Files
TheDeclineOfWarriors/Assets/Scripts/WorldGen/InfiniteWorldGenerator.cs
T

1065 lines
36 KiB
C#

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace InfiniteWorld
{
public class InfiniteWorldGenerator : MonoBehaviour
{
[Header("References")]
[SerializeField] private Transform player;
[SerializeField] private WorldAutotileProfile profile;
[Header("Chunk Settings")]
[SerializeField] private int chunkSize = 16;
[SerializeField] private int generationRadius = 2;
[SerializeField] private int seed = 12345;
[Header("Rock Noise")]
[SerializeField] private float macroNoiseScale = 0.05f;
[SerializeField] private float detailNoiseScale = 0.12f;
[SerializeField] private float ridgeNoiseScale = 0.18f;
[SerializeField] private float wallThreshold = 0.6f;
[SerializeField] private float rockBias = 0.04f;
[SerializeField] private int smoothingPasses = 2;
[Header("Global Passes")]
[SerializeField] private float passNoiseScale = 0.018f;
[SerializeField] private float passDetailScale = 0.041f;
[SerializeField] private float passThreshold = 0.22f;
[SerializeField] private float passFeather = 0.12f;
[Header("Environment")]
[SerializeField] private float environmentNoiseScale = 0.19f;
[SerializeField] private float environmentThreshold = 0.7f;
[Header("Random Objects")]
[SerializeField, Range(0f, 1f)] private float randomPrefabChance = 0.06f;
[SerializeField] private float randomPrefabZOffset = -0.1f;
[Header("Streaming")]
[SerializeField, Min(1)] private int maxAsyncChunkJobs = 2;
[SerializeField, Min(1)] private int maxChunkRendersPerFrame = 1;
[SerializeField, Min(0)] private int blockingGenerationRadius = 0;
private readonly Dictionary<Vector2Int, ChunkRuntime> chunks = new Dictionary<Vector2Int, ChunkRuntime>();
private readonly Queue<ChunkBuildResult> completedBuilds = new Queue<ChunkBuildResult>();
private readonly object generationLock = new object();
private static readonly Vector2Int[] NeighborOffsets =
{
Vector2Int.up,
Vector2Int.right,
Vector2Int.down,
Vector2Int.left
};
private Grid grid;
private Transform chunkRoot;
private Vector2Int lastGeneratedCenter = new Vector2Int(int.MinValue, int.MinValue);
private WorldAutotileProfile runtimeFallbackProfile;
private int activeGenerationJobs;
private bool isLoadingPaused;
private float pausedTimeScale = 1f;
private TileBase cachedGroundTile;
private TileBase[] cachedGroundTiles;
private void Awake()
{
EnsureSceneInfrastructure();
EnsureRuntimeData();
TryFindPlayer();
}
private void Update()
{
if (player == null && !TryFindPlayer())
{
return;
}
Vector2Int playerChunk = WorldToChunk(player.position);
if (playerChunk != lastGeneratedCenter)
{
lastGeneratedCenter = playerChunk;
UnloadDistantChunks(playerChunk);
}
DrainCompletedBuilds(isLoadingPaused ? int.MaxValue : maxChunkRendersPerFrame);
ScheduleChunkGeneration(playerChunk);
EnsureBlockingChunksLoaded(playerChunk);
}
private void OnDisable()
{
SetLoadingPaused(false);
}
public bool UsesProfile(WorldAutotileProfile candidateProfile)
{
return profile == candidateProfile;
}
public void EditorRefreshFromProfile()
{
EnsureSceneInfrastructure();
EnsureRuntimeData();
cachedGroundTile = null;
cachedGroundTiles = null;
List<Vector2Int> coords = new List<Vector2Int>(chunks.Keys);
for (int i = 0; i < coords.Count; i++)
{
if (!chunks.TryGetValue(coords[i], out ChunkRuntime runtime) || !runtime.HasData)
{
continue;
}
runtime.State = ChunkState.ReadyToRender;
RenderChunk(coords[i]);
}
for (int i = 0; i < coords.Count; i++)
{
