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 | 517 ++++++++++++++++++++++++++++++++++++--------------------- 1 files changed, 327 insertions(+), 190 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index d74153b..0b3a588 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -1,54 +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; -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 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; @@ -76,30 +59,37 @@ private void Update() { if (playerTransform == null) return; - Debug.Log($"Player Position: {playerTransform.position}"); + //Debug.Log($"Player Position: {playerTransform.position}"); Vector2Int currentChunk = GetChunkPosition(playerTransform.position); - Debug.Log($"Current Chunk: {currentChunk}"); + //Debug.Log($"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>(); @@ -118,21 +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() { @@ -178,6 +160,7 @@ UnityEngine.Random.state = randomState; + CachePerlinNoise(); } private int GenerateSeed(int size) @@ -191,6 +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) { @@ -203,7 +199,7 @@ finishedCallback(); } - private Vector2Int GetChunkPosition(Vector3 worldPosition) + public Vector2Int GetChunkPosition(Vector3 worldPosition) { // Adjust for tilemap offset float adjustedX = worldPosition.x - transform.position.x; @@ -214,6 +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++) @@ -223,47 +236,183 @@ 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; + int startY = (chunk.y * CHUNK_SIZE) - 1; + // Check if the chunk is already in the cache + LoadChunkFromCache(chunk); - // Generate ground in chunk - for (int x = startX; x < startX + CHUNK_SIZE; x++) + // Create job data + var groundJob = new GenerateGroundJob { - if (x < 1 || x >= maxWidth) continue; + 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 + }; - for (int y = startY; y > startY - CHUNK_SIZE; y--) - { - if (y < -groundDepth || y >= 0) continue; - Vector3Int tilePos = new Vector3Int(x, y); - if (IsTileDestroyed(tilePos)) - continue; + // Schedule the job + JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64); - float xPerlin = ((float)x / maxWidth) * scale + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * scale + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + // Wait for the job to complete + yield return new WaitUntil(() => groundJobHandle.IsCompleted); - if (perlinNoise <= 0.7f) - { - tilemap.SetTile(tilePos, forestRuleTile); - } - } + // 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; } - // Generate ores in chunk + // 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); } - // Don't generate borders for each chunk - // Only generate borders when at world edges + + // Generate borders when needed if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || startY == 0 || startY - CHUNK_SIZE <= -groundDepth) { @@ -271,56 +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)) @@ -328,11 +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; + } } } } @@ -346,68 +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; @@ -452,40 +579,50 @@ return size; } - 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 } -- Gitblit v1.9.3