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 | 330 +++++++++++++++++++++++++++++++++++++++++++-----------
1 files changed, 261 insertions(+), 69 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 1d14849..0b3a588 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,17 +1,19 @@
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;
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;
@@ -23,8 +25,13 @@
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;
@@ -57,18 +64,32 @@
//Debug.Log($"Current Chunk: {currentChunk}");
if (currentChunk != lastLoadedChunk)
{
- StartCoroutine(UpdateLoadedChunks(currentChunk));
+ StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles));
lastLoadedChunk = currentChunk;
+ // Check if we need to clear the cache
+ ClearDistantChunks(currentChunk);
}
}
-
- // When checking if a tile is destroyed, use GameManager's list
- private bool IsTileDestroyed(Vector3Int tilePos)
+ public (int seed, Dictionary<Vector2Int, TileBase[]> chunkCache, List<Vector3Int> destroyedTiles) GetSaveValues()
{
- return gameManager.destroyedTiles.Contains(tilePos);
+ return (seed.Value, chunkCache, destroyedTiles);
}
- private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
+ 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>();
@@ -87,21 +108,13 @@
}
// Load new chunks
- yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+ yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
}
private void UnloadChunk(Vector2Int chunk)
{
- int startX = chunk.x * CHUNK_SIZE;
- int startY = (chunk.y * CHUNK_SIZE)-1;
-
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
- {
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
- {
- tilemap.SetTile(new Vector3Int(x, y), null);
- }
- }
+ var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+ BatchSetTiles(chunk, emptyTiles);
}
private void LoadGenerateablesFromResources()
{
@@ -186,7 +199,7 @@
finishedCallback();
}
- private Vector2Int GetChunkPosition(Vector3 worldPosition)
+ public Vector2Int GetChunkPosition(Vector3 worldPosition)
{
// Adjust for tilemap offset
float adjustedX = worldPosition.x - transform.position.x;
@@ -197,6 +210,23 @@
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))
+ {
+ 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)
+ {
+ cachedTiles[index] = null;
+ chunkCache[chunkPos] = cachedTiles;
+ }
+ }
+ }
private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
{
for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
@@ -206,16 +236,114 @@
Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
if (!loadedChunks.ContainsKey(chunkPos))
{
- yield return GenerateChunk(chunkPos, destroyedTiles);
+ 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 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
@@ -240,21 +368,41 @@
// 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++)
{
- 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] = 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();
@@ -276,6 +424,8 @@
{
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)
{
@@ -301,6 +451,7 @@
{
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))
@@ -312,6 +463,14 @@
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;
+ }
}
}
}
@@ -325,25 +484,57 @@
}
}
}
+ // 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;
@@ -394,43 +585,44 @@
{
perlinNoiseCache.Dispose();
}
+ chunkCache.Clear();
}
#if UNITY_EDITOR
- private void OnDrawGizmos()
- {
- if (!Application.isPlaying) return;
+ //private void OnDrawGizmos()
+ //{
+ // if (!Application.isPlaying) return;
- // Draw current chunk boundaries
- if (playerTransform != null)
- {
- Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
- Gizmos.color = Color.yellow;
+ // // 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
- );
+ // 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 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})"
- );
- }
- }
- }
- }
+ // // Draw chunk coordinates
+ // UnityEditor.Handles.Label(
+ // worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+ // $"({chunk.x}, {chunk.y})"
+ // );
+ // }
+ // }
+ // }
+ //}
#endif
}
--
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