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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