From a576c4a6edc69f703422ab289ee46b05011b9275 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 17:46:38 +0000
Subject: [PATCH] #48 added cache to map savefile
---
Assets/Scripts/GenerateTileMap.cs | 202 ++++++++++++++++++++++++++++++++++++-------------
1 files changed, 147 insertions(+), 55 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 4bf8585..8870c8e 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using System.Linq;
using Unity.Collections;
using Unity.Jobs;
using Unity.VisualScripting;
@@ -10,9 +11,9 @@
public class GenerateTileMap : MonoBehaviour
{
public int? seed;
- public static int maxWidth = 256;
+ public static int maxWidth = 255;
public static int maxDepth = 384;
- public static int groundDepth = 256;
+ public static int groundDepth = 255;
private float scale;
private float offsetX;
private float offsetY;
@@ -61,20 +62,32 @@
//Debug.Log($"Current Chunk: {currentChunk}");
if (currentChunk != lastLoadedChunk)
{
- StartCoroutine(UpdateLoadedChunks(currentChunk));
+ StartCoroutine(UpdateLoadedChunks(currentChunk, gameManager.destroyedTiles));
lastLoadedChunk = currentChunk;
// Check if we need to clear the cache
ClearDistantChunks(currentChunk);
}
}
-
- // When checking if a tile is destroyed, use GameManager's list
- private bool IsTileDestroyed(Vector3Int tilePos)
+ public Dictionary<Vector2Int, TileBase[]> GetSaveData()
{
- return gameManager.destroyedTiles.Contains(tilePos);
+ return chunkCache;
}
- private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk)
+ public void LoadChunkDataFromSave(List<SerializedChunkData> serializedChunks)
+ {
+ chunkCache.Clear();
+ foreach (var chunk in serializedChunks)
+ {
+ TileBase[] tiles = chunk.tileNames.Select(name =>
+ name == "null" ? null :
+ name == forestRuleTile.name ? forestRuleTile :
+ forestRuleTile.siblings.FirstOrDefault(s => s.name == name)
+ ).ToArray();
+
+ chunkCache[chunk.position] = tiles;
+ }
+ }
+ private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk, List<Vector3Int> destroyedTiles)
{
// Unload distant chunks
List<Vector2Int> chunksToUnload = new List<Vector2Int>();
@@ -93,21 +106,13 @@
}
// Load new chunks
- yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>());
+ yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
}
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);
- }
- }
+ var emptyTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+ BatchSetTiles(chunk, emptyTiles);
}
private void LoadGenerateablesFromResources()
{
@@ -192,7 +197,7 @@
finishedCallback();
}
- private Vector2Int GetChunkPosition(Vector3 worldPosition)
+ public Vector2Int GetChunkPosition(Vector3 worldPosition)
{
// Adjust for tilemap offset
float adjustedX = worldPosition.x - transform.position.x;
@@ -203,6 +208,23 @@
Mathf.FloorToInt(adjustedY / CHUNK_SIZE)
);
}
+ public void UpdateChunkCache(Vector3Int cellCoord, Vector3 cellWorldPosition)
+ {
+ // Update chunk cache
+ Vector2Int chunkPos = GetChunkPosition(cellWorldPosition);
+ if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+ {
+ int localX = cellCoord.x - (chunkPos.x * GenerateTileMap.CHUNK_SIZE);
+ int localY = (chunkPos.y * GenerateTileMap.CHUNK_SIZE) - cellCoord.y - 1;
+ int index = localY * GenerateTileMap.CHUNK_SIZE + localX;
+
+ if (index >= 0 && index < cachedTiles.Length)
+ {
+ cachedTiles[index] = null;
+ chunkCache[chunkPos] = cachedTiles;
+ }
+ }
+ }
private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles)
{
for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++)
@@ -235,20 +257,41 @@
if (chunkCache.TryGetValue(chunk, out TileBase[] cachedTiles))
{
- for (int i = 0; i < cachedTiles.Length; i++)
- {
- int x = startX + (i % CHUNK_SIZE);
- int y = startY - (i / CHUNK_SIZE);
- Vector3Int tilePos = new Vector3Int(x, y);
+ //for (int i = 0; i < cachedTiles.Length; 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, cachedTiles[i]);
- }
- }
+ // if (!IsTileDestroyed(tilePos))
+ // {
+ // tilemap.SetTile(tilePos, cachedTiles[i]);
+ // }
+ //}
+ BatchSetTiles(chunk, cachedTiles, gameManager.destroyedTiles);
