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); } @@ -32,29 +38,55 @@ 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 } -- Gitblit v1.9.3