miepzerino
2025-03-30 884103d805270bd776b7a485d9431401c0c05594
Assets/Scripts/Managers/GameManager.cs
@@ -1,20 +1,32 @@
using Assets.Scripts.Enums;
using Assets.Scripts.Helpers;
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
public class GameManager : SettingsManager
{
    public static bool GameIsPaused = false;
    public GameObject damageTextPrefab;
    public GameObject healthTextPrefab;
    public Canvas playerUI;
    public Canvas pauseMenuUI;
    public GameObject levelChanger;
    public Tilemap tilemap;
    GenerateTileMap generateTileMap;
    [NonSerialized]
    public GenerateTileMap generateTileMap;
    [NonSerialized]
    public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
    public GameObject pickups;
    private void Awake()
    {
        GameIsPaused = false;
        SoundManager.instance.ChangeMusic(SoundName.MusicHappy);
        LoadTileMaps(SaveSystem.isGameLoaded);
    }
@@ -22,22 +34,43 @@
    private void LoadTileMaps(bool loadFromSave)
    {
        pauseMenuUI.GetComponent<PauseMenu>().Pause();
        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
        generateTileMap = tilemap.GetComponent<GenerateTileMap>();
        Debug.Log("waiting for async");
        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished));
        PauseGame();
        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
        if (loadFromSave)
        {
            LoadMapState();
        }
        Debug.Log("waiting for async map loading");
        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles));
    }
    private void LoadMapState()
    {
        SaveDataMap mapState = SaveSystem.LoadMapState();
        if (mapState != null)
        {
            generateTileMap.SetSettingsFromSeed(mapState.seed);
            if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0)
            {
                // TODO rework load map (it's fucky wucky currently as I had to make an extra class for it to jsonify the tiles correctly, as unity does not like lists of arrays or 2d arrays)
                foreach (DestroyedTile tile in mapState.destroyedTiles)
                {
                    destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int());
                }                //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
            }
        }
    }
    public void LoadTileMapsFinished()
    {
        Debug.Log("done async");
        Debug.Log("done async map loading");
        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
        GameLoaded();
    }
    public void GameLoaded()
    {
        pauseMenuUI.GetComponent<PauseMenu>().Resume();
        ResumeGame();
        pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
    }
@@ -100,13 +133,49 @@
        //Debug.Log(tilemap.HasTile(cellCoord));
        if (tilemap.HasTile(cellCoord))
        {
            tilemap.SetTile(cellCoord, null);
            Vector3 moveToPosition = grid.CellToWorld(cellCoord);
            moveToPosition.x += 0.5f;
            moveToPosition.y += 0.5f;
            CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition);
            GameObject tileGameObject = tilemap.GetInstantiatedObject(cellCoord);
            if (tileGameObject?.GetComponent<Drillable>()?.isDrillable ?? false)
            {
                Vector3 cellWorldPosition = grid.CellToWorld(cellCoord);
                // middle of tile
                cellWorldPosition.x += 0.5f;
                cellWorldPosition.y += 0.5f;
                if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false)
                {
                    // Change no drops, only inventory
                    //Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform);
                    Inventory playerInventory = contact.rigidbody.gameObject.GetComponent<Inventory>();
                    if (playerInventory != null)
                    {
                        playerInventory.AddItem(tileGameObject?.GetComponent<Dropable>().dropable);
                    }
                }
                tilemap.SetTile(cellCoord, null);
                destroyedTiles.Add(cellCoord);
                CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
            }
            else
            {
                //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition);
            }
        }
    }
    #endregion
    #region GameState
    public static void PauseGame()
    {
        Time.timeScale = 0f;
        GameIsPaused = true;
        //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
    }
    public static void ResumeGame()
    {
        Time.timeScale = 1f;
        GameIsPaused = false;
        //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
    }
    #endregion
}