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 |   14 ++++++++++----
 1 files changed, 10 insertions(+), 4 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index fff1636..1c01f5d 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -45,7 +45,7 @@
 
     //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 Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>();
     private Transform playerTransform; // Reference to player/camera
@@ -324,15 +324,22 @@
             // 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;
@@ -343,7 +350,6 @@
                             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)
                                 {

--
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