From 38440aa0dbe7e553d3c54df53bbf8384a3ac71e9 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Thu, 03 Apr 2025 20:27:42 +0000 Subject: [PATCH] show chunk position in gizmo --- Assets/Scripts/Managers/GameManager.cs | 8 +++++++- 1 files changed, 7 insertions(+), 1 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index b5a90bf..9f4d5ed 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -25,6 +25,8 @@ [NonSerialized] public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); public GameObject pickups; + public Tilemap fogTilemap; + public FogOfWar fogOfWar; private void Awake() { @@ -52,6 +54,7 @@ SaveDataMap mapState = SaveSystem.LoadMapState(); if (mapState != null) { + //fogOfWar.LoadFromSaveData(mapState.fogOfWarData); generateTileMap.SetSettingsFromSeed(mapState.seed); if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0) { @@ -141,7 +144,10 @@ cellCoord.x = cellCoord.x + 1; break; case DrillDirection.Down: - cellCoord.y = cellCoord.y - 1; + // Use player's center position for downward drilling + Vector3 playerCenter = contact.rigidbody.transform.position; + cellCoord = grid.WorldToCell(playerCenter); + cellCoord.y = grid.WorldToCell(contact.point).y - 1; // Keep the vertical position from contact point break; } -- Gitblit v1.9.3