From 40ac185dc7a017d95771fe580c77eab20e663908 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Tue, 08 Apr 2025 17:36:08 +0000 Subject: [PATCH] #46 added interactables --- Assets/Scripts/GenerateTileMap.cs | 527 +++++++++++++++++++++++++++++++++++++++++++++++++--------- 1 files changed, 443 insertions(+), 84 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index 3ad8390..0b3a588 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,53 +1,46 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Linq; +using Unity.Collections; +using Unity.Jobs; 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 static int maxWidth = 256; + public static int maxWidth = 255; public static int maxDepth = 384; - public static int groundDepth = 256; + public static int groundDepth = 255; private float scale; private float offsetX; - private float offsetY; + private float offsetY; + private NativeArray<float> perlinNoiseCache; Tilemap tilemap; public CustomRuleTile forestRuleTile; public TileBase borderTile; private List<Generateable> generateables; - //public List<TileBase> tiles; + + 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 + + [NonSerialized] + public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); + 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; private void Awake() { + gameManager = FindObjectOfType<GameManager>(); tilemap = GetComponent<Tilemap>(); + playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag #if DEBUG seed = 0123456789; #endif @@ -63,8 +56,71 @@ LoadGenerateablesFromResources(); } + private void Update() + { + if (playerTransform == null) return; + //Debug.Log($"Player Position: {playerTransform.position}"); + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + //Debug.Log($"Current Chunk: {currentChunk}"); + if (currentChunk != lastLoadedChunk) + { + StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles)); + lastLoadedChunk = currentChunk; + // Check if we need to clear the cache + ClearDistantChunks(currentChunk); + } + } + + public (int seed, Dictionary<Vector2Int, TileBase[]> chunkCache, List<Vector3Int> destroyedTiles) GetSaveValues() + { + return (seed.Value, chunkCache, destroyedTiles); + } + public void LoadChunkDataFromSave(List<SerializedChunkData> serializedChunks) + { + chunkCache.Clear(); + foreach (var chunk in serializedChunks) + { + TileBase[] tiles = chunk.tileNames.Select(name => + name == "null" ? null : + name == forestRuleTile.name ? forestRuleTile : + forestRuleTile.siblings.FirstOrDefault(s => s.name == name) + ).ToArray(); + + chunkCache[chunk.position] = tiles; + } + } + private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk, List<Vector3Int> destroyedTiles) + { + // Unload distant chunks + List<Vector2Int> chunksToUnload = new List<Vector2Int>(); + foreach (var chunk in loadedChunks.Keys) + { + if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || + Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) + { + chunksToUnload.Add(chunk); + UnloadChunk(chunk); + } + } + foreach (var chunk in chunksToUnload) + { + loadedChunks.Remove(chunk); + } + + // Load new chunks + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); + } + + private void UnloadChunk(Vector2Int chunk) + { + var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE]; + BatchSetTiles(chunk, emptyTiles); + } 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>(); @@ -104,6 +160,7 @@ UnityEngine.Random.state = randomState; + CachePerlinNoise(); } private int GenerateSeed(int size) @@ -117,111 +174,367 @@ } return int.Parse(new string(chars)); } + private void CachePerlinNoise() + { + perlinNoiseCache = new NativeArray<float>(maxWidth * maxDepth, Allocator.Persistent); + for (int x = 0; x < maxWidth; x++) + { + for (int y = 0; y < maxDepth; y++) + { + float xPerlin = ((float)x / maxWidth) * scale + offsetX; + float yPerlin = ((float)Math.Abs(y) / groundDepth) * scale + offsetY; + perlinNoiseCache[x * groundDepth + y] = Mathf.PerlinNoise(xPerlin, yPerlin); + } + } + } public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) { - // generate ground - yield return CreateGroundLayer(destroyedTiles); + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; - if (generateables != null) - { - yield return GenerateOreClusters(destroyedTiles); - } + // Generate initial chunks around player + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); - // generate borders - yield return GenerateBorders(); finishedCallback(); } - - private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + