From 4f1ed3919b0ee3f89dbcbacf49990888a7d9274a Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 21:02:03 +0000
Subject: [PATCH] #42 still bugged

---
 Assets/Scripts/GenerateTileMap.cs |   56 +++++++++++++++++++++++++++++++++++++++++++++++++++-----
 1 files changed, 51 insertions(+), 5 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 28d1cc4..3c27d48 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -57,7 +57,8 @@
     private GameManager gameManager;
     private Dictionary<Vector2Int, HashSet<Vector3Int>> activeChunkTiles = new Dictionary<Vector2Int, HashSet<Vector3Int>>();
     public TilePool tilePool; // Reference to the TilePool script
-    private bool isGenerating = false;
+    private bool isGenerating = false; 
+    private Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>> chunkTileData = new Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>>();
 
 
     private void Awake()
@@ -88,6 +89,7 @@
         Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
         if (currentChunk != lastLoadedChunk)
         {
+            Debug.Log($"Player moved to new chunk: {currentChunk}");
             isGenerating = true;
             StopAllCoroutines();
 
@@ -98,6 +100,7 @@
 
             foreach (var chunk in chunksToUnload)
             {
+                Debug.Log($"Unloading chunk: {chunk}");
                 UnloadChunk(chunk);
             }
 
@@ -173,11 +176,11 @@
                 Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
             {
                 chunksToUnload.Add(chunk);
-                UnloadChunk(chunk);
             }
         }
         foreach (var chunk in chunksToUnload)
         {
+            UnloadChunk(chunk);
             loadedChunks.Remove(chunk);
         }
 
@@ -282,10 +285,14 @@
         float adjustedX = worldPosition.x - transform.position.x;
         float adjustedY = worldPosition.y - transform.position.y;
 
-        return new Vector2Int(
+        // Calculate chunk position based on chunk boundaries
+        // We don't add the CHUNK_SIZE/2 offset here anymore since we want to detect based on boundaries
+        Vector2Int chunkPosition = new Vector2Int(
             Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
             Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
         );
+
+        return chunkPosition;
     }
     private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
     {
@@ -296,7 +303,29 @@
                 Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
                 if (!loadedChunks.ContainsKey(chunkPos))
                 {
-                    yield return GenerateChunk(chunkPos, destroyedTiles);
+                    if (chunkTileData.ContainsKey(chunkPos))
+                    {
+                        Debug.Log($"Reloading chunk from saved data: {chunkPos}");
+                        // Reload chunk from saved data
+                        var tilesToUpdate = chunkTileData[chunkPos];
+                        const int BATCH_SIZE = 32;
+                        for (int i = 0; i < tilesToUpdate.Count; i += BATCH_SIZE)
+                        {
+                            int batchCount = Math.Min(BATCH_SIZE, tilesToUpdate.Count - i);
+                            for (int j = 0; j < batchCount; j++)
+                            {
+                                var (pos, tile) = tilesToUpdate[i + j];
+                                SetTileWithPool(pos, tile);
+                            }
+                            yield return null;
+                        }
+                    }
+                    else
+                    {
+                        Debug.Log($"Generating new chunk: {chunkPos}");
+                        // Generate new chunk
+                        yield return GenerateChunk(chunkPos, destroyedTiles);
+                    }
                     loadedChunks[chunkPos] = true;
                 }
             }
@@ -343,7 +372,7 @@
                 if (terrainMap[i])
                 {
                     int x = startX + (i % CHUNK_SIZE);
-                    int y = startY - (i / CHUNK_SIZE);
+                    int y = startY + (i / CHUNK_SIZE);
                     Vector3Int tilePos = new Vector3Int(x, y);
 
                     if (!IsTileDestroyed(tilePos))
@@ -352,6 +381,9 @@
                     }
                 }
             }
+
+            // Save tile data to dictionary
+            chunkTileData[chunk] = tilesToUpdate;
 
             // Dispose native arrays before yielding
             terrainMap.Dispose();
@@ -584,6 +616,11 @@
             Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
             Gizmos.color = Color.yellow;
 
+            // Draw player position for debugging
+            Gizmos.color = Color.red;
+            Gizmos.DrawSphere(playerTransform.position, 0.5f);
+            Gizmos.color = Color.yellow;
+
             for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
             {
                 for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
@@ -595,10 +632,19 @@
                         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 and boundaries
+                    UnityEditor.Handles.Label(
+                        worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0),
+                        $"({chunk.x}, {chunk.y})\n" +
+                        $"X: {worldPos.x} to {worldPos.x + CHUNK_SIZE}\n" +
+                        $"Y: {worldPos.y} to {worldPos.y - CHUNK_SIZE}"
+                    );
                 }
             }
         }

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