RefreshNeighborBorders(coords[i]);
}
}
private void EnsureSceneInfrastructure()
{
grid = GetComponentInChildren<Grid>();
if (grid == null)
{
GameObject gridObject = new GameObject("Grid", typeof(Grid));
gridObject.transform.SetParent(transform, false);
grid = gridObject.GetComponent<Grid>();
}
Transform existingChunkRoot = grid.transform.Find("Chunks");
if (existingChunkRoot == null)
{
GameObject root = new GameObject("Chunks");
root.transform.SetParent(grid.transform, false);
chunkRoot = root.transform;
}
else
{
chunkRoot = existingChunkRoot;
}
}
private void EnsureRuntimeData()
{
if (profile == null || !profile.HasAnyAssignedTiles())
{
runtimeFallbackProfile = RuntimeWorldProfileFactory.CreateFallbackProfile();
return;
}
runtimeFallbackProfile = null;
}
private bool TryFindPlayer()
{
if (player != null)
{
return true;
}
SimplePlayerInputMover mover = FindFirstObjectByType<SimplePlayerInputMover>();
if (mover == null)
{
return false;
}
player = mover.transform;
return true;
}
private void ScheduleChunkGeneration(Vector2Int centerChunk)
{
List<Vector2Int> coords = GetCoordsByPriority(centerChunk, generationRadius);
for (int i = 0; i < coords.Count; i++)
{
Vector2Int coord = coords[i];
ChunkRuntime runtime = GetOrCreateChunkRuntime(coord);
if (runtime.IsRendered || runtime.HasData || runtime.State == ChunkState.Generating)
{
continue;
}
if (IsWithinRadius(coord, centerChunk, blockingGenerationRadius))
{
continue;
}
if (!TryReserveGenerationSlot())
{
break;
}
runtime.State = ChunkState.Generating;
runtime.Version++;
GenerateChunkDataAsync(coord, runtime.Version).Forget();
}
}
private void UnloadDistantChunks(Vector2Int centerChunk)
{
List<Vector2Int> coordsToRemove = new List<Vector2Int>();
foreach (KeyValuePair<Vector2Int, ChunkRuntime> pair in chunks)
{
if (IsWithinActiveRadius(pair.Key, centerChunk))
{
continue;
}
coordsToRemove.Add(pair.Key);
}
for (int i = 0; i < coordsToRemove.Count; i++)
{
Vector2Int coord = coordsToRemove[i];
if (!chunks.TryGetValue(coord, out ChunkRuntime chunk))
{
continue;
}
chunks.Remove(coord);
if (chunk.Chunk.Root != null)
{
Destroy(chunk.Chunk.Root.gameObject);
}
RefreshNeighborBorders(coord);
}
}
private bool IsWithinActiveRadius(Vector2Int coord, Vector2Int centerChunk)
{
int dx = Mathf.Abs(coord.x - centerChunk.x);
int dy = Mathf.Abs(coord.y - centerChunk.y);
return dx <= generationRadius && dy <= generationRadius;
}
private GeneratedChunk CreateChunk(Vector2Int coord)
{
GameObject chunkObject = new GameObject($"Chunk_{coord.x}_{coord.y}");
chunkObject.transform.SetParent(chunkRoot, false);
chunkObject.transform.localPosition = new Vector3(coord.x * chunkSize, coord.y * chunkSize, 0f);
Tilemap ground = CreateTilemap("Ground", chunkObject.transform, 0, false);
Tilemap walls = CreateTilemap("Walls", chunkObject.transform, 1, true);
Tilemap environment = CreateTilemap("Environment", chunkObject.transform, 2, false);
Transform objectsRoot = new GameObject("Objects").transform;
objectsRoot.SetParent(chunkObject.transform, false);
return new GeneratedChunk(chunkObject.transform, ground, walls, environment, objectsRoot);
}
private Tilemap CreateTilemap(string name, Transform parent, int sortingOrder, bool addCollision)
{
GameObject tilemapObject = new GameObject(name, typeof(Tilemap), typeof(TilemapRenderer));
tilemapObject.transform.SetParent(parent, false);
TilemapRenderer renderer = tilemapObject.GetComponent<TilemapRenderer>();
renderer.sortingOrder = sortingOrder;
if (addCollision)
{
