Refactor level generation to use asynchronous processing; improve performance with frame budget management
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@@ -71,24 +71,29 @@ namespace Infrastructure.Unity
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if (levelGenerator)
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{
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levelGenerator.Generate(soundManager, _allTiles, _tileViews, cameraController, rumbleManager);
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StartCoroutine(levelGenerator.GenerateAsync(soundManager, _allTiles, _tileViews, cameraController,
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rumbleManager,
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() =>
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{
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if (!floorVisibilityManager)
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{
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floorVisibilityManager = gameObject.AddComponent<FloorVisibilityManager>();
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}
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floorVisibilityManager.Initialize(_gameSession, _allTiles, _tileViews, floorsCount);
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if (!floorVisibilityManager)
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{
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floorVisibilityManager = gameObject.AddComponent<FloorVisibilityManager>();
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}
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floorVisibilityManager.Initialize(_gameSession, _allTiles, _tileViews, floorsCount);
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SpawnDeathPlane();
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SpawnPlayer();
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if (gameOverUi) gameOverUi.SetActive(false);
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if (startScreenUi) startScreenUi.SetActive(true); // Show start screen NOW
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WireEvents();
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UpdateScoreUi(_gameSession.Score);
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}));
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}
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SpawnDeathPlane();
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SpawnPlayer();
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if (gameOverUi) gameOverUi.SetActive(false);
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if (startScreenUi) startScreenUi.SetActive(true);
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WireEvents();
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UpdateScoreUi(_gameSession.Score);
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}
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private void Update()
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@@ -1,6 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Core.Domain;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Infrastructure.Unity
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{
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@@ -28,26 +32,41 @@ namespace Infrastructure.Unity
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private TilePool _tilePool;
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public void Generate(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
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public IEnumerator GenerateAsync(SoundManager soundManager, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble, Action onComplete)
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{
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_tilePool = new TilePool(tilePrefab, transform);
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var stopwatch = new Stopwatch();
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stopwatch.Start();
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GenerateFloor(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews, camera, rumble);
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GenerateFloor(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews, camera, rumble);
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GenerateFloor(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews, camera, rumble);
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yield return GenerateFloorAsync(0, MapPatterns.GenerateSquare(gridSizeX, gridSizeY), soundManager, allTiles, tileViews, camera, rumble, stopwatch);
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yield return GenerateFloorAsync(1, MapPatterns.GenerateDonut(gridSizeX, Mathf.FloorToInt(gridSizeX / 3f)), soundManager, allTiles, tileViews, camera, rumble, stopwatch);
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yield return GenerateFloorAsync(2, MapPatterns.GenerateCircle(gridSizeX), soundManager, allTiles, tileViews, camera, rumble, stopwatch);
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stopwatch?.Stop();
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onComplete?.Invoke();
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}
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private void GenerateFloor(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
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List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble)
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private IEnumerator GenerateFloorAsync(int floorIndex, List<Vector2Int> coordinates, SoundManager soundManager,
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List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, CameraController camera, RumbleManager rumble, Stopwatch stopwatch)
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{
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var yOffset = -(floorIndex * floorHeightDistance);
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var xOffset = gridSizeX / 2f;
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var zOffset = gridSizeY / 2f;
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const long frameBudgetMs = 5;
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foreach (var coord in coordinates)
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{
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var pos = new Vector3(coord.x - xOffset, yOffset, coord.y - zOffset);
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CreateTile(pos, $"{floorIndex}_{coord.x}_{coord.y}", floorIndex, soundManager, allTiles, tileViews, camera, rumble);
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if (stopwatch.ElapsedMilliseconds > frameBudgetMs)
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{
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stopwatch.Reset();
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stopwatch.Start();
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yield return null; // Wait for next frame
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}
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}
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if (floorIndex > 0 && jumpPadPrefab)
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