From 5dcd4665ba3c5c12d67cb8df3463e0782772a4db Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 22:37:09 +0000
Subject: [PATCH] #42 fixed ore generation height
---
Assets/Scripts/GenerateTileMap.cs | 75 ++++++++++++++++++++++++-------------
1 files changed, 49 insertions(+), 26 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index c102143..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
@@ -46,7 +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
@@ -76,9 +75,9 @@
private void Update()
{
if (playerTransform == null) return;
- Debug.Log($"Player Position: {playerTransform.position}");
+ //Debug.Log($"Player Position: {playerTransform.position}");
Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
- Debug.Log($"Current Chunk: {currentChunk}");
+ //Debug.Log($"Current Chunk: {currentChunk}");
if (currentChunk != lastLoadedChunk)
{
StartCoroutine(UpdateLoadedChunks(currentChunk));
@@ -207,7 +206,7 @@
{
// Adjust for tilemap offset
float adjustedX = worldPosition.x - transform.position.x;
- float adjustedY = worldPosition.y - transform.position.y;
+ float adjustedY = (worldPosition.y - transform.position.y) + CHUNK_SIZE;
return new Vector2Int(
Mathf.FloorToInt(adjustedX / CHUNK_SIZE),
@@ -232,38 +231,54 @@
private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
{
int startX = chunk.x * CHUNK_SIZE;
- int startY = (chunk.y * CHUNK_SIZE)-1;
+ int startY = (chunk.y * CHUNK_SIZE) - 1;
- // Generate ground in chunk
- for (int x = startX; x < startX + CHUNK_SIZE; x++)
+ // Create job data
+ var groundJob = new GenerateGroundJob
{
- if (x < 1 || x >= maxWidth) continue;
+ 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)
+ };
- for (int y = startY; y > startY - CHUNK_SIZE; y--)
+ // 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])
{
- if (y < -groundDepth || y >= 0) continue;
+ int x = startX + (i % CHUNK_SIZE);
+ int y = startY - (i / CHUNK_SIZE);
Vector3Int tilePos = new Vector3Int(x, y);
- if (IsTileDestroyed(tilePos))
- continue;
- 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)
+ if (!IsTileDestroyed(tilePos))
{
tilemap.SetTile(tilePos, forestRuleTile);
}
}
}
- // Generate ores in chunk
+ // Clean up native array
+ groundJob.groundTiles.Dispose();
+
+ // Generate ores
if (generateables != null)
{
yield return GenerateOresInChunk(chunk, destroyedTiles);
}
- // Don't generate borders for each chunk
- // Only generate borders when at world edges
+
+ // Generate borders when needed
if (startX == 0 || startX + CHUNK_SIZE >= maxWidth ||
startY == 0 || startY - CHUNK_SIZE <= -groundDepth)
{
@@ -309,15 +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;
@@ -328,7 +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)
{
@@ -452,6 +473,7 @@
return size;
}
+#if UNITY_EDITOR
private void OnDrawGizmos()
{
if (!Application.isPlaying) return;
@@ -488,4 +510,5 @@
}
}
}
+#endif
}
--
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