From 3fea00d031beeb02207003b8e61f520bb7de590d Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 02 Apr 2025 13:19:06 +0000
Subject: [PATCH] #35 generate ores from resource folder
---
Assets/Scripts/GenerateTileMap.cs | 154 ++++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 146 insertions(+), 8 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 136a14d..79785c4 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 maxHeight = 384;
+ public static int maxGroundHeight = 256;
private float scale;
private float offsetX;
private float offsetY;
Tilemap tilemap;
- public RuleTile forestRuleTile;
+ public CustomRuleTile forestRuleTile;
public TileBase borderTile;
+ public 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 +57,37 @@
}
SetSettingsFromSeed(seed.Value);
+
+ transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z);
+
+ LoadGenerateablesFromResources();
+ }
+ private void LoadGenerateablesFromResources()
+ {
+ // 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");
+ }
+ }
+
+ if (generateables.Count == 0)
+ {
+ Debug.LogWarning("No items found in Resources/Items folder");
+ }
}
public void SetSettingsFromSeed(int seed)
@@ -60,6 +117,7 @@
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 +126,12 @@
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 +143,46 @@
yield return null;
}
}
+
+ if (generateables != null)
+ {
+ foreach (Generateable generateable in generateables)
+ {
+ for (int x = 0; x < maxWidth; x++)
+ {
+ for (int y = generateable.minSpawnHeight; y < generateable.maxSpawnHeight; y++)
+ {
+ float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX;
+ float yPerlin = ((float)y / maxHeight) * (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;
+ }
+ }
+ }
+ }
+
+ // generate borders
for (int x = 0; x <= maxWidth; x += maxWidth)
{
for (int y = 0; y <= maxHeight; y++)
@@ -104,4 +203,43 @@
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)neighbor.y / maxHeight) * clusterWeight + offsetY;
+ float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+ if (perlinNoise <= (1f / (float)weight))
+ {
+ toCheck.Enqueue(neighbor);
+ checked_positions.Add(neighbor);
+ }
+ }
+ }
+ }
+
+ return size;
+ }
}
--
Gitblit v1.10.0