Rigidbody2D rb = tilemapObject.GetComponent<Rigidbody2D>();
if (rb == null)
{
rb = tilemapObject.AddComponent<Rigidbody2D>();
}
rb.bodyType = RigidbodyType2D.Static;
CompositeCollider2D composite = tilemapObject.GetComponent<CompositeCollider2D>();
if (composite == null)
{
composite = tilemapObject.AddComponent<CompositeCollider2D>();
}
composite.geometryType = CompositeCollider2D.GeometryType.Polygons;
TilemapCollider2D collider = tilemapObject.GetComponent<TilemapCollider2D>();
if (collider == null)
{
collider = tilemapObject.AddComponent<TilemapCollider2D>();
}
collider.compositeOperation = Collider2D.CompositeOperation.Merge;
}
return tilemapObject.GetComponent<Tilemap>();
}
private ChunkBuildResult GenerateChunkData(Vector2Int coord, int version)
{
int margin = Mathf.Max(2, smoothingPasses + 1);
int sampleSize = chunkSize + margin * 2;
bool[,] sampled = new bool[sampleSize, sampleSize];
for (int y = 0; y < sampleSize; y++)
{
for (int x = 0; x < sampleSize; x++)
{
int localX = x - margin;
int localY = y - margin;
Vector2Int worldCell = ChunkToWorldCell(coord, localX, localY);
sampled[x, y] = SampleRock(worldCell);
}
}
for (int pass = 0; pass < smoothingPasses; pass++)
{
sampled = SmoothSampledMask(sampled);
}
bool[,] wallMask = new bool[chunkSize, chunkSize];
for (int y = 0; y < chunkSize; y++)
{
for (int x = 0; x < chunkSize; x++)
{
wallMask[x, y] = sampled[x + margin, y + margin];
}
}
bool[,] environmentMask = BuildEnvironment(coord, wallMask);
return new ChunkBuildResult(coord, wallMask, environmentMask, version);
}
private bool[,] SmoothSampledMask(bool[,] source)
{
int width = source.GetLength(0);
int height = source.GetLength(1);
bool[,] result = new bool[width, height];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
int solidNeighbors = CountSampledWallNeighbors(source, x, y);
if (solidNeighbors >= 5)
{
result[x, y] = true;
}
else if (solidNeighbors <= 2)
{
result[x, y] = false;
}
else
{
result[x, y] = source[x, y];
}
}
}
return result;
}
private int CountSampledWallNeighbors(bool[,] sampled, int x, int y)
{
int width = sampled.GetLength(0);
int height = sampled.GetLength(1);
int count = 0;
for (int oy = -1; oy <= 1; oy++)
{
for (int ox = -1; ox <= 1; ox++)
{
if (ox == 0 && oy == 0)
{
continue;
}
int nx = x + ox;
int ny = y + oy;
if (nx < 0 || ny < 0 || nx >= width || ny >= height)
{
count++;
continue;
}
if (sampled[nx, ny])
{
count++;
}
}
}
return count;
}
private bool SampleRock(Vector2Int worldCell)
{
float macro = Mathf.PerlinNoise((worldCell.x + seed * 0.13f) * macroNoiseScale, (worldCell.y - seed * 0.17f) * macroNoiseScale);
float detail = Mathf.PerlinNoise((worldCell.x - seed * 0.23f) * detailNoiseScale, (worldCell.y + seed * 0.19f) * detailNoiseScale);
float ridge = 1f - Mathf.Abs(Mathf.PerlinNoise((worldCell.x + seed * 0.31f) * ridgeNoiseScale, (worldCell.y + seed * 0.29f) * ridgeNoiseScale) * 2f - 1f);
float rockValue = macro * 0.62f + detail * 0.18f + ridge * 0.20f + rockBias;
if (IsInsideGlobalPass(worldCell))
{
rockValue -= 0.45f;
}
return rockValue >= wallThreshold;
}
private bool IsInsideGlobalPass(Vector2Int worldCell)
{
float primary = Mathf.PerlinNoise((worldCell.x + seed * 0.41f) * passNoiseScale, (worldCell.y - seed * 0.43f) * passNoiseScale);
float detail = Mathf.PerlinNoise((worldCell.x - seed * 0.17f) * passDetailScale, (worldCell.y + seed * 0.23f) * passDetailScale);
float ridged = Mathf.Abs(primary * 2f - 1f);
float warped = Mathf.Lerp(ridged, Mathf.Abs(detail * 2f - 1f), 0.35f);
