From ee1703b69b7977a8cd6d37dd097f425c8c905882 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 22:24:35 +0000
Subject: [PATCH] #42 added jobs for tile generation

---
 Assets/Scripts/GenerateTileMap.cs |   54 ++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 36 insertions(+), 18 deletions(-)

diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index d74153b..36ffa81 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,6 +1,8 @@
 using System;
 using System.Collections;
 using System.Collections.Generic;
+using Unity.Collections;
+using Unity.Jobs;
 using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.Tilemaps;
@@ -76,9 +78,9 @@
     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));
@@ -232,38 +234,54 @@
     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)
         {

--
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