From 884103d805270bd776b7a485d9431401c0c05594 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 30 Mar 2025 18:50:13 +0000
Subject: [PATCH] #16 added ores to player inventory #14 show inventory in UI

---
 Assets/Scripts/Managers/GameManager.cs |  131 ++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 126 insertions(+), 5 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 0347568..e0670dd 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,28 +1,86 @@
 using Assets.Scripts.Enums;
-using System.Collections;
+using Assets.Scripts.Helpers;
+using System;
 using System.Collections.Generic;
+using System.Linq;
 using TMPro;
+using Unity.VisualScripting;
 using UnityEngine;
-using UnityEngine.InputSystem;
-using UnityEngine.SceneManagement;
+using UnityEngine.Tilemaps;
 
 public class GameManager : SettingsManager
 {
+    public static bool GameIsPaused = false;
+
     public GameObject damageTextPrefab;
     public GameObject healthTextPrefab;
     public Canvas playerUI;
     public Canvas pauseMenuUI;
+    public GameObject levelChanger;
+    public Tilemap tilemap;
+    [NonSerialized]
+    public GenerateTileMap generateTileMap;
+    [NonSerialized]
+    public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
+    public GameObject pickups;
 
     private void Awake()
     {
+        GameIsPaused = false;
         SoundManager.instance.ChangeMusic(SoundName.MusicHappy);
+        LoadTileMaps(SaveSystem.isGameLoaded);
     }
 
+
+    private void LoadTileMaps(bool loadFromSave)
+    {
+        generateTileMap = tilemap.GetComponent<GenerateTileMap>();
+        PauseGame();
+        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
+        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 map loading");
+        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
+        GameLoaded();
+    }
+    public void GameLoaded()
+    {
+        ResumeGame();
+        pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
+    }
+
+    #region characterEvents
     private void OnEnable()
     {
         // add listen events
         CharacterEvents.characterDamaged += (CharacterTookDamange);
         CharacterEvents.characterHealed += (CharacterHealed);
+        CharacterEvents.characterDrill += (CharacterDrill);
 
     }
 
@@ -31,6 +89,7 @@
         // remove listen events
         CharacterEvents.characterDamaged -= (CharacterTookDamange);
         CharacterEvents.characterHealed -= (CharacterHealed);
+        CharacterEvents.characterDrill -= (CharacterDrill);
     }
 
     public void CharacterTookDamange(GameObject character, int damageReceived)
@@ -53,8 +112,70 @@
         tmpText.text = healthRestored.ToString();
 
     }
-    public void GameLoaded()
+    public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection)
     {
-        pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
+        GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>();
+        Vector3Int cellCoord = grid.WorldToCell(contact.point);
+        switch (drillDirection)
+        {
+            case DrillDirection.Left:
+                cellCoord.x = cellCoord.x - 1;
+                break;
+            case DrillDirection.Right:
+                cellCoord.x = cellCoord.x + 1;
+                break;
+            case DrillDirection.Down:
+                cellCoord.y = cellCoord.y - 1;
+                break;
+        }
+
+        //Debug.Log("cellCoord: " + grid.CellToWorld(cellCoord));
+        //Debug.Log(tilemap.HasTile(cellCoord));
+        if (tilemap.HasTile(cellCoord))
+        {
+            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)
+                {
+                    // 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)
+                    {
+                        playerInventory.AddItem(tileGameObject?.GetComponent<Dropable>().dropable);
+                    }
+                }
+                tilemap.SetTile(cellCoord, null);
+                destroyedTiles.Add(cellCoord);
+                CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
+            }
+            else
+            {
+                //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition);
+            }
+        }
     }
+    #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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