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 |  478 +++++++++++++++++++++++++++++++++++++----------------------
 1 files changed, 299 insertions(+), 179 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index fff1636..0b3a588 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,53 +1,37 @@
 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;
-
-//[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 const int LOAD_DISTANCE = 2; // Number of chunks to load around player
+    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;
@@ -80,25 +64,32 @@
         //Debug.Log($"Current Chunk: {currentChunk}");
         if (currentChunk != lastLoadedChunk)
         {
-            StartCoroutine(UpdateLoadedChunks(currentChunk));
+            StartCoroutine(UpdateLoadedChunks(currentChunk, destroyedTiles));
             lastLoadedChunk = currentChunk;
-        }
-    }
-    // When a tile is destroyed in a chunk, update GameManager's list
-    private void AddDestroyedTile(Vector3Int tilePos)
-    {
-        if (!gameManager.destroyedTiles.Contains(tilePos))
-        {
-            gameManager.destroyedTiles.Add(tilePos);
+            // 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>();
@@ -117,21 +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()
     {
@@ -177,6 +160,7 @@
 
         UnityEngine.Random.state = randomState;
 
+        CachePerlinNoise();
     }
 
     private int GenerateSeed(int size)
@@ -190,6 +174,19 @@
         }
         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)
     {
@@ -202,7 +199,7 @@
 
         finishedCallback();
     }
-    private Vector2Int GetChunkPosition(Vector3 worldPosition)
+    public Vector2Int GetChunkPosition(Vector3 worldPosition)
     {
         // Adjust for tilemap offset
         float adjustedX = worldPosition.x - transform.position.x;
@@ -213,6 +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++)
@@ -222,16 +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
@@ -244,30 +356,52 @@
             scale = scale,
             offsetX = offsetX,
             offsetY = offsetY,
-            groundTiles = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob)
+            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
-        groundJobHandle.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++)
         {
-            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();
@@ -286,56 +420,38 @@
         }
     }
 
-    //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles)
-    //{
-    //    for (int x = 1; x < maxWidth; x++)
-    //    {
-    //        for (int y = -1; y > -groundDepth; y--)
-    //        {
-    //            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);
-    //                }
-    //            }
-
-    //        }
-
-    //        // Update UI every 8 lines
-    //        if ((x % 8) == 0)
-    //        {
-    //            yield return null;
-    //        }
-    //    }
-    //}
     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);
+            // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
+            int chunkMaxY = startY;
+            int chunkMinY = startY - CHUNK_SIZE;
 
             // Only process this chunk if it's within the ore's spawn height range
-            if (startY < maxY && startY > minY)
+            if (chunkMinY <= maxY && chunkMaxY >= minY)
             {
                 for (int x = startX; x < startX + CHUNK_SIZE; x++)
                 {
                     if (x >= maxWidth) continue;
 
-                    for (int y = Mathf.Max(startY - CHUNK_SIZE, minY); y < Mathf.Min(startY, maxY); y++)
+                    // Adjusted Y range calculation
+                    int rangeStart = Mathf.Max(chunkMinY, minY);
+                    int rangeEnd = Mathf.Min(chunkMaxY, maxY);
+
+                    for (int y = rangeStart; y <= rangeEnd; 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);
 
                         if (perlinNoise <= (1f / (float)generateable.weight))
@@ -343,11 +459,18 @@
                             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);
+                                    // 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;
+                                    }
                                 }
                             }
                         }
@@ -361,68 +484,57 @@
                 }
             }
         }
+        // Update the cache with the modified tiles
+        chunkCache[chunk] = cachedTiles;
     }
-
-    //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
-    //{
-    //    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);
-
-    //                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;
-    //            }
-    //        }
-    //    }
-    //}
-
     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;
@@ -467,42 +579,50 @@
 
         return size;
     }
-#if UNITY_EDITOR
-    private void OnDrawGizmos()
+    private void OnDestroy()
     {
-        if (!Application.isPlaying) return;
-
-        // Draw current chunk boundaries
-        if (playerTransform != null)
+        if (perlinNoiseCache.IsCreated)
         {
-            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})"
-                    );
-                }
-            }
+            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
 }

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