From 575af36b9ec3d3c39ffb027c13c5a9bd0b369f97 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 05 Apr 2025 17:44:41 +0000
Subject: [PATCH] #47 background transition based on y-level

---
 Assets/Scripts/GenerateTileMap.cs |  351 +++++++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 298 insertions(+), 53 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 3ad8390..1c01f5d 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,11 +1,10 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
-using Unity.VisualScripting;
+using Unity.Collections;
+using Unity.Jobs;
 using UnityEngine;
 using UnityEngine.Tilemaps;
-using UnityEngine.UIElements;
-using static UnityEditor.Progress;
 
 //[Serializable]
 //public class Ore
@@ -43,11 +42,21 @@
     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 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 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;
 #endif
@@ -63,8 +72,72 @@
 
         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));
+            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);
+        }
+    }
+
+    // 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);
+                UnloadChunk(chunk);
+            }
+        }
+        foreach (var chunk in chunksToUnload)
+        {
+            loadedChunks.Remove(chunk);
+        }
+
+        // Load new chunks
+        yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+    }
+
+    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);
+            }
+        }
+    }
     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>();
@@ -120,89 +193,223 @@
 
     public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
     {
-        // generate ground
-        yield return CreateGroundLayer(destroyedTiles);
+        // Get initial player chunk position
+        Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+        lastLoadedChunk = currentChunk;
 
-        if (generateables != null)
-        {
-            yield return GenerateOreClusters(destroyedTiles);
-        }
+        // Generate initial chunks around player
+        yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
 
-        // generate borders
-        yield return GenerateBorders();
         finishedCallback();
     }
-
-    private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles)
+    private Vector2Int GetChunkPosition(Vector3 worldPosition)
     {
-        for (int x = 1; x < maxWidth; x++)
+        // 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)
+        );
+    }
+    private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
+    {
+        for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
         {
-            for (int y = -1; y > -groundDepth; y--)
+            for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; 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)
+                Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y);
+                if (!loadedChunks.ContainsKey(chunkPos))
                 {
-                    Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-                    if (!destroyedTiles.Contains(tileSpawnCoord))
-                    {
-                        tilemap.SetTile(tileSpawnCoord, forestRuleTile);
-                    }
+                    yield return GenerateChunk(chunkPos, destroyedTiles);
+                    loadedChunks[chunkPos] = true;
                 }
-
-            }
-
-            // Update UI every 8 lines
-            if ((x % 8) == 0)
-            {
-                yield return null;
             }
         }
     }
-
-    private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles)
+    private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
+        int startX = chunk.x * CHUNK_SIZE;
+        int startY = (chunk.y * CHUNK_SIZE) - 1;
+
+        // 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)
+        };
+
+        // Schedule the job
+        JobHandle groundJobHandle = groundJob.Schedule(CHUNK_SIZE * CHUNK_SIZE, 64);
+
+        // Wait for the job to complete
+        groundJobHandle.Complete();
+
+        // Apply the results
+        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);
+                }
+            }
+        }
+
+        // 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 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);
-            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);
+            // Changed condition: Check if the chunk's Y range overlaps with ore spawn range
+            int chunkMaxY = startY;
+            int chunkMinY = startY - CHUNK_SIZE;
 
-                    if (perlinNoise <= (1f / (float)generateable.weight))
+            // 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++)
                     {
-                        Vector3Int tileSpawnCoord = new Vector3Int(x, y);
-                        if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
+                        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))
                         {
-                            // Check potential cluster size before placing
-                            int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight);
-                            if (clusterSize >= generateable.minClusterSize)
+                            Vector3Int tileSpawnCoord = new Vector3Int(x, y);
+                            if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord))
                             {
-                                tilemap.SetTile(tileSpawnCoord, generateable.tile);
+                                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)
+                // 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()
     {
@@ -266,4 +473,42 @@
 
         return size;
     }
+#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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