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
+
 }

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