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 | 585 +++++++++++++++++++++++++++++++++++++++++++++++++++++++---
1 files changed, 553 insertions(+), 32 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 136a14d..0b3a588 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,29 +1,48 @@
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;
public class GenerateTileMap : MonoBehaviour
{
public int? seed;
- public int maxWidth = 256;
- public int maxHeight = 384;
- public int maxGroundHeight = 256;
+ public static int maxWidth = 255;
+ public static int maxDepth = 384;
+ public static int groundDepth = 255;
private float scale;
private float offsetX;
- private float offsetY;
+ private float offsetY;
+ private NativeArray<float> perlinNoiseCache;
Tilemap tilemap;
- public RuleTile forestRuleTile;
+ public CustomRuleTile forestRuleTile;
public TileBase borderTile;
- //public List<TileBase> tiles;
+ private List<Generateable> generateables;
+
+ 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;
+ seed = 0123456789;
#endif
if (seed == null)
{
@@ -31,6 +50,103 @@
}
SetSettingsFromSeed(seed.Value);
+
+ // Position adjusted to center horizontally, but align top at y=0
+ transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z);
+
+ 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>();
+ foreach (GameObject prefab in generateablePrefabs)
+ {
+ Generateable generateable = prefab.GetComponent<Generateable>();
+ if (generateable != null)
+ {
+ generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>();
+ generateable.tile.m_DefaultGameObject = prefab;
+ generateable.tile.m_DefaultSprite = generateable.sprite;
+ generateables.Add(generateable);
+ forestRuleTile.siblings.Add(generateable.tile);
+ }
+ else
+ {
+ Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
+ }
+ }
+
+ GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
+
+ if (generateables.Count == 0)
+ {
+ Debug.LogWarning("No items found in Resources/Items folder");
+ }
}
public void SetSettingsFromSeed(int seed)
@@ -44,6 +160,7 @@
UnityEngine.Random.state = randomState;
+ CachePerlinNoise();
}
private int GenerateSeed(int size)
@@ -57,51 +174,455 @@
}
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)
{
- for (int x = 1; x < maxWidth; x++)
- {
- for (int y = 1; y < maxGroundHeight; y++)
- {
- float xPerlin = ((float)x / maxWidth) * scale + offsetX;
- float yPerlin = ((float)y / maxHeight) * scale + offsetY;
- float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+ // Get initial player chunk position
+ Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+ lastLoadedChunk = currentChunk;
- if (perlinNoise >= 0.3f)
+ // Generate initial chunks around player
+ yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
+
+ finishedCallback();
+ }
+ public Vector2Int GetChunkPosition(Vector3 worldPosition)
+ {
+ // 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))
+ {
+ 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++)
+ {
+ for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
+ {
+ Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
+ if (!loadedChunks.ContainsKey(chunkPos))
{
- if (!destroyedTiles.Contains(new Vector3Int(x, y, 0)))
+ if (chunkCache.ContainsKey(chunkPos))
{
- tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
+ // 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
+ {
+ 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);
+ // 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 (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++)
+ {
+ 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))
+ {
+ 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;
+ }
+ }
+ }
+ }
}
}
- }
-
- // Update UI every 8 lines
- if ((x % 8) == 0)
- {
- yield return null;
+ // 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
for (int x = 0; x <= maxWidth; x += maxWidth)
{
- for (int y = 0; y <= maxHeight; y++)
+ 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;
- for (int y = 0; y <= maxHeight; y += maxHeight)
+
+ // 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;
- finishedCallback();
}
+
+ private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
+ {
+ int size = 0;
+ Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
+ HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
+
+ toCheck.Enqueue(new Vector2Int(startX, startY));
+ checked_positions.Add(new Vector2Int(startX, startY));
+
+ while (toCheck.Count > 0)
+ {
+ Vector2Int current = toCheck.Dequeue();
+ size++;
+
+ // Check all 8 neighboring tiles
+ for (int dx = -1; dx <= 1; dx++)
+ {
+ for (int dy = -1; dy <= 1; dy++)
+ {
+ if (dx == 0 && dy == 0) continue;
+
+ Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
+ if (checked_positions.Contains(neighbor)) continue;
+
+ float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
+ float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
+ float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+ if (perlinNoise <= (1f / (float)weight))
+ {
+ toCheck.Enqueue(neighbor);
+ checked_positions.Add(neighbor);
+ }
+ }
+ }
+ }
+
+ 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
}
--
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