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New file |
| | |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | | |
| | | public class FogOfWar : MonoBehaviour |
| | | { |
| | | public Tilemap fogTilemap; |
| | | public TileBase fogTile; |
| | | public Transform player; |
| | | public int viewRadius = 5; |
| | | public Camera mainCamera; |
| | | |
| | | private Vector3Int lastPlayerCell; |
| | | private const float UpdateInterval = 0.1f; // Update every 100ms |
| | | private float updateTimer; |
| | | private TileBase[,] discoveredFog; // Store the lowest opacity fog level for each tile |
| | | |
| | | [System.Serializable] |
| | | public class FogLevel |
| | | { |
| | | public TileBase tile; |
| | | public float opacity; |
| | | } |
| | | public FogLevel[] fogLevels; |
| | | |
| | | private void Start() |
| | | { |
| | | if (mainCamera == null) |
| | | mainCamera = Camera.main; |
| | | // Initialize the discovered fog array |
| | | int fogDepth = GenerateTileMap.groundDepth - 1; // Subtract 2 to account for array starting at y=-3 |
| | | discoveredFog = new TileBase[GenerateTileMap.maxWidth + 1, fogDepth]; |
| | | // Initialize fog using GenerateTileMap bounds |
| | | for (int x = 0; x <= GenerateTileMap.maxWidth; x++) |
| | | { |
| | | // Clear surface tiles (0 to -1) |
| | | for (int y = 0; y >= -1; y--) |
| | | { |
| | | Vector3Int tilePosition = new Vector3Int(x, y, 0); |
| | | fogTilemap.SetTile(tilePosition, null); |
| | | } |
| | | |
| | | // Set fog for underground tiles (-2 and below) |
| | | for (int y = -2; y >= -GenerateTileMap.groundDepth; y--) |
| | | { |
| | | Vector3Int tilePosition = new Vector3Int(x, y, 0); |
| | | fogTilemap.SetTile(tilePosition, fogTile); |
| | | |
| | | // Convert to array index (y=-2 maps to array index 0) |
| | | int arrayY = Mathf.Abs(y + 2); |
| | | discoveredFog[x, arrayY] = fogTile; |
| | | } |
| | | } |
| | | |
| | | // Position the fog tilemap at the same position as the main tilemap |
| | | fogTilemap.transform.position = new Vector3( |
| | | (GenerateTileMap.maxWidth / 2) * -1, |
| | | -1, |
| | | transform.position.z |
| | | ); |
| | | lastPlayerCell = fogTilemap.WorldToCell(player.position); |
| | | |
| | | if (SaveSystem.isGameLoaded) |
| | | { |
| | | SaveDataMap mapState = SaveSystem.LoadMapState(); |
| | | if (mapState != null && mapState.fogOfWarData != null) |
| | | { |
| | | GetComponent<FogOfWar>().LoadFromSaveData(mapState.fogOfWarData); |
| | | } |
| | | } |
| | | } |
| | | |
| | | private void Update() |
| | | { |
| | | updateTimer += Time.deltaTime; |
| | | if (updateTimer < UpdateInterval) |
| | | return; |
| | | updateTimer = 0; |
| | | Vector3Int playerCell = fogTilemap.WorldToCell(player.position); |
| | | |
| | | // Only update if player moved to a new cell |
| | | if (playerCell == lastPlayerCell) |
| | | return; |
| | | |
| | | lastPlayerCell = playerCell; |
| | | |
| | | // Get camera bounds in world space |
| | | Vector2 cameraMin = mainCamera.ViewportToWorldPoint(new Vector3(0, 0)); |
| | | Vector2 cameraMax = mainCamera.ViewportToWorldPoint(new Vector3(1, 1)); |
| | | // Convert to tile coordinates |
| | | Vector3Int tileMin = fogTilemap.WorldToCell(cameraMin); |
| | | Vector3Int tileMax = fogTilemap.WorldToCell(cameraMax); |
| | | // Clamp to map bounds |
