); + size++; + + // Check all 8 neighboring tiles + for (int dx = -1; dx <= 1; dx++) + { + for (int dy = -1; dy <= 1; dy++) + { + if (dx == 0 && dy == 0) continue; + + Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy); + if (checked_positions.Contains(neighbor)) continue; + + float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX; + float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY; + float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + if (perlinNoise <= (1f / (float)weight)) + { + toCheck.Enqueue(neighbor); + checked_positions.Add(neighbor); + } + } + } + } + + return size; } } -- Gitblit v1.9.3