| | |
| | | { |
| | | //fogOfWar.LoadFromSaveData(mapState.fogOfWarData); |
| | | 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) |
| | |
| | | { |
| | | destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int()); |
| | | } //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int()); |
| | | } |
| | | // Load chunk cache |
| | | if (mapState.chunkData != null) |
| | | { |
| | | generateTileMap.LoadChunkDataFromSave(mapState.chunkData); |
| | | } |
| | | } |
| | | } |
| | |
| | | CharacterLootObtained(tileGameObject.transform.position, item, dropAmount); |
| | | } |
| | | } |
| | | // Update tilemap |
| | | tilemap.SetTile(cellCoord, null); |
| | | destroyedTiles.Add(cellCoord); |
| | | generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition); |
| | | CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection); |
| | | } |
| | | else |
| | |
| | | } |
| | | } |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | |