From 6b1abe7afb9350a7890f6b893f59f72a3988aaab Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Mon, 07 Apr 2025 16:15:36 +0000 Subject: [PATCH] #50 added saveDataManager --- Assets/Scripts/Managers/GameManager.cs | 10 ++++------ 1 files changed, 4 insertions(+), 6 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index cf3a5ab..a759205 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -22,8 +22,6 @@ public Tilemap tilemap; [NonSerialized] public GenerateTileMap generateTileMap; - [NonSerialized] - public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); public GameObject pickups; public Tilemap fogTilemap; public FogOfWar fogOfWar; @@ -47,7 +45,7 @@ LoadMapState(); } Debug.Log("waiting for async map loading"); - StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles)); + StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, generateTileMap.destroyedTiles)); } private void InitializeBackgroundTiles() @@ -71,7 +69,7 @@ private void LoadMapState() { - SaveDataMap mapState = SaveSystem.LoadMapState(); + SaveDataMap mapState = GetComponent<SaveSystemManager>().GetMapStateFromSave(); if (mapState != null) { //fogOfWar.LoadFromSaveData(mapState.fogOfWarData); @@ -82,7 +80,7 @@ // 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()); + generateTileMap.destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int()); } //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int()); } // Load chunk cache @@ -206,7 +204,7 @@ } // Update tilemap tilemap.SetTile(cellCoord, null); - destroyedTiles.Add(cellCoord); + generateTileMap.destroyedTiles.Add(cellCoord); generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition); CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection); } -- Gitblit v1.9.3