return warped <= passThreshold + passFeather * detail;
}
private bool[,] BuildEnvironment(Vector2Int coord, bool[,] wallMask)
{
bool[,] environmentMask = new bool[chunkSize, chunkSize];
for (int y = 0; y < chunkSize; y++)
{
for (int x = 0; x < chunkSize; x++)
{
if (wallMask[x, y])
{
continue;
}
if (HasAdjacentOpenTiles(wallMask, x, y, 1))
{
continue;
}
Vector2Int worldCell = ChunkToWorldCell(coord, x, y);
float noise = Mathf.PerlinNoise((worldCell.x + seed * 0.53f) * environmentNoiseScale, (worldCell.y - seed * 0.61f) * environmentNoiseScale);
environmentMask[x, y] = noise >= environmentThreshold;
}
}
return environmentMask;
}
private bool HasAdjacentOpenTiles(bool[,] wallMask, int x, int y, int radius)
{
for (int oy = -radius; oy <= radius; oy++)
{
for (int ox = -radius; ox <= radius; ox++)
{
int nx = x + ox;
int ny = y + oy;
if (nx < 0 || ny < 0 || nx >= chunkSize || ny >= chunkSize)
{
continue;
}
if (!wallMask[nx, ny])
{
return true;
}
}
}
return false;
}
private void RenderChunk(Vector2Int coord)
{
if (!chunks.TryGetValue(coord, out ChunkRuntime runtime) || !runtime.HasData)
{
return;
}
WorldAutotileProfile activeProfile = profile != null && profile.HasAnyAssignedTiles() ? profile : runtimeFallbackProfile;
if (activeProfile == null)
{
return;
}
if (runtime.Chunk.Root == null)
{
runtime.Chunk = CreateChunk(coord);
}
GeneratedChunk chunk = runtime.Chunk;
int tileCount = chunkSize * chunkSize;
TileBase[] groundTiles = GetGroundTiles(activeProfile.baseGroundTile, tileCount);
TileBase[] wallTiles = new TileBase[tileCount];
TileBase[] environmentTiles = new TileBase[tileCount];
int index = 0;
for (int y = 0; y < chunkSize; y++)
{
for (int x = 0; x < chunkSize; x++)
{
if (runtime.WallMask[x, y])
{
Vector2Int worldCell = ChunkToWorldCell(coord, x, y);
AutoTileShape shape = ResolveWallShape(worldCell);
wallTiles[index] = activeProfile.GetWallTile(shape);
}
else if (runtime.EnvironmentMask[x, y])
{
TileBase tile = PickEnvironmentTile(ChunkToWorldCell(coord, x, y), activeProfile);
environmentTiles[index] = tile;
}
index++;
}
}
BoundsInt bounds = new BoundsInt(0, 0, 0, chunkSize, chunkSize, 1);
chunk.Ground.SetTilesBlock(bounds, groundTiles);
chunk.Walls.SetTilesBlock(bounds, wallTiles);
chunk.Environment.SetTilesBlock(bounds, environmentTiles);
RenderRandomPrefabs(coord, runtime, activeProfile);
runtime.State = ChunkState.Rendered;
}
private void RefreshNeighborBorders(Vector2Int coord)
{
for (int i = 0; i < NeighborOffsets.Length; i++)
{
RenderChunk(coord + NeighborOffsets[i]);
}
}
private AutoTileShape ResolveWallShape(Vector2Int worldCell)
{
bool top = HasWallAt(worldCell + Vector2Int.up);
bool right = HasWallAt(worldCell + Vector2Int.right);
bool bottom = HasWallAt(worldCell + Vector2Int.down);
bool left = HasWallAt(worldCell + Vector2Int.left);
bool topLeft = HasWallAt(worldCell + new Vector2Int(-1, 1));
bool topRight = HasWallAt(worldCell + new Vector2Int(1, 1));
bool bottomRight = HasWallAt(worldCell + new Vector2Int(1, -1));
bool bottomLeft = HasWallAt(worldCell + new Vector2Int(-1, -1));
if (!top && !left)
{
return AutoTileShape.OuterTopLeft;
}
if (!top && !right)
{
return AutoTileShape.OuterTopRight;
}
if (!bottom && !right)
{
return AutoTileShape.OuterBottomRight;
}
if (!bottom && !left)
{
return AutoTileShape.OuterBottomLeft;
}
if (top && left && !topLeft)
{
return AutoTileShape.InnerTopLeft;
}
if (top && right && !topRight)
{
return AutoTileShape.InnerTopRight;
}
if (bottom && right && !bottomRight)
