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
@@ -63,6 +73,67 @@
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()
{
// Clear existing siblings
@@ -123,83 +194,153 @@
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;
}
@@ -207,6 +348,48 @@
}
}
+ //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()
{
// Vertical borders (going up from underground to sky)
@@ -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)
+ );
+ }
+ }
+ }
+ }
}
--
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