| | | tileMin.x = Mathf.Max(0, tileMin.x - viewRadius); |
| | | tileMin.y = Mathf.Max(-GenerateTileMap.groundDepth, tileMin.y - viewRadius); |
| | | tileMax.x = Mathf.Min(GenerateTileMap.maxWidth, tileMax.x + viewRadius); |
| | | tileMax.y = Mathf.Min(-2, tileMax.y + viewRadius); |
| | | |
| | | // Clear fog around player |
| | | // Only check tiles within camera view |
| | | for (int x = tileMin.x; x <= tileMax.x; x++) |
| | | { |
| | | for (int y = tileMin.y; y <= tileMax.y; y++) |
| | | { |
| | | Vector3Int tilePosition = new Vector3Int(x, y, 0); |
| | | float distance = Vector2.Distance(((Vector2Int)playerCell), (Vector2Int)tilePosition); |
| | | |
| | | if (distance <= viewRadius) |
| | | { |
| | | int fogIndex = Mathf.FloorToInt((distance / viewRadius) * (fogLevels.Length - 1)); |
| | | fogIndex = Mathf.Clamp(fogIndex, 0, fogLevels.Length - 1); |
| | | |
| | | TileBase newFogTile = distance <= 1 ? null : fogLevels[fogIndex].tile; |
| | | |
| | | // Update the discovered state with the lowest opacity (null or lower fog index) |
| | | int arrayY = Mathf.Abs(y + 2); // y=-2 maps to array index 0 |
| | | if (x >= 0 && x < discoveredFog.GetLength(0) && |
| | | arrayY >= 0 && arrayY < discoveredFog.GetLength(1)) |
| | | { |
| | | if (newFogTile == null) |
| | | { |
| | | discoveredFog[x, arrayY] = null; |
| | | } |
| | | else if (discoveredFog[x, arrayY] != null) |
| | | { |
| | | // Find the index of the current and new fog tiles |
| | | int currentIndex = System.Array.FindIndex(fogLevels, f => f.tile == discoveredFog[x, arrayY]); |
| | | int newIndex = System.Array.FindIndex(fogLevels, f => f.tile == newFogTile); |
| | | |
| | | // Keep the lower opacity version |
| | | if (newIndex < currentIndex) |
| | | { |
| | | discoveredFog[x, arrayY] = newFogTile; |
| | | } |
| | | } |
| | | |
| | | // Always use the discovered state |
| | | fogTilemap.SetTile(tilePosition, discoveredFog[x, arrayY]); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | public FogOfWarData GetSaveData() |
| | | { |
| | | FogOfWarData saveData = new FogOfWarData(); |
| | | |
| | | for (int x = 0; x < discoveredFog.GetLength(0); x++) |
| | | { |
| | | for (int y = 0; y < discoveredFog.GetLength(1); y++) |
| | | { |
| | | TileBase currentTile = discoveredFog[x, y]; |
| | | if (currentTile == null || currentTile != fogTile) // Only save revealed tiles |
| | | { |
| | | FogTileData tileData = new FogTileData |
| | | { |
| | | x = x, |
| | | y = y, |
| | | fogLevelIndex = currentTile == null ? -1 : System.Array.FindIndex(fogLevels, f => f.tile == currentTile) |
| | | }; |
| | | saveData.discoveredTiles.Add(tileData); |
| | | } |
| | | } |
| | | } |
| | | |
| | | return saveData; |
| | | } |
| | | |
| | | public void LoadFromSaveData(FogOfWarData saveData) |
| | | { |
| | | if (saveData == null || saveData.discoveredTiles == null) |
| | | return; |
| | | |
| | | // Reset fog to full opacity |
| | | for (int x = 0; x < discoveredFog.GetLength(0); x++) |
| | | { |
| | | // Reset underground tiles only (-2 and below) |
| | | for (int y = -2; y >= -GenerateTileMap.groundDepth; y--) |
| | | { |
| | | Vector3Int tilePosition = new Vector3Int(x, y, 0); |
| | | fogTilemap.SetTile(tilePosition, fogTile); |
| | | |
| | | int arrayY = Mathf.Abs(y + 2); |
| | | discoveredFog[x, arrayY] = fogTile; |
| | | } |
| | | } |
| | | |
