From 318d2ec9f6a64d45ef44ae5dcfa6de04d2e710fe Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 27 Dec 2023 20:21:18 +0000
Subject: [PATCH] Fix stop rotate while drilling

---
 Assets/Scripts/GenerateTileMap.cs |   69 ++++++++++++++++++++++++++++++++--
 1 files changed, 65 insertions(+), 4 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 136a14d..231f61a 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,9 +1,33 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.Tilemaps;
 using UnityEngine.UIElements;
+
+[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 RuleTile tile;
+    public int maxSpawnHeight;
+    public int minSpawnHeight;
+}
 
 public class GenerateTileMap : MonoBehaviour
 {
@@ -17,13 +41,14 @@
     Tilemap tilemap;
     public RuleTile forestRuleTile;
     public TileBase borderTile;
+    public List<Ore> ores;
     //public List<TileBase> tiles;
 
     private void Awake()
     {
         tilemap = GetComponent<Tilemap>();
 #if DEBUG
-        //seed = 0123456789;
+        seed = 0123456789;
 #endif
         if (seed == null)
         {
@@ -60,6 +85,7 @@
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
     {
+        // generate ground
         for (int x = 1; x < maxWidth; x++)
         {
             for (int y = 1; y < maxGroundHeight; y++)
@@ -68,11 +94,12 @@
                 float yPerlin = ((float)y / maxHeight) * 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);
                     }
                 }
 
@@ -84,6 +111,40 @@
                 yield return null;
             }
         }
+
+        if (ores != null)
+        {
+            foreach (Ore ore in ores)
+            {
+                for (int x = 0; x < maxWidth; x++)
+                {
+                    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);
+
+                        if (perlinNoise <= (1f / (float)ore.weight))
+                        {
+                            Vector3Int tileSpawnCoord = new Vector3Int(x, y);
+                            if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
+                            {
+                                tilemap.SetTile(tileSpawnCoord, ore.tile);
+                            }
+                        }
+
+                    }
+
+                    // Update UI every 8 lines
+                    if ((x % 8) == 0)
+                    {
+                        yield return null;
+                    }
+                }
+            }
+        }
+
+        // generate borders
         for (int x = 0; x <= maxWidth; x += maxWidth)
         {
             for (int y = 0; y <= maxHeight; y++)

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