From ad8af928065a506d0d28f98d51222d7afa1f47e2 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sat, 05 Apr 2025 14:55:22 +0000 Subject: [PATCH] #47 background rework (static with transitions) --- 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) { -- Gitblit v1.9.3