}
yield return null;
}
+ private void BatchSetTiles(Vector2Int chunk, TileBase[] tiles, List<Vector3Int> destroyedTiles = null)
+ {
+ int startX = chunk.x * CHUNK_SIZE;
+ int startY = (chunk.y * CHUNK_SIZE) - 1;
+
+ var positions = new Vector3Int[CHUNK_SIZE * CHUNK_SIZE];
+ var tileArray = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+
+ for (int i = 0; i < tiles.Length; i++)
+ {
+ int x = startX + (i % CHUNK_SIZE);
+ int y = startY - (i / CHUNK_SIZE);
+ Vector3Int pos = new Vector3Int(x, y);
+
+ positions[i] = pos;
+ tileArray[i] = destroyedTiles != null && destroyedTiles.Contains(pos) ? null : tiles[i];
+ }
+
+ tilemap.SetTiles(positions, tileArray);
+ }
private void ClearDistantChunks(Vector2Int currentChunk)
{
// If this is the first time, initialize the last clear position
@@ -324,30 +367,37 @@
// Apply the results
groundJobHandle.Complete();
TileBase[] newChunkTiles = new TileBase[CHUNK_SIZE * CHUNK_SIZE];
+ //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);
+ // newChunkTiles[i] = forestRuleTile;
+ // }
+ // else
+ // {
+ // newChunkTiles[i] = null;
+ // }
+ // }
+ // else
+ // {
+ // newChunkTiles[i] = null;
+ // }
+ //}
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);
- newChunkTiles[i] = forestRuleTile;
- }
- else
- {
- newChunkTiles[i] = null;
- }
- }
- else
- {
- newChunkTiles[i] = null;
- }
+ newChunkTiles[i] = groundJob.groundTiles[i] ? forestRuleTile : null;
}
+ // Batch update tiles
+ BatchSetTiles(chunk, newChunkTiles, destroyedTiles);
+
// Save the generated chunk to the cache
chunkCache[chunk] = newChunkTiles;
@@ -372,6 +422,8 @@
{
int startX = chunk.x * CHUNK_SIZE;
int startY = chunk.y * CHUNK_SIZE;
+ // Get the cached tiles for this chunk
+ TileBase[] cachedTiles = chunkCache[chunk];
foreach (Generateable generateable in generateables)
{
@@ -409,6 +461,14 @@
if (clusterSize >= generateable.minClusterSize)
{
tilemap.SetTile(tileSpawnCoord, generateable.tile);
+ // Update cache
+ int localX = x - startX;
+ int localY = startY - y - 1;
+ int index = localY * CHUNK_SIZE + localX;
+ if (index >= 0 && index < cachedTiles.Length)
+ {
+ cachedTiles[index] = generateable.tile;
+ }
}
}
}
@@ -422,25 +482,57 @@
}
}
}
+ // Update the cache with the modified tiles
+ chunkCache[chunk] = cachedTiles;
}
private IEnumerator GenerateBorders()
{
- // Vertical borders (going up from underground to sky)
+ // Vertical borders
for (int x = 0; x <= maxWidth; x += maxWidth)
{
for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
{
- tilemap.SetTile(new Vector3Int(x, y), borderTile);
+ Vector3Int borderPos = new Vector3Int(x, y);
+ tilemap.SetTile(borderPos, borderTile);
+
+ // Update cache for affected chunk
+ Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
+ if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+ {
+ int localX = x - (chunkPos.x * CHUNK_SIZE);
+ int localY = chunkPos.y * CHUNK_SIZE - y - 1;
+ int index = localY * CHUNK_SIZE + localX;
+ if (index >= 0 && index < cachedTiles.Length)
+ {
+ cachedTiles[index] = borderTile;
+ chunkCache[chunkPos] = cachedTiles;
+ }
+ }
}
}
yield return null;
- // Horizontal borders (at bottom and sky level)
+ // Horizontal borders
for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
{
- for (int x = 1; x <= maxWidth; x++)
+ for (int x = 1; x < maxWidth; x++)
{
- tilemap.SetTile(new Vector3Int(x, y), borderTile);
+ Vector3Int borderPos = new Vector3Int(x, y);
+ tilemap.SetTile(borderPos, borderTile);
+
+ // Update cache for affected chunk
+ Vector2Int chunkPos = GetChunkPosition(new Vector3(x + transform.position.x, y + transform.position.y));
+ if (chunkCache.TryGetValue(chunkPos, out TileBase[] cachedTiles))
+ {
+ int localX = x - (chunkPos.x * CHUNK_SIZE);
+ int localY = chunkPos.y * CHUNK_SIZE - y - 1;
+ int index = localY * CHUNK_SIZE + localX;
+ if (index >= 0 && index < cachedTiles.Length)
+ {
+ cachedTiles[index] = borderTile;
+ chunkCache[chunkPos] = cachedTiles;
+ }
+ }
}
}
yield return null;
--
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