From 3d9870b82513c2aeb474e2f131a61708d9046247 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Mon, 25 Dec 2023 23:19:58 +0000 Subject: [PATCH] Added drillable prefab to tilemap --- Assets/Scripts/Managers/GameManager.cs | 81 ++++++++++++++++++++++++++++++++++------ 1 files changed, 69 insertions(+), 12 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index d4b9e44..61f90f9 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,10 +1,11 @@ using Assets.Scripts.Enums; -using System.Collections; +using Assets.Scripts.Helpers; +using System; using System.Collections.Generic; +using System.Linq; using TMPro; +using Unity.VisualScripting; using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.SceneManagement; using UnityEngine.Tilemaps; public class GameManager : SettingsManager @@ -13,13 +14,63 @@ public GameObject healthTextPrefab; public Canvas playerUI; public Canvas pauseMenuUI; + public GameObject levelChanger; public Tilemap tilemap; + [NonSerialized] + public GenerateTileMap generateTileMap; + [NonSerialized] + public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); private void Awake() { SoundManager.instance.ChangeMusic(SoundName.MusicHappy); + LoadTileMaps(SaveSystem.isGameLoaded); } + + private void LoadTileMaps(bool loadFromSave) + { + generateTileMap = tilemap.GetComponent<GenerateTileMap>(); + pauseMenuUI.GetComponent<PauseMenu>().Pause(); + levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true); + if (loadFromSave) + { + LoadMapState(); + } + Debug.Log("waiting for async map loading"); + StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles)); + } + + private void LoadMapState() + { + SaveDataMap mapState = SaveSystem.LoadMapState(); + if (mapState != null) + { + generateTileMap.SetSettingsFromSeed(mapState.seed); + if (mapState.destroyedTiles != null && mapState.destroyedTiles.Count > 0) + { + // TODO rework load map (it's fucky wucky currently as I had to make an extra class for it to jsonify the tiles correctly, as unity does not like lists of arrays or 2d arrays) + foreach (DestroyedTile tile in mapState.destroyedTiles) + { + destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int()); + } //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int()); + } + } + } + + public void LoadTileMapsFinished() + { + Debug.Log("done async map loading"); + levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false); + GameLoaded(); + } + public void GameLoaded() + { + pauseMenuUI.GetComponent<PauseMenu>().Resume(); + pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); + } + + #region characterEvents private void OnEnable() { // add listen events @@ -78,15 +129,21 @@ //Debug.Log(tilemap.HasTile(cellCoord)); if (tilemap.HasTile(cellCoord)) { - tilemap.SetTile(cellCoord, null); - Vector3 moveToPosition = grid.CellToWorld(cellCoord); - moveToPosition.x += 0.5f; - moveToPosition.y += 0.5f; - CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition); + if (tilemap.GetInstantiatedObject(cellCoord)?.GetComponent<Drillable>()?.isDrillable ?? false) + { + tilemap.SetTile(cellCoord, null); + destroyedTiles.Add(cellCoord); + Vector3 moveToPosition = grid.CellToWorld(cellCoord); + moveToPosition.x += 0.5f; + moveToPosition.y += 0.5f; + CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition, drillDirection); + } + else + { + //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition); + } } } - public void GameLoaded() - { - pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); - } + #endregion + } -- Gitblit v1.9.3