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 | 432 +++++++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 414 insertions(+), 18 deletions(-)
diff --git a/Assets/Scripts/GenerateTileMap.cs b/Assets/Scripts/GenerateTileMap.cs
index 6d5d630..7bf0667 100644
--- a/Assets/Scripts/GenerateTileMap.cs
+++ b/Assets/Scripts/GenerateTileMap.cs
@@ -1,28 +1,65 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEngine.UIElements;
+using static UnityEditor.Progress;
+
+//[Serializable]
+//public class Ore
+//{
+// public string name;
+// /// <summary>
+// /// The lower the numer the higher the amount of ores that will spawn
+// /// Higher number means less ore
+// /// </summary>
+// [Tooltip("The lower the numer the higher the amount of ores that will spawn. Higher number means less ore.")]
+// [Range(1, 100000)]
+// public int weight;
+// /// <summary>
+// /// The lower the number the more dense the ore will spawn (big clusters
+// /// Higher number means little clusters (more spread)
+// /// </summary>
+// [Tooltip("The lower the number the more dense the ore will spawn (big clusters. Higher number means little clusters (more spread).")]
+// [Range(10, 100000)]
+// public int clusterWeight;
+// public CustomRuleTile tile;
+// public int maxSpawnHeight;
+// public int minSpawnHeight;
+//}
public class GenerateTileMap : MonoBehaviour
{
public int? seed;
- public int width = 256;
- public int height = 256;
+ public static int maxWidth = 256;
+ public static int maxDepth = 384;
+ public static int groundDepth = 256;
private float scale;
private float offsetX;
private float offsetY;
Tilemap tilemap;
- public RuleTile forestRuleTile;
+ 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;
+ seed = 0123456789;
#endif
if (seed == null)
{
@@ -30,6 +67,104 @@
}
SetSettingsFromSeed(seed.Value);
+
+ // Position adjusted to center horizontally, but align top at y=0
+ 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()
+ {
+ // Clear existing siblings
+ forestRuleTile.siblings.Clear();
+
+ // Load all Item prefabs from the "Resources/Items" folder
+ GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable");
+ generateables = new List<Generateable>();
+ foreach (GameObject prefab in generateablePrefabs)
+ {
+ Generateable generateable = prefab.GetComponent<Generateable>();
+ if (generateable != null)
+ {
+ generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>();
+ generateable.tile.m_DefaultGameObject = prefab;
+ generateable.tile.m_DefaultSprite = generateable.sprite;
+ generateables.Add(generateable);
+ forestRuleTile.siblings.Add(generateable.tile);
+ }
+ else
+ {
+ Debug.LogWarning($"Prefab {prefab.name} does not have an Item component");
+ }
+ }
+
+ GenerateableDatabase.Instance.InitializeFromGenerateables(generateables);
+
+ if (generateables.Count == 0)
+ {
+ Debug.LogWarning("No items found in Resources/Items folder");
+ }
}
public void SetSettingsFromSeed(int seed)
@@ -59,30 +194,291 @@
public IEnumerator GenerateTiles(Action finishedCallback, List<Vector3Int> destroyedTiles)
{
- for (int x = 0; x < width; x++)
+ // Get initial player chunk position
+ Vector2Int currentChunk = GetChunkPosition(playerTransform.position);
+ lastLoadedChunk = currentChunk;
+
+ // Generate initial chunks around player
+ yield return LoadChunksAroundPosition(currentChunk, destroyedTiles);
+
+ finishedCallback();
+ }
+ private Vector2Int GetChunkPosition(Vector3 worldPosition)
+ {
+ // 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 = 0; y < height; y++)
+ for (int y = -LOAD_DISTANCE; y <= LOAD_DISTANCE; y++)
{
- float xPerlin = ((float)x / width) * scale + offsetX;
- float yPerlin = ((float)y / height) * scale + offsetY;
+ 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 >= 0.3f)
+ if (perlinNoise <= 0.7f)
{
- if (!destroyedTiles.Contains(new Vector3Int(x, y, 0)))
+ tilemap.SetTile(tilePos, forestRuleTile);
+ }
+ }
+ }
+
+ // 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 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);
+
+ // 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++)
{
- tilemap.SetTile(new Vector3Int(x, y), forestRuleTile);
+ 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);
+ }
+ }
+ }
}
}
- }
-
- // Update UI every 8 lines
- if ((x % 8) == 0)
- {
- yield return null;
+ // Update every few rows to maintain performance
+ if (generateables.Count > 3)
+ {
+ yield return null;
+ }
}
}
- finishedCallback();
+ }
+
+ //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)
+ for (int x = 0; x <= maxWidth; x += maxWidth)
+ {
+ for (int y = -groundDepth; y <= maxDepth - groundDepth; y++)
+ {
+ tilemap.SetTile(new Vector3Int(x, y), borderTile);
+ }
+ }
+ yield return null;
+
+ // Horizontal borders (at bottom and sky level)
+ for (int y = -groundDepth; y <= maxDepth - groundDepth; y += maxDepth)
+ {
+ for (int x = 1; x <= maxWidth; x++)
+ {
+ tilemap.SetTile(new Vector3Int(x, y), borderTile);
+ }
+ }
+ yield return null;
+ }
+
+ private int CountPotentialClusterSize(int startX, int startY, int weight, int clusterWeight)
+ {
+ int size = 0;
+ Queue<Vector2Int> toCheck = new Queue<Vector2Int>();
+ HashSet<Vector2Int> checked_positions = new HashSet<Vector2Int>();
+
+ toCheck.Enqueue(new Vector2Int(startX, startY));
+ checked_positions.Add(new Vector2Int(startX, startY));
+
+ while (toCheck.Count > 0)
+ {
+ Vector2Int current = toCheck.Dequeue();
+ size++;
+
+ // Check all 8 neighboring tiles
+ for (int dx = -1; dx <= 1; dx++)
+ {
+ for (int dy = -1; dy <= 1; dy++)
+ {
+ if (dx == 0 && dy == 0) continue;
+
+ Vector2Int neighbor = new Vector2Int(current.x + dx, current.y + dy);
+ if (checked_positions.Contains(neighbor)) continue;
+
+ float xPerlin = ((float)neighbor.x / maxWidth) * clusterWeight + offsetX;
+ float yPerlin = ((float)Mathf.Abs(neighbor.y) / maxDepth) * clusterWeight + offsetY;
+ float perlinNoise = Mathf.PerlinNoise(xPerlin, yPerlin);
+
+ if (perlinNoise <= (1f / (float)weight))
+ {
+ toCheck.Enqueue(neighbor);
+ checked_positions.Add(neighbor);
+ }
+ }
+ }
+ }
+
+ 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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