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 | 19 ++++++++++++-------
1 files changed, 12 insertions(+), 7 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 36ffa81..1c01f5d 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -3,11 +3,8 @@
using System.Collections.Generic;
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
@@ -48,7 +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
@@ -327,15 +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;
@@ -346,7 +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)
{
@@ -470,6 +473,7 @@
return size;
}
+#if UNITY_EDITOR
private void OnDrawGizmos()
{
if (!Application.isPlaying) return;
@@ -506,4 +510,5 @@
}
}
}
+#endif
}
--
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