miepzerino
2025-04-01 c8b8bec7b3ea533e3b7b0b2db03cc51101deccd6
Assets/Scripts/Managers/GameManager.cs
@@ -14,8 +14,10 @@
    public GameObject damageTextPrefab;
    public GameObject healthTextPrefab;
    public GameObject lootTextPrefab;
    public Canvas playerUI;
    public Canvas pauseMenuUI;
    public Canvas worldSpaceUI;
    public GameObject levelChanger;
    public Tilemap tilemap;
    [NonSerialized]
@@ -112,6 +114,20 @@
        tmpText.text = healthRestored.ToString();
    }
    public void CharacterLootObtained(Vector3 position, Item itemReceived, int quantity)
    {
        // Offset the position slightly up so it doesn't spawn inside the ground/player
        position += Vector3.up * 0.5f;
        // Create text in world space (no parent needed)
        GameObject textObj = Instantiate(lootTextPrefab, position, Quaternion.identity, worldSpaceUI.transform);
        TextMeshProUGUI tmpText = textObj.GetComponent<TextMeshProUGUI>();
        tmpText.text = $"+{quantity} ({itemReceived.itemName})";
        // Ensure it's visible to the camera
        textObj.transform.rotation = Camera.main.transform.rotation;
    }
    public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection)
    {
        GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>();
@@ -140,14 +156,19 @@
                // middle of tile
                cellWorldPosition.x += 0.5f;
                cellWorldPosition.y += 0.5f;
                if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false)
                Dropable dropable = tileGameObject?.GetComponent<Dropable>();
                if (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);
                        Item item = dropable.dropable;
                        playerInventory.AddItem(item, dropable.dropAmount);
                        Debug.Log("CellWorldPosition: " + cellWorldPosition);
                        Debug.Log("TileGameObjectPosition: " + tileGameObject.transform.position);
                        CharacterLootObtained(tileGameObject.transform.position, item, dropable.dropAmount);
                    }
                }
                tilemap.SetTile(cellCoord, null);