minecraft chunkloading unity code example
Example 1: how to make a chunk loader in c#
public void LoadChunk(int xx, int yy)
{
string chunkname = xx + "_" + yy;
if (File.Exists(Main.ChunkPath + "\\Chunks\\" + chunkname + ".chnk"))
{
if (WorldChunks[xx, yy] == null)
{
WorldChunks[xx, yy] = new Chunk(xx, yy);
}
System.Diagnostics.Debug.WriteLine("Loading chunk [" + xx + "," + yy + "]");
Stream stream = File.Open(Main.ChunkPath + "\\Chunks\\" + chunkname + ".chnk", FileMode.Open);
StreamReader reader = new StreamReader(stream);
JsonSerializerSettings settings = new JsonSerializerSettings();
settings.TypeNameHandling = TypeNameHandling.Objects;
WorldChunks[xx, yy].myTiles = JsonConvert.DeserializeObject<byte[,]>(reader.ReadToEnd(), settings);
stream.Close();
System.Diagnostics.Debug.WriteLine("Chunk loaded.. [" + xx + "," + yy + "]");
int x, y;
for (x = 0; x < Main.ChunkSizeX; x++)
{
for (y = 0; y < Main.ChunkSizeY; y++)
{
byte _Type = WorldChunks[xx, yy].myTiles[x, y];
int tx = (xx * ChunkSizeX) + x;
int ty = (yy * ChunkSizeY) + y;
if (_Type > 0)
{
if (Tiles[tx, ty] == null && tx < MaxTilesX && ty < MaxTilesY)
{
Tiles[x + (xx * ChunkSizeX), (yy * ChunkSizeY) + y] = new Tile();
Tiles[(xx * ChunkSizeX) + x, (yy * ChunkSizeY) + y].Type = _Type;
if (ty > GROUND_LEVEL[tx] + 1)
{
Tiles[tx, ty].HasBG = true;
}
}
else continue;
}
}
}
}
}
Example 2: how to make a chunk loader in c#
public void CheckChunks()
{
int StartX = (int)Math.Floor(ScreenPosition.X / (ChunkSizeX * 16)) - 2;
int StartY = (int)Math.Floor(ScreenPosition.Y / (ChunkSizeY * 16)) - 2;
if (StartX < 0) StartX = 0;
if (StartY < 0) StartY = 0;
int EndX = (int)Math.Floor((ScreenPosition.X + GraphicsDevice.Viewport.Width) / (ChunkSizeX * 16)) + 2;
int EndY = (int)Math.Floor((ScreenPosition.Y + GraphicsDevice.Viewport.Height) / (ChunkSizeY * 16)) + 2;
if (EndX > MaxChunksX) EndX = MaxChunksX;
if (EndY > MaxChunksY) EndY = MaxChunksY;
for (int x = StartX; x < EndX; x++)
{
for (int y = StartY; y < EndY; y++)
{
if (WorldChunks[x, y] == null)
{
LoadChunk(x, y, true);
if (WorldChunks[x, y] != null)
{
LoadedChunks.Add(WorldChunks[x, y]);
}
break;
}
}
}
foreach (Chunk cc in LoadedChunks)
{
if (cc.X < StartX || cc.Y < StartY || cc.X >EndX || cc.Y > EndY)
{
System.Diagnostics.Debug.WriteLine("Chunk to be unloaded..");
ChunkBuffer.Add(cc);
UnloadChunk(cc);
}
}
foreach (Chunk c in ChunkBuffer)
{
LoadedChunks.Remove(c);
}
ChunkBuffer.Clear();
}