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