From f8d19ab1eb80e22e169cf4f9d7fe3e83f30d77bb Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Thu, 03 Apr 2025 16:07:53 +0000 Subject: [PATCH] #42 load tiles in chunks instead of the whole map --- Assets/Scripts/GenerateTileMap.cs | 298 +++++++++++++++++++++++++++++++++++++++++++++++++++-------- 1 files changed, 255 insertions(+), 43 deletions(-) diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs index e704d1a..7bf0667 100644 --- a/Assets/Scripts/GenerateTileMap.cs +++ b/Assets/Scripts/GenerateTileMap.cs @@ -43,11 +43,21 @@ public CustomRuleTile forestRuleTile; public TileBase borderTile; private List<Generateable> generateables; + //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 + + private Dictionary<Vector2Int, bool> loadedChunks = new Dictionary<Vector2Int, bool>(); + private Transform playerTransform; // Reference to player/camera + private Vector2Int lastLoadedChunk; + private GameManager gameManager; private void Awake() { + gameManager = FindObjectOfType<GameManager>(); tilemap = GetComponent<Tilemap>(); + playerTransform = GameObject.FindGameObjectWithTag("Player").transform; // Make sure your player has the "Player" tag #if DEBUG seed = 0123456789; #endif @@ -62,6 +72,67 @@ transform.position = new Vector3((maxWidth / 2) * -1, -1, transform.position.z); LoadGenerateablesFromResources(); + } + private void Update() + { + if (playerTransform == null) return; + Debug.Log($"Player Position: {playerTransform.position}"); + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + Debug.Log($"Current Chunk: {currentChunk}"); + if (currentChunk != lastLoadedChunk) + { + StartCoroutine(UpdateLoadedChunks(currentChunk)); + lastLoadedChunk = currentChunk; + } + } + // When a tile is destroyed in a chunk, update GameManager's list + private void AddDestroyedTile(Vector3Int tilePos) + { + if (!gameManager.destroyedTiles.Contains(tilePos)) + { + gameManager.destroyedTiles.Add(tilePos); + } + } + + // When checking if a tile is destroyed, use GameManager's list + private bool IsTileDestroyed(Vector3Int tilePos) + { + return gameManager.destroyedTiles.Contains(tilePos); + } + private IEnumerator UpdateLoadedChunks(Vector2Int currentChunk) + { + // Unload distant chunks + List<Vector2Int> chunksToUnload = new List<Vector2Int>(); + foreach (var chunk in loadedChunks.Keys) + { + if (Mathf.Abs(chunk.x - currentChunk.x) > LOAD_DISTANCE || + Mathf.Abs(chunk.y - currentChunk.y) > LOAD_DISTANCE) + { + chunksToUnload.Add(chunk); + UnloadChunk(chunk); + } + } + foreach (var chunk in chunksToUnload) + { + loadedChunks.Remove(chunk); + } + + // Load new chunks + yield return LoadChunksAroundPosition(currentChunk, new List<Vector3Int>()); + } + + private void UnloadChunk(Vector2Int chunk) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + + 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); + } + } } private void LoadGenerateablesFromResources() { @@ -123,89 +194,201 @@ public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles) { - // generate ground - yield return CreateGroundLayer(destroyedTiles); + // Get initial player chunk position + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + lastLoadedChunk = currentChunk; - if (generateables != null) - { - yield return GenerateOreClusters(destroyedTiles); - } + // Generate initial chunks around player + yield return LoadChunksAroundPosition(currentChunk, destroyedTiles); - // generate borders - yield return GenerateBorders(); finishedCallback(); } - - private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + private Vector2Int GetChunkPosition(Vector3 worldPosition) { - for (int x = 1; x < maxWidth; x++) + // Adjust for tilemap offset + float adjustedX = worldPosition.x - transform.position.x; + float adjustedY = worldPosition.y - transform.position.y; + + return new Vector2Int( + Mathf.FloorToInt(adjustedX / CHUNK_SIZE), + Mathf.FloorToInt(adjustedY / CHUNK_SIZE) + ); + } + private IEnumerator LoadChunksAroundPosition(Vector2Int centerChunk, List<Vector3Int> destroyedTiles) + { + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) { - for (int y = -1; y > -groundDepth; y--) + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) { + Vector2Int chunkPos = new Vector2Int(centerChunk.x + x, centerChunk.y + y); + if (!loadedChunks.ContainsKey(chunkPos)) + { + yield return GenerateChunk(chunkPos, destroyedTiles); + loadedChunks[chunkPos] = true; + } + } + } + } + private IEnumerator GenerateChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) + { + int startX = chunk.x * CHUNK_SIZE; + int startY = (chunk.y * CHUNK_SIZE); + + // Generate ground in chunk + for (int x = startX; x < startX + CHUNK_SIZE; x++) + { + if (x < 1 || x >= maxWidth) continue; + + for (int y = startY; y > startY - CHUNK_SIZE; y--) + { + if (y < -groundDepth || y >= 0) continue; + 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) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord)) - { - tilemap.SetTile(tileSpawnCoord, forestRuleTile); - } + tilemap.SetTile(tilePos, forestRuleTile); } - } + } - // Update UI every 8 lines - if ((x % 8) == 0) - { - yield return