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 |   93 ++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 81 insertions(+), 12 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 6c12eb4..e0670dd 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,20 +1,32 @@
 using Assets.Scripts.Enums;
+using Assets.Scripts.Helpers;
+using System;
+using System.Collections.Generic;
+using System.Linq;
 using TMPro;
+using Unity.VisualScripting;
 using UnityEngine;
 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;
-    GenerateTileMap generateTileMap;
+    [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);
     }
@@ -22,22 +34,43 @@
 
     private void LoadTileMaps(bool loadFromSave)
     {
-        pauseMenuUI.GetComponent<PauseMenu>().Pause();
-        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
         generateTileMap = tilemap.GetComponent<GenerateTileMap>();
-        Debug.Log("waiting for async");
-        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished));
+        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");
+        Debug.Log("done async map loading");
         levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
         GameLoaded();
     }
     public void GameLoaded()
     {
-        pauseMenuUI.GetComponent<PauseMenu>().Resume();
+        ResumeGame();
         pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
     }
 
@@ -100,13 +133,49 @@
         //Debug.Log(tilemap.HasTile(cellCoord));
         if (tilemap.HasTile(cellCoord))
         {