From 576c113fadde0791c40fad63b374f9430f875af5 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 27 Dec 2023 18:17:22 +0000
Subject: [PATCH] Changed drops, no need just go directly into inventory

---
 Assets/Scripts/Managers/GameManager.cs |   22 ++++++++++++++++------
 1 files changed, 16 insertions(+), 6 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 61f90f9..4f26218 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -20,6 +20,7 @@
     public GenerateTileMap generateTileMap;
     [NonSerialized]
     public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
+    public GameObject pickups;
 
     private void Awake()
     {
@@ -129,15 +130,24 @@
         //Debug.Log(tilemap.HasTile(cellCoord));
         if (tilemap.HasTile(cellCoord))
         {
-            if (tilemap.GetInstantiatedObject(cellCoord)?.GetComponent<Drillable>()?.isDrillable ?? false)
+            GameObject tileGameObject = tilemap.GetInstantiatedObject(cellCoord);
+            if (tileGameObject?.GetComponent<Drillable>()?.isDrillable ?? false)
             {
+                Vector3 cellWorldPosition = grid.CellToWorld(cellCoord);
+                // middle of tile
+                cellWorldPosition.x += 0.5f;
+                cellWorldPosition.y += 0.5f;
+                if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false)
+                {
+                    // Change no drops, only inventory
+                    //Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform);
+                    //Debug.Log(.name);
+
+                }
                 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);
-            } 
+                CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
+            }
             else
             {
                 //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition);

--
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