null; - } + // Generate ores in chunk + if (generateables != null) + { + yield return GenerateOresInChunk(chunk, destroyedTiles); + } + // Don't generate borders for each chunk + // Only generate borders when at world edges + if (startX == 0 || startX + CHUNK_SIZE >= maxWidth || + startY == 0 || startY - CHUNK_SIZE <= -groundDepth) + { + yield return GenerateBorders(); } } - private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + //private IEnumerator CreateGroundLayer(List<Vector3Int> destroyedTiles) + //{ + // for (int x = 1; x < maxWidth; x++) + // { + // for (int y = -1; y > -groundDepth; y--) + // { + // 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) + // { + // Vector3Int tileSpawnCoord = new Vector3Int(x, y); + // if (!destroyedTiles.Contains(tileSpawnCoord)) + // { + // tilemap.SetTile(tileSpawnCoord, forestRuleTile); + // } + // } + + // } + + // // Update UI every 8 lines + // if ((x % 8) == 0) + // { + // yield return null; + // } + // } + //} + private IEnumerator GenerateOresInChunk(Vector2Int chunk, List<Vector3Int> destroyedTiles) { + int startX = chunk.x * CHUNK_SIZE; + int startY = chunk.y * CHUNK_SIZE; + foreach (Generateable generateable in generateables) { // Convert spawn heights to negative values if they aren't already int maxY = -Mathf.Abs(generateable.maxSpawnHeight); int minY = -Mathf.Abs(generateable.minSpawnHeight); - Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); - for (int x = 0; x < maxWidth; x++) - { - for (int y = maxY; y > minY; y--) - { - float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; - float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; - float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); - if (perlinNoise <= (1f / (float)generateable.weight)) + // Only process this chunk if it's within the ore's spawn height range + if (startY < maxY && startY > 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++) { - Vector3Int tileSpawnCoord = new Vector3Int(x, y); - if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) + float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; + float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; + float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + if (perlinNoise <= (1f / (float)generateable.weight)) { - // Check potential cluster size before placing - int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); - if (clusterSize >= generateable.minClusterSize) + Vector3Int tileSpawnCoord = new Vector3Int(x, y); + if (!destroyedTiles.Contains(tileSpawnCoord) && tilemap.HasTile(tileSpawnCoord)) { - tilemap.SetTile(tileSpawnCoord, generateable.tile); + // Check potential cluster size before placing + int clusterSize = CountPotentialClusterSize(x, y, generateable.weight, generateable.clusterWeight); + if (clusterSize >= generateable.minClusterSize) + { + tilemap.SetTile(tileSpawnCoord, generateable.tile); + } } - //tilemap.SetTile(tileSpawnCoord, generateable.tile); } } - } - // Update UI every 8 lines - if ((x % 8) == 0) + // Update every few rows to maintain performance + if (generateables.Count > 3) { yield return null; } } } } + + //private IEnumerator GenerateOreClusters(List<Vector3Int> destroyedTiles) + //{ + // foreach (Generateable generateable in generateables) + // { + // // Convert spawn heights to negative values if they aren't already + // int maxY = -Mathf.Abs(generateable.maxSpawnHeight); + // int minY = -Mathf.Abs(generateable.minSpawnHeight); + // Debug.Log($"Generating {generateable.name} between Y: {minY} - {maxY}"); + // for (int x = 0; x < maxWidth; x++) + // { + // for (int y = maxY; y > minY; y--) + // { + // float xPerlin = ((float)x / maxWidth) * (float)generateable.clusterWeight + offsetX; + // float yPerlin = ((float)Mathf.Abs(y) / maxDepth) * (float)generateable.clusterWeight + offsetY; + // float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin); + + // if (perlinNoise <= (1f / (float)generateable.weight)) + // { + // 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) + // { + // tilemap.SetTile(tileSpawnCoord, generateable.tile); + // } + // //tilemap.SetTile(tileSpawnCoord, generateable.tile); + // } + // } + + // } + + // // Update UI every 8 lines + // if ((x % 8) == 0) + // { + // yield return null; + // } + // } + // } + //} private IEnumerator GenerateBorders() { @@ -269,4 +452,33 @@ return size; } + private void OnDrawGizmos() + { + if (!Application.isPlaying) return; + + // Draw current chunk boundaries + if (playerTransform != null) + { + Vector2Int currentChunk = GetChunkPosition(playerTransform.position); + Gizmos.color = Color.yellow; + + for (int x = -LOAD_DISTANCE; x <= LOAD_DISTANCE; x++) + { + for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++) + { + Vector2Int chunk = new Vector2Int(currentChunk.x + x, currentChunk.y + y); + Vector3 worldPos = new Vector3( + chunk.x * CHUNK_SIZE + transform.position.x, + chunk.y * CHUNK_SIZE + transform.position.y, + 0 + ); + + Gizmos.DrawWireCube( + worldPos + new Vector3(CHUNK_SIZE / 2f, -CHUNK_SIZE / 2f, 0), + new Vector3(CHUNK_SIZE, CHUNK_SIZE, 0) + ); + } + } + } + } } -- Gitblit v1.9.3