From 9ca4a339698dba58baf82ff8daaf9d8de5026676 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 21:02:34 +0000
Subject: [PATCH] show chunk position in gizmo

---
 Assets/Scripts/GenerateTileMap.cs |   11 +++++++++--
 1 files changed, 9 insertions(+), 2 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 7bf0667..c102143 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -124,7 +124,7 @@
     private void UnloadChunk(Vector2Int chunk)
     {
         int startX = chunk.x * CHUNK_SIZE;
-        int startY = chunk.y * CHUNK_SIZE;
+        int startY = (chunk.y * CHUNK_SIZE)-1;
 
         for (int x = startX; x < startX + CHUNK_SIZE; x++)
         {
@@ -232,7 +232,7 @@
     private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles)
     {
         int startX = chunk.x * CHUNK_SIZE;
-        int startY = (chunk.y * CHUNK_SIZE);
+        int startY = (chunk.y * CHUNK_SIZE)-1;
 
         // Generate ground in chunk
         for (int x = startX; x < startX + CHUNK_SIZE; x++)
@@ -473,10 +473,17 @@
                         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})"
+                    );
                 }
             }
         }

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