From 60aa8e85d058fccb1fa5e3952975d03d99778c6a Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Wed, 27 Dec 2023 03:44:34 +0000
Subject: [PATCH] Added ironOre + dropable + pickup creation
---
Assets/Scripts/Managers/GameManager.cs | 66 ++++++++++++++++++++++++++++-----
1 files changed, 56 insertions(+), 10 deletions(-)
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 6c12eb4..00a5bc0 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,5 +1,10 @@
using Assets.Scripts.Enums;
+using Assets.Scripts.Helpers;
+using System;
+using System.Collections.Generic;
+using System.Linq;
using TMPro;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Tilemaps;
@@ -11,7 +16,11 @@
public Canvas pauseMenuUI;
public GameObject levelChanger;
public Tilemap tilemap;
- GenerateTileMap generateTileMap;
+ [NonSerialized]
+ public GenerateTileMap generateTileMap;
+ [NonSerialized]
+ public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
+ public GameObject pickups;
private void Awake()
{
@@ -22,16 +31,37 @@
private void LoadTileMaps(bool loadFromSave)
{
+ generateTileMap = tilemap.GetComponent<GenerateTileMap>();
pauseMenuUI.GetComponent<PauseMenu>().Pause();
levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
- generateTileMap = tilemap.GetComponent<GenerateTileMap>();
- Debug.Log("waiting for async");
- StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished));
+ 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");
+ Debug.Log("done async map loading");
levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
GameLoaded();
}
@@ -100,11 +130,27 @@
//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);
+ 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)
+ {
+ Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform);
+ //Debug.Log(.name);
+
+ }
+ tilemap.SetTile(cellCoord, null);
+ destroyedTiles.Add(cellCoord);
+ CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
+ }
+ else
+ {
+ //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition);
+ }
}
}
#endregion
--
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