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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