From 5c99baf31bda6a0819aee5662a94a3aaa0aa6814 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Thu, 03 Apr 2025 18:48:49 +0000
Subject: [PATCH] #42 fixed chunk generation y position

---
 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;
         }
 

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