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 | 597 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 571 insertions(+), 26 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 136a14d..3c27d48 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,29 +1,73 @@
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 int maxWidth = 256;
- public int maxHeight = 384;
- public int maxGroundHeight = 256;
+ public static int maxWidth = 256;
+ public static int maxDepth = 384;
+ public static int groundDepth = 256;
private float scale;
private float offsetX;
private float offsetY;
Tilemap tilemap;
- public RuleTile forestRuleTile;
+ 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
+
+ private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
+ private Transform playerTransform; // Reference to player/camera
+ private Vector2Int lastLoadedChunk;
+ 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 Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>> chunkTileData = new Dictionary<Vector2Int, List<(Vector3Int position, CustomRuleTile tile)>>();
+
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 +75,172 @@
}
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);
+ tilePool.InitializePool(forestRuleTile);
+
+ LoadGenerateablesFromResources();
+ }
+ private void Update()
+ {
+ if (playerTransform == null || isGenerating) return;
+
+ Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+ if (currentChunk != lastLoadedChunk)
+ {
+ Debug.Log($"Player moved to new chunk: {currentChunk}");
+ isGenerating = true;
+ StopAllCoroutines();
+
+ var chunksToUnload = loadedChunks.Keys
+ .Where(chunk => Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE ||
+ Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE)
+ .ToList();
+
+ foreach (var chunk in chunksToUnload)
+ {
+ Debug.Log($"Unloading chunk: {chunk}");
+ UnloadChunk(chunk);
+ }
+
+ StartCoroutine(UpdateLoadedChunksWithCompletion(currentChunk));
+ lastLoadedChunk = currentChunk;
+ }
+ }
+ private IEnumerator UpdateLoadedChunksWithCompletion(Vector2Int currentChunk)
+ {
+ yield return UpdateLoadedChunks(currentChunk);
+ isGenerating = false;
+ }
+ // 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);
+ }
+ }
+ private void SetTileWithPool(Vector3Int position, CustomRuleTile tileType)
+ {
+ var chunk = new Vector2Int(
+ Mathf.FloorToInt(position.x / (float)CHUNK_SIZE),
+ Mathf.FloorToInt(position.y / (float)CHUNK_SIZE)
+ );
+
+ if (!activeChunkTiles.ContainsKey(chunk))
+ {
+ activeChunkTiles[chunk] = new HashSet<Vector3Int>();
+ }
+
+ var tileData = tilePool.GetTileData(position, tileType);
+ if (tileData != null)
+ {
+ tilemap.SetTile(position, tileData.tileType);
+ activeChunkTiles[chunk].Add(position);
+
+ // Refresh neighboring tiles to maintain proper rule tile connections
+ for (int nx = -1; nx <= 1; nx++)
+ {
+ for (int ny = -1; ny <= 1; ny++)
+ {
+ if (nx == 0 && ny == 0) continue;
+ Vector3Int neighbor = new Vector3Int(position.x + nx, position.y + ny, position.z);
+ if (tilemap.HasTile(neighbor))
+ {
+ tilemap.RefreshTile(neighbor);
+ }
+ }
+ }
+ }
+ }
+
+ private void RemoveTileWithPool(Vector3Int position)
+ {
+ tilemap.SetTile(position, null);
+ tilePool.ReturnTileData(position);
+ }
+
+ // When checking if a tile is destroyed, use GameManager's list
+ private bool IsTileDestroyed(Vector3Int tilePos)
+ {
+ return gameManager.destroyedTiles.Contains(tilePos);
+ }
+ private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
+ {
+ // 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);
+ }
+ }
+ foreach (var chunk in chunksToUnload)
+ {
+ UnloadChunk(chunk);
+ loadedChunks.Remove(chunk);
+ }
+
+ // Load new chunks
+ yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+ }
+
+ private void UnloadChunk(Vector2Int chunk)
+ {
+ if (!loadedChunks.ContainsKey(chunk)) return;
+
+ int startX = chunk.x * CHUNK_SIZE;
+ int startY = chunk.y * CHUNK_SIZE;
+
+ // Clear rule cache for this chunk
+ forestRuleTile.ClearRuleCache();
+
+ // Remove all tiles in the chunk
+ if (activeChunkTiles.TryGetValue(chunk, out var tiles))
+ {
+ foreach (var pos in tiles)
+ {
+ RemoveTileWithPool(pos);