public Vector2Int GetChunkPosition(Vector3 worldPosition) { - for (int x = 1; x < maxWidth; x++) + // Adjust for tilemap offset + float adjustedX = worldPosition.x - transform.position.x; + float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE; + + return new Vector2Int( + Mathf.FloorToInt(adjustedX / CHUNK_SIZE), + Mathf.FloorToInt(adjustedY / CHUNK_SIZE) + ); + } + public void UpdateChunkCache(Vector3Int cellCoord, Vector3 cellWorldPosition) + { + // Update chunk cache + Vector2Int chunkPos = GetChunkPosition(cellWorldPosition); + if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles)) { - for (int y = -1; y > -groundDepth; y--) + int localX = cellCoord.x - (chunkPos.x * GenerateTileMap.CHUNK_SIZE); + int localY = (chunkPos.y * GenerateTileMap.CHUNK_SIZE) - cellCoord.y - 1; + int index = localY * GenerateTileMap.CHUNK_SIZE + localX; + + if (index >= 0 && index < cachedTiles.Length) { - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - - if (perlinNoise <= 0.7f) - { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord)) - { - tilemap.SetTile(tileSpawnCoord, forestRuleTile); - } - } - + cachedTiles[index] = null; + chunkCache[chunkPos] = cachedTiles; } - - // Update UI every 8 lines - if ((x % 8) == 0) + } + } + private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) + { + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) + { + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) { - yield return null; + Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); + if (!loadedChunks.ContainsKey(chunkPos)) + { + 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 GenerateOreClusters(List<Vector3Int> destroyedTiles) + 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]); + // } + //} + BatchSetTiles(chunk, cachedTiles, destroyedTiles); + } + yield return null; + } + private void BatchSetTiles(Vector2Int chunk, TileBase[] tiles, List<Vector3Int> destroyedTiles = null) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = (chunk.y * CHUNK_SIZE) - 1; + + var positions = new Vector3Int[CHUNK_SIZE * CHUNK_SIZE]; + var tileArray = new TileBase[CHUNK_SIZE * CHUNK_SIZE]; + + for (int i = 0; i < tiles.Length; i++) + { + int x = startX + (i % CHUNK_SIZE); + int y = startY - (i / CHUNK_SIZE); + Vector3Int pos = new Vector3Int(x, y); + + positions[i] = pos; + tileArray[i] = destroyedTiles != null && destroyedTiles.Contains(pos) ? null : tiles[i]; + } + + tilemap.SetTiles(positions, tileArray); + } + 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 + { + chunkStartX = startX, + chunkStartY = startY, + chunkSize = CHUNK_SIZE, + maxWidth = maxWidth, + groundDepth = groundDepth, + scale = scale, + offsetX = offsetX, + offsetY = offsetY, + groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob), + perlinNoiseCache = perlinNoiseCache + }; + + // Schedule the job + JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64); + + // Wait for the job to complete + yield return new WaitUntil(() => groundJobHandle.IsCompleted); + + // 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]) + // { + // int x = startX + (i % CHUNK_SIZE); + // int y = startY - (i / CHUNK_SIZE); + // Vector3Int tilePos = new Vector3Int(x, y); + + // if (!IsTileDestroyed(tilePos)) + // { + // tilemap.SetTile(tilePos, forestRuleTile); + // newChunkTiles[i] = forestRuleTile; + // } + // else + // { + // newChunkTiles[i] = null; + // } + // } + // else + // { + // newChunkTiles[i] = null; + // } + //} + for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE; i++) + { + newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null; + } + + // Batch update tiles + BatchSetTiles(chunk, newChunkTiles, destroyedTiles); + + // Save the generated chunk to the cache + chunkCache[chunk] = newChunkTiles; + + // Clean up native array + groundJob.groundTiles.Dispose(); + + // Generate ores + if (generateables != null) + { + yield return GenerateOresInChunk(chunk, destroyedTiles); + } + + // Generate borders when needed + if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || + startY == 0 || startY - CHUNK_SIZE <= -groundDepth) + { + yield return GenerateBorders(); + } + } + + private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + // Get the cached tiles for this chunk + TileBase[] cachedTiles = chunkCache[chunk]; + 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); + // Changed condition: Check if the chunk's Y range overlaps with ore spawn range + int chunkMaxY = startY; + int chunkMinY = startY - CHUNK_SIZE; - if (perlinNoise <= (1f / (float)generateable.weight)) + // Only process this chunk if it's within the ore's spawn height range + if (chunkMinY <= maxY && chunkMaxY >= minY) + { + for (int x = startX; x < startX + CHUNK_SIZE; x++) + { + if (x >= maxWidth) continue; + + // Adjusted Y range calculation + int rangeStart = Mathf.Max(chunkMinY, minY); + int rangeEnd = Mathf.Min(chunkMaxY, maxY); + + for (int y = rangeStart; y <= rangeEnd; y++) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) + 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)) { - // Check potential cluster size before placing - int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); - if (clusterSize >= generateable.minClusterSize) + Vector3Int tileSpawnCoord = new Vector3Int(x, y); + if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) { - tilemap.SetTile(tileSpawnCoord, generateable.tile); + int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); + if (clusterSize >= generateable.minClusterSize) + { + tilemap.SetTile(tileSpawnCoord, generateable.tile); + // Update cache + int localX = x - startX; + int localY = startY - y - 1; + int index = localY * CHUNK_SIZE + localX; + if (index >= 0 && index < cachedTiles.Length) + { + cachedTiles[index] = generateable.tile; + } + } } - //tilemap.SetTile(tileSpawnCoord, generateable.tile); } } - } - // Update UI every 8 lines - if ((x % 8) == 0) + // Update every few rows to maintain performance + if (generateables.Count > 3) { yield return null; } } } + // Update the cache with the modified tiles + chunkCache[chunk] = cachedTiles; } - private IEnumerator GenerateBorders() { - // Vertical borders (going up from underground to sky) + // Vertical borders for (int x = 0; x <= maxWidth; x += maxWidth) { for (int y = -groundDepth; y <= maxDepth - groundDepth; y++) { - tilemap.SetTile(new Vector3Int(x, y), borderTile); + Vector3Int borderPos = new Vector3Int(x, y); + tilemap.SetTile(borderPos, borderTile); + + // Update cache for affected chunk + Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y)); + if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles)) + { + int localX = x - (chunkPos.x * CHUNK_SIZE); + int localY = chunkPos.y * CHUNK_SIZE - y - 1; + int index = localY * CHUNK_SIZE + localX; + if (index >= 0 && index < cachedTiles.Length) + { + cachedTiles[index] = borderTile; + chunkCache[chunkPos] = cachedTiles; + } + } } } yield return null; - // Horizontal borders (at bottom and sky level) + // Horizontal borders for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth) { - for (int x = 1; x <= maxWidth; x++) + for (int x = 1; x < maxWidth; x++) { - tilemap.SetTile(new Vector3Int(x, y), borderTile); + Vector3Int borderPos = new Vector3Int(x, y); + tilemap.SetTile(borderPos, borderTile); + + // Update cache for affected chunk + Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y)); + if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles)) + { + int localX = x - (chunkPos.x * CHUNK_SIZE); + int localY = chunkPos.y * CHUNK_SIZE - y - 1; + int index = localY * CHUNK_SIZE + localX; + if (index >= 0 && index < cachedTiles.Length) + { + cachedTiles[index] = borderTile; + chunkCache[chunkPos] = cachedTiles; + } + } } } yield return null; @@ -266,4 +579,50 @@ return size; } + private void OnDestroy() + { + if (perlinNoiseCache.IsCreated) + { + perlinNoiseCache.Dispose(); + } + chunkCache.Clear(); + } +#if UNITY_EDITOR + //private void OnDrawGizmos() + //{ + // if (!Application.isPlaying) return; + + // // Draw current chunk boundaries + // if (playerTransform != null) + // { + // Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + // Gizmos.color = Color.yellow; + + // for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) + // { + // for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) + // { + // Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y); + // Vector3 worldPos = new Vector3( + // chunk.x * CHUNK_SIZE + transform.position.x, + // chunk.y * CHUNK_SIZE + transform.position.y, + // 0 + // ); + + // // Draw chunk boundary + // Gizmos.DrawWireCube( + // worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + // new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0) + // ); + + // // Draw chunk coordinates + // UnityEditor.Handles.Label( + // worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + // $"({chunk.x}, {chunk.y})" + // ); + // } + // } + // } + //} +#endif } -- Gitblit v1.9.3