From 18e2f5b45ab0be301f0973b8cf6df714c2d05f7c Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Fri, 04 Apr 2025 18:43:10 +0000
Subject: [PATCH] #37 set background to character position on load

---
 Assets/Scripts/Managers/GameManager.cs   |   22 ++
 Assets/Scripts/UI/Tiling.cs              |   13 +
 Assets/Prefabs/BackgroundAll.prefab.meta |    7 
 Assets/Prefabs/Managers/UIManager.prefab |    7 
 Assets/Prefabs/BackgroundAll.prefab      |  174 +++++++++++++++++
 Assets/Scenes/GameplayScene.unity        |  355 ++++++++---------------------------
 6 files changed, 304 insertions(+), 274 deletions(-)

diff --git a/Assets/Prefabs/BackgroundAll.prefab b/Assets/Prefabs/BackgroundAll.prefab
new file mode 100644
index 0000000..e8229b8
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diff --git a/Assets/Prefabs/BackgroundAll.prefab.meta b/Assets/Prefabs/BackgroundAll.prefab.meta
new file mode 100644
index 0000000..e2c65f0
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index d29861f..c8a907f 100644
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diff --git a/Assets/Scenes/GameplayScene.unity b/Assets/Scenes/GameplayScene.unity
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diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 9f4d5ed..6bbffac 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -27,6 +27,7 @@
     public GameObject pickups;
     public Tilemap fogTilemap;
     public FogOfWar fogOfWar;
+    public GameObject backGroundPrefab;
 
     private void Awake()
     {
@@ -47,6 +48,25 @@
         }
         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()
@@ -71,6 +91,8 @@
     {
         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()
diff --git a/Assets/Scripts/UI/Tiling.cs b/Assets/Scripts/UI/Tiling.cs
index 1f40aa7..db8e15b 100644
--- a/Assets/Scripts/UI/Tiling.cs
+++ b/Assets/Scripts/UI/Tiling.cs
@@ -1,6 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using static AnimationStrings;
 
 [RequireComponent(typeof(SpriteRenderer))]
 public class Tiling : MonoBehaviour
@@ -127,6 +128,18 @@
             myTransform.position.z
         );
 
+        // Adjust the new position so it fits with the BoxCollider2D size
+        // Adjust the new position based on whether y is positive or negative
+        float colliderHeight = GetComponent<BoxCollider2D>().size.y;
+        if (newPosition.y >= 0)
+        {
+            newPosition.y -= Mathf.Abs(newPosition.y) % colliderHeight;
+        }
+        else
+        {
+            newPosition.y += Mathf.Abs(newPosition.y) % colliderHeight;
+        }
+
         Transform newBuddy = Instantiate(myTransform, newPosition, myTransform.rotation);
         Tiling buddyTiling = newBuddy.GetComponent<Tiling>();
 

--
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