+ }
+ activeChunkTiles.Remove(chunk);
+ }
+
+ loadedChunks.Remove(chunk);
+ }
+ 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)
@@ -60,48 +270,383 @@
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();
+ }
+ private Vector2Int GetChunkPosition(Vector3 worldPosition)
+ {
+ // Adjust for tilemap offset
+ float adjustedX = worldPosition.x - transform.position.x;
+ float adjustedY = worldPosition.y - transform.position.y;
+
+ // 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)
+ {
+ 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 (chunkTileData.ContainsKey(chunkPos))
{
- tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
+ 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;
+ }
+ }
+ }
+ }
+ private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
+ {
+ int startX = chunk.x * CHUNK_SIZE;
+ int startY = chunk.y * CHUNK_SIZE;
+
+ // Clear rule cache for this chunk's area
+ forestRuleTile.ClearRuleCache();
+
+ NativeArray<bool> terrainMap = default;
+ NativeArray<float> noiseMap = default;
+
+ try
+ {
+ terrainMap = new NativeArray<bool>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+ noiseMap = new NativeArray<float>(CHUNK_SIZE * CHUNK_SIZE, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
+
+ var job = new TerrainGenerationJob
+ {
+ ChunkStartX = startX,
+ ChunkStartY = startY,
+ ChunkSize = CHUNK_SIZE,
+ Scale = scale,
+ OffsetX = offsetX,
+ OffsetY = offsetY,
+ MaxWidth = maxWidth,
+ MaxDepth = maxDepth,
+ TerrainMap = terrainMap,
+ NoiseMap = noiseMap
+ };
+
+ // Schedule and complete job immediately to prevent frame lifetime issues
+ job.Schedule(CHUNK_SIZE * CHUNK_SIZE, 32).Complete();
+
+ // Copy data from job before yielding
+ var tilesToUpdate = new List<(Vector3Int pos, CustomRuleTile tile)>();
+
+ for (int i = 0; i < terrainMap.Length; i++)
+ {
+ if (terrainMap[i])
+ {
+ int x = startX + (i % CHUNK_SIZE);
+ int y = startY + (i / CHUNK_SIZE);
+ Vector3Int tilePos = new Vector3Int(x, y);
+
+ if (!IsTileDestroyed(tilePos))
+ {
+ tilesToUpdate.Add((tilePos, forestRuleTile));
+ }
+ }
+ }
+
+ // Save tile data to dictionary
+ chunkTileData[chunk] = tilesToUpdate;
+
+ // Dispose native arrays before yielding
+ terrainMap.Dispose();
+ noiseMap.Dispose();
+ terrainMap = default;
+ noiseMap = default;
+
+ // Now we can safely yield and process tiles
+ 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;
+ }
+
+ // Generate ores
+ if (generateables != null)
+ {
+ yield return GenerateOresInChunk(chunk, destroyedTiles);
+ }
+
+ // Generate borders if needed
+ if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
+ startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
+ {
+ yield return GenerateBorders();
+ }
+ }
+ finally
+ {
+ // Ensure arrays are always disposed
+ if (terrainMap.IsCreated) terrainMap.Dispose();
+ if (noiseMap.IsCreated) noiseMap.Dispose();
+ }
+ }
+
+ //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;
+
+ 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);
+
+ // Only process this chunk if it's within the ore's spawn height range
+ if (startY < maxY && startY > 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++)
+ {
+ 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);
+ }
+ }
+ }
}
}
- }
-
- // 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;
+ }
}
}
+ }
+
+ //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)
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);
}
-
}
yield return null;
- for (int y = 0; y <= maxHeight; y += maxHeight)
+
+ // Horizontal borders (at bottom and sky level)
+ for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
{
for (int x = 1; x <= maxWidth; x++)
{
tilemap.SetTile(new Vector3Int(x, y), borderTile);
}
-
}
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 OnDrawGizmos()
+ {
+ if (!Application.isPlaying) return;
+
+ // Draw current chunk boundaries
+ if (playerTransform != null)
+ {
+ 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++)
+ {
+ 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 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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