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);
}
--
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