| | | // Apply saved fog states |
| | | foreach (FogTileData tileData in saveData.discoveredTiles) |
| | | { |
| | | if (tileData.x >= 0 && tileData.x < discoveredFog.GetLength(0) && |
| | | tileData.y >= 0 && tileData.y < discoveredFog.GetLength(1)) |
| | | { |
| | | TileBase tileToUse = tileData.fogLevelIndex == -1 ? null : fogLevels[tileData.fogLevelIndex].tile; |
| | | discoveredFog[tileData.x, tileData.y] = tileToUse; |
| | | |
| | | // Convert array Y coordinate back to world Y coordinate |
| | | int worldY = -(tileData.y + 2); // Convert array index back to world coordinates |
| | | fogTilemap.SetTile(new Vector3Int(tileData.x, worldY, 0), tileToUse); |
| | | } |
| | | } |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: e98672417f6c56e4d8020c2453ced645 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
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| | |
| | | [NonSerialized] |
| | | public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); |
| | | public GameObject pickups; |
| | | public Tilemap fogTilemap; |
| | | public FogOfWar fogOfWar; |
| | | |
| | | private void Awake() |
| | | { |
| | |
| | | SaveDataMap mapState = SaveSystem.LoadMapState(); |
| | | if (mapState != null) |
| | | { |
| | | //fogOfWar.LoadFromSaveData(mapState.fogOfWarData); |
| | | generateTileMap.SetSettingsFromSeed(mapState.seed); |
| | | if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0) |
| | | { |
| | |
| | | { |
| | | public int seed; |
| | | public List<DestroyedTile> destroyedTiles; |
| | | public SaveDataMap(List<Vector3Int> destroyedTiles, int seed) |
| | | public FogOfWarData fogOfWarData; |
| | | public SaveDataMap(List<Vector3Int> destroyedTiles, int seed, FogOfWarData fogOfWarData) |
| | | { |
| | | this.seed = seed; |
| | | this.destroyedTiles = new List<DestroyedTile>(); |
| | | this.fogOfWarData = fogOfWarData; |
| | | foreach (var item in destroyedTiles.ConvertToListIntArray()) |
| | | { |
| | | this.destroyedTiles.Add(new DestroyedTile(item)); |
| | |
| | | } |
| | | public int[] tileCoord; |
| | | } |
| | | |
| | | [System.Serializable] |
| | | public class FogTileData |
| | | { |
| | | public int x; |
| | | public int y; |
| | | public int fogLevelIndex; // -1 for no fog, 0+ for fog level index |
| | | } |
| | | |
| | | [System.Serializable] |
| | | public class FogOfWarData |
| | | { |
| | | public List<FogTileData> discoveredTiles = new List<FogTileData>(); |
| | | } |
| | | #endregion |
| | |
| | | using UnityEngine; |
| | | using System.IO; |
| | | using System.Runtime.Serialization.Json; |
| | | using UnityEngine.Tilemaps; |
| | | |
| | | public static class SaveSystem |
| | | { |
| | |
| | | Inventory playerInventory = GameObject.Find("Player").GetComponent<Inventory>(); |
| | | SaveSystem.SavePlayer(new SaveDataPlayer(playerController, playerInventory)); |
| | | GameManager gameManager= GameObject.Find("GameManager").GetComponent<GameManager>(); |
| | | SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value)); |
| | | SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value, gameManager.GetComponent<FogOfWar>().GetSaveData())); |
| | | animator.SetTrigger("GameSaved"); |
| | | } |
| | | |
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| | | TextureImporter: |
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