| | |
| | | public GameObject pickups; |
| | | public Tilemap fogTilemap; |
| | | public FogOfWar fogOfWar; |
| | | public GameObject backGroundPrefab; |
| | | |
| | | private void Awake() |
| | | { |
| | |
| | | } |
| | | Debug.Log("waiting for async map loading"); |
| | | StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles)); |
| | | } |
| | | |
| | | private void InitializeBackgroundTiles() |
| | | { |
| | | GameObject tilesParent = new GameObject("BackgroundTiles"); |
| | | GameObject player = GameObject.FindGameObjectWithTag("Player"); |
| | | Vector3 backgroundPos = player.transform.position; |
| | | // Adjust the new position based on whether y is positive or negative |
| | | float colliderHeight = backGroundPrefab.GetComponent<BoxCollider2D>().size.y; |
| | | if (backgroundPos.y >= 0) |
| | | { |
| | | backgroundPos.y -= Mathf.Abs(backgroundPos.y) % colliderHeight; |
| | | } |
| | | else |
| | | { |
| | | backgroundPos.y += Mathf.Abs(backgroundPos.y) % colliderHeight; |
| | | } |
| | | |
| | | Instantiate(backGroundPrefab, (backgroundPos), Quaternion.identity, tilesParent.transform); |
| | | } |
| | | |
| | | private void LoadMapState() |
| | |
| | | { |
| | | Debug.Log("done async map loading"); |
| | | levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false); |
| | | //Initialize background tiles after the tilemap is loaded |
| | | //InitializeBackgroundTiles(); |
| | | GameLoaded(); |
| | | } |
| | | public void GameLoaded() |