{
return AutoTileShape.InnerBottomRight;
}
if (bottom && left && !bottomLeft)
{
return AutoTileShape.InnerBottomLeft;
}
if (!top)
{
return AutoTileShape.Top;
}
if (!right)
{
return AutoTileShape.Right;
}
if (!bottom)
{
return AutoTileShape.Bottom;
}
if (!left)
{
return AutoTileShape.Left;
}
return AutoTileShape.Center;
}
private bool HasWallAt(Vector2Int worldCell)
{
Vector2Int coord = new Vector2Int(Mathf.FloorToInt(worldCell.x / (float)chunkSize), Mathf.FloorToInt(worldCell.y / (float)chunkSize));
if (!chunks.TryGetValue(coord, out ChunkRuntime runtime) || !runtime.HasData)
{
return SampleRock(worldCell);
}
int localX = worldCell.x - coord.x * chunkSize;
int localY = worldCell.y - coord.y * chunkSize;
if (localX < 0 || localY < 0 || localX >= chunkSize || localY >= chunkSize)
{
return SampleRock(worldCell);
}
return runtime.WallMask[localX, localY];
}
private TileBase PickEnvironmentTile(Vector2Int worldCell, WorldAutotileProfile activeProfile)
{
if (activeProfile.environmentTiles == null || activeProfile.environmentTiles.Count == 0)
{
return null;
}
float total = 0f;
for (int i = 0; i < activeProfile.environmentTiles.Count; i++)
{
EnvironmentTileEntry entry = activeProfile.environmentTiles[i];
if (entry != null && entry.tile != null)
{
total += Mathf.Max(0.01f, entry.weight);
}
}
if (total <= 0f)
{
return null;
}
float selector = Hash01(worldCell.x, worldCell.y, seed + 701);
float threshold = selector * total;
float cumulative = 0f;
for (int i = 0; i < activeProfile.environmentTiles.Count; i++)
{
EnvironmentTileEntry entry = activeProfile.environmentTiles[i];
if (entry == null || entry.tile == null)
{
continue;
}
cumulative += Mathf.Max(0.01f, entry.weight);
if (threshold <= cumulative)
{
return entry.tile;
}
}
return activeProfile.environmentTiles[0].tile;
}
private void RenderRandomPrefabs(Vector2Int coord, ChunkRuntime runtime, WorldAutotileProfile activeProfile)
{
if (runtime.Chunk.ObjectsRoot == null)
{
return;
}
ClearSpawnedObjects(runtime.Chunk.ObjectsRoot);
if (randomPrefabChance <= 0f || activeProfile.randomPrefabs == null || activeProfile.randomPrefabs.Count == 0)
{
return;
}
for (int y = 0; y < chunkSize; y++)
{
for (int x = 0; x < chunkSize; x++)
{
if (runtime.WallMask[x, y] || runtime.EnvironmentMask[x, y])
{
continue;
}
Vector2Int worldCell = ChunkToWorldCell(coord, x, y);
if (Hash01(worldCell.x, worldCell.y, seed + 1103) > randomPrefabChance)
{
continue;
}
GameObject prefab = PickRandomPrefab(worldCell, activeProfile);
if (prefab == null)
{
continue;
}
GameObject instance = Instantiate(prefab, runtime.Chunk.ObjectsRoot);
instance.transform.localPosition = new Vector3(x + 0.5f, y + 0.5f, randomPrefabZOffset);
instance.transform.localRotation = Quaternion.identity;
instance.name = prefab.name;
}
}
}
private GameObject PickRandomPrefab(Vector2Int worldCell, WorldAutotileProfile activeProfile)
{
float total = 0f;
for (int i = 0; i < activeProfile.randomPrefabs.Count; i++)
{
RandomPrefabEntry entry = activeProfile.randomPrefabs[i];
if (entry != null && entry.prefab != null)
{
total += Mathf.Max(0.01f, entry.weight);
}
}
if (total <= 0f)
{
return null;
}
float selector = Hash01(worldCell.x, worldCell.y, seed + 1409) * total;
float cumulative = 0f;
for (int i = 0; i < activeProfile.randomPrefabs.Count; i++)
{
RandomPrefabEntry entry = activeProfile.randomPrefabs[i];
if (entry == null || entry.prefab == null)
{
continue;
}
cumulative += Mathf.Max(0.01f, entry.weight);
if (selector <= cumulative)
{
return entry.prefab;
}
}
for (int i = 0; i < activeProfile.randomPrefabs.Count; i++)
{
RandomPrefabEntry entry = activeProfile.randomPrefabs[i];
if (entry != null && entry.prefab != null)
{
return entry.prefab;
}
}
return null;
}
private static void ClearSpawnedObjects(Transform root)
{
for (int i = root.childCount - 1; i >= 0; i--)
{
UnityEngine.Object.Destroy(root.GetChild(i).gameObject);
}
}
private Vector2Int WorldToChunk(Vector3 position)
{
return new Vector2Int(
Mathf.FloorToInt(position.x / chunkSize),
Mathf.FloorToInt(position.y / chunkSize));
}
private Vector2Int ChunkToWorldCell(Vector2Int coord, int localX, int localY)
{
return new Vector2Int(coord.x * chunkSize + localX, coord.y * chunkSize + localY);
}
private static int Hash(int x, int y, int seed)
{
int hash = x;
hash = hash * 397 ^ y;
hash = hash * 397 ^ seed;
hash = (hash << 13) ^ hash;
return hash * (hash * hash * 15731 + 789221) + 1376312589;
}
private static float Hash01(int x, int y, int seed)
{
return (Hash(x, y, seed) & int.MaxValue) / (float)int.MaxValue;
}
private async UniTaskVoid GenerateChunkDataAsync(Vector2Int coord, int version)
{
try
{
ChunkBuildResult result = await UniTask.RunOnThreadPool(() => GenerateChunkData(coord, version));
lock (generationLock)
{
completedBuilds.Enqueue(result);
activeGenerationJobs = Mathf.Max(0, activeGenerationJobs - 1);
}
}
catch (Exception exception)
{
lock (generationLock)
{
activeGenerationJobs = Mathf.Max(0, activeGenerationJobs - 1);
}
Debug.LogException(exception, this);
}
}
private void DrainCompletedBuilds(int maxRenders)
{
int renders = 0;
while (renders < maxRenders)
{
ChunkBuildResult result;
lock (generationLock)
{
if (completedBuilds.Count == 0)
{
break;
}
result = completedBuilds.Dequeue();
}
if (!ApplyBuildResult(result))
{
continue;
}
RenderChunk(result.Coord);
RefreshNeighborBorders(result.Coord);
renders++;
}
}
private bool ApplyBuildResult(ChunkBuildResult result)
{
if (!chunks.TryGetValue(result.Coord, out ChunkRuntime runtime))
{
return false;
}
if (result.Version != runtime.Version)
{
return false;
}
runtime.WallMask = result.WallMask;
runtime.EnvironmentMask = result.EnvironmentMask;
if (!runtime.IsRendered)
{
runtime.State = ChunkState.ReadyToRender;
}
return !runtime.IsRendered;
}
private void EnsureBlockingChunksLoaded(Vector2Int centerChunk)
{
List<Vector2Int> requiredCoords = GetCoordsByPriority(centerChunk, blockingGenerationRadius);
bool isMissingRequiredChunk = false;
for (int i = 0; i < requiredCoords.Count; i++)
{
Vector2Int coord = requiredCoords[i];
ChunkRuntime runtime = GetOrCreateChunkRuntime(coord);
if (runtime.IsRendered)
{
continue;
}
isMissingRequiredChunk = true;
if (runtime.State == ChunkState.Generating)
{
continue;
}
runtime.Version++;
runtime.State = ChunkState.SyncBuilding;
ApplyBuildResult(GenerateChunkData(coord, runtime.Version));
RenderChunk(coord);
RefreshNeighborBorders(coord);
}
DrainCompletedBuilds(isMissingRequiredChunk ? int.MaxValue : maxChunkRendersPerFrame);
SetLoadingPaused(HasMissingRequiredChunks(requiredCoords));
}
private bool HasMissingRequiredChunks(List<Vector2Int> requiredCoords)
{
for (int i = 0; i < requiredCoords.Count; i++)
{
if (!chunks.TryGetValue(requiredCoords[i], out ChunkRuntime runtime) || !runtime.IsRendered)
{
return true;
}
}
return false;
}
private bool TryReserveGenerationSlot()
{
lock (generationLock)
{
if (activeGenerationJobs >= maxAsyncChunkJobs)
{
return false;
}
activeGenerationJobs++;
return true;
}
}
