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 |  206 ++++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 154 insertions(+), 52 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 156ebab..e704d1a 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -5,43 +5,44 @@
 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;
-}
+//[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 static int maxWidth = 256;
-    public static int maxHeight = 384;
-    public static int maxGroundHeight = 256;
+    public static int maxDepth = 384;
+    public static int groundDepth = 256;
     private float scale;
     private float offsetX;
     private float offsetY;
     Tilemap tilemap;
     public CustomRuleTile forestRuleTile;
     public TileBase borderTile;
-    public List<Ore> ores;
+    private List<Generateable> generateables;
     //public List<TileBase> tiles;
 
     private void Awake()
@@ -57,7 +58,42 @@
 
         SetSettingsFromSeed(seed.Value);
 
-        transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
+        // 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)
@@ -88,12 +124,26 @@
     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 <= 0.7f)
@@ -113,58 +163,110 @@
                 yield return null;
             }
         }
+    }
 
-        if (ores != null)
+    private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
+    {
+        foreach (Generateable generateable in generateables)
         {
-            foreach (Ore ore in ores)
+            // 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 x = 0; x < maxWidth; x++)
+                for (int y = maxY; y > minY; y--)
                 {
-                    for (int y = ore.minSpawnHeight; y < ore.maxSpawnHeight; y++)
-                    {
-                        float xPerlin = ((float)x / maxWidth) * (float)ore.clusterWeight + offsetX;
-                        float yPerlin = ((float)y / maxHeight) * (float)ore.clusterWeight + offsetY;
-                        float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+                    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)ore.weight))
+                    if (perlinNoise <= (1f / (float)generateable.weight))
+                    {
+                        Vector3Int tileSpawnCoord = new Vector3Int(x, y);
+                        if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                         {
-                            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, ore.tile);
+                                tilemap.SetTile(tileSpawnCoord, generateable.tile);
                             }
+                            //tilemap.SetTile(tileSpawnCoord, generateable.tile);
                         }
-
                     }
 
-                    // Update UI every 8 lines
-                    if ((x % 8) == 0)
-                    {
-                        yield return null;
-                    }
+                }
+
+                // Update UI every 8 lines
+                if ((x % 8) == 0)
+                {
+                    yield return null;
                 }
             }
         }
+    }
 
-        // generate borders
+    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;
     }
 }

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