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 | 104 +++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 91 insertions(+), 13 deletions(-)
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 00a5bc0..a759205 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -10,20 +10,26 @@
public class GameManager : SettingsManager
{
+ public static bool GameIsPaused = false;
+
public GameObject damageTextPrefab;
public GameObject healthTextPrefab;
+ public GameObject lootTextPrefab;
public Canvas playerUI;
public Canvas pauseMenuUI;
+ public Canvas worldSpaceUI;
public GameObject levelChanger;
public Tilemap tilemap;
[NonSerialized]
public GenerateTileMap generateTileMap;
- [NonSerialized]
- public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
public GameObject pickups;
+ public Tilemap fogTilemap;
+ public FogOfWar fogOfWar;
+ public GameObject backGroundPrefab;
private void Awake()
{
+ GameIsPaused = false;
SoundManager.instance.ChangeMusic(SoundName.MusicHappy);
LoadTileMaps(SaveSystem.isGameLoaded);
}
@@ -32,30 +38,56 @@
private void LoadTileMaps(bool loadFromSave)
{
generateTileMap = tilemap.GetComponent<GenerateTileMap>();
- pauseMenuUI.GetComponent<PauseMenu>().Pause();
+ PauseGame();
levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
if (loadFromSave)
{
LoadMapState();
}
Debug.Log("waiting for async map loading");
- StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles));
+ StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, generateTileMap.destroyedTiles));
+ }
+
+ private void InitializeBackgroundTiles()
+ {
+ GameObject tilesParent = new GameObject("BackgroundTiles");
+ GameObject player = GameObject.FindGameObjectWithTag("Player");
+ Vector3 backgroundPos = player.transform.position;
+ // Adjust the new position based on whether y is positive or negative
+ float colliderHeight = backGroundPrefab.GetComponent<BoxCollider2D>().size.y;
+ if (backgroundPos.y >= 0)
+ {
+ backgroundPos.y -= Mathf.Abs(backgroundPos.y) % colliderHeight;
+ }
+ else
+ {
+ backgroundPos.y += Mathf.Abs(backgroundPos.y) % colliderHeight;
+ }
+
+ Instantiate(backGroundPrefab, (backgroundPos), Quaternion.identity, tilesParent.transform);
}
private void LoadMapState()
{
- SaveDataMap mapState = SaveSystem.LoadMapState();
+ SaveDataMap mapState = GetComponent<SaveSystemManager>().GetMapStateFromSave();
if (mapState != null)
{
+ //fogOfWar.LoadFromSaveData(mapState.fogOfWarData);
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());
+ generateTileMap.destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int());
} //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
}
+ // Load chunk cache
+ if (mapState.chunkData != null)
+ {
+ generateTileMap.LoadChunkDataFromSave(mapState.chunkData);
+ }
}
}
@@ -63,11 +95,13 @@
{
Debug.Log("done async map loading");
levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
+ //Initialize background tiles after the tilemap is loaded
+ //InitializeBackgroundTiles();
GameLoaded();
}
public void GameLoaded()
{
- pauseMenuUI.GetComponent<PauseMenu>().Resume();
+ ResumeGame();
pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
}
@@ -109,6 +143,20 @@
tmpText.text = healthRestored.ToString();
}
+ public void CharacterLootObtained(Vector3 position, Item itemReceived, int quantity)
+ {
+ // Offset the position slightly up so it doesn't spawn inside the ground/player
+ position += Vector3.up * 0.5f;
+
+ // Create text in world space (no parent needed)
+ GameObject textObj = Instantiate(lootTextPrefab, position, Quaternion.identity, worldSpaceUI.transform);
+ TextMeshProUGUI tmpText = textObj.GetComponent<TextMeshProUGUI>();
+ tmpText.text = $"+{quantity} ({itemReceived.itemName})";
+
+ // Ensure it's visible to the camera
+ textObj.transform.rotation = Camera.main.transform.rotation;
+
+ }
public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection)
{
GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>();
@@ -122,7 +170,10 @@
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;
}
@@ -137,14 +188,24 @@
// middle of tile
cellWorldPosition.x += 0.5f;
cellWorldPosition.y += 0.5f;
- if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false)
+ Dropable dropable = tileGameObject?.GetComponent<Dropable>();
+ if (dropable?.isDropable ?? false)
{
- Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform);
- //Debug.Log(.name);
-
+ // Change no drops, only inventory
+ //Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform);
+ Inventory playerInventory = contact.rigidbody.gameObject.GetComponent<Inventory>();
+ if (playerInventory != null)
+ {
+ Item item = dropable.dropable;
+ int dropAmount = dropable.GetRandomDropAmount();
+ playerInventory.AddItem(item, dropAmount);
+ CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
+ }
}
+ // Update tilemap
tilemap.SetTile(cellCoord, null);
- destroyedTiles.Add(cellCoord);
+ generateTileMap.destroyedTiles.Add(cellCoord);
+ generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition);
CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
}
else
@@ -153,6 +214,23 @@
}
}
}
+
#endregion
+
+ #region GameState
+
+ public static void PauseGame()
+ {
+ Time.timeScale = 0f;
+ GameIsPaused = true;
+ //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
+ }
+ public static void ResumeGame()
+ {
+ Time.timeScale = 1f;
+ GameIsPaused = false;
+ //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
+ }
+ #endregion
}
--
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