private List<Vector2Int> GetCoordsByPriority(Vector2Int centerChunk, int radius)
{
List<Vector2Int> coords = new List<Vector2Int>((radius * 2 + 1) * (radius * 2 + 1));
for (int y = -radius; y <= radius; y++)
{
for (int x = -radius; x <= radius; x++)
{
coords.Add(new Vector2Int(centerChunk.x + x, centerChunk.y + y));
}
}
coords.Sort((left, right) => CompareChunkPriority(centerChunk, left, right));
return coords;
}
private static int CompareChunkPriority(Vector2Int centerChunk, Vector2Int left, Vector2Int right)
{
int leftDx = Mathf.Abs(left.x - centerChunk.x);
int leftDy = Mathf.Abs(left.y - centerChunk.y);
int rightDx = Mathf.Abs(right.x - centerChunk.x);
int rightDy = Mathf.Abs(right.y - centerChunk.y);
int leftChebyshev = Mathf.Max(leftDx, leftDy);
int rightChebyshev = Mathf.Max(rightDx, rightDy);
int chebyshevCompare = leftChebyshev.CompareTo(rightChebyshev);
if (chebyshevCompare != 0)
{
return chebyshevCompare;
}
int leftDistance = leftDx * leftDx + leftDy * leftDy;
int rightDistance = rightDx * rightDx + rightDy * rightDy;
int distanceCompare = leftDistance.CompareTo(rightDistance);
if (distanceCompare != 0)
{
return distanceCompare;
}
int yCompare = left.y.CompareTo(right.y);
return yCompare != 0 ? yCompare : left.x.CompareTo(right.x);
}
private ChunkRuntime GetOrCreateChunkRuntime(Vector2Int coord)
{
if (!chunks.TryGetValue(coord, out ChunkRuntime runtime))
{
runtime = new ChunkRuntime();
chunks.Add(coord, runtime);
}
return runtime;
}
private bool IsWithinRadius(Vector2Int coord, Vector2Int centerChunk, int radius)
{
int dx = Mathf.Abs(coord.x - centerChunk.x);
int dy = Mathf.Abs(coord.y - centerChunk.y);
return dx <= radius && dy <= radius;
}
private TileBase[] GetGroundTiles(TileBase groundTile, int tileCount)
{
if (cachedGroundTiles == null || cachedGroundTiles.Length != tileCount || cachedGroundTile != groundTile)
{
cachedGroundTiles = new TileBase[tileCount];
cachedGroundTile = groundTile;
if (groundTile != null)
{
Array.Fill(cachedGroundTiles, groundTile);
}
}
return cachedGroundTiles;
}
private void SetLoadingPaused(bool pause)
{
if (pause == isLoadingPaused)
{
return;
}
if (pause)
{
pausedTimeScale = Time.timeScale > 0f ? Time.timeScale : 1f;
Time.timeScale = 0f;
}
else
{
Time.timeScale = pausedTimeScale;
}
isLoadingPaused = pause;
}
private readonly struct GeneratedChunk
{
public GeneratedChunk(Transform root, Tilemap ground, Tilemap walls, Tilemap environment, Transform objectsRoot)
{
Root = root;
Ground = ground;
Walls = walls;
Environment = environment;
ObjectsRoot = objectsRoot;
}
public Transform Root { get; }
public Tilemap Ground { get; }
public Tilemap Walls { get; }
public Tilemap Environment { get; }
public Transform ObjectsRoot { get; }
}
private sealed class ChunkRuntime
{
public GeneratedChunk Chunk;
public bool[,] WallMask;
public bool[,] EnvironmentMask;
public ChunkState State;
public int Version;
public bool HasData => WallMask != null && EnvironmentMask != null;
public bool IsRendered => State == ChunkState.Rendered && Chunk.Root != null;
}
private readonly struct ChunkBuildResult
{
public ChunkBuildResult(Vector2Int coord, bool[,] wallMask, bool[,] environmentMask, int version)
{
Coord = coord;
WallMask = wallMask;
EnvironmentMask = environmentMask;
Version = version;
}
public Vector2Int Coord { get; }
public bool[,] WallMask { get; }
public bool[,] EnvironmentMask { get; }
public int Version { get; }
}
private enum ChunkState
{
None,
Generating,
SyncBuilding,
ReadyToRender,
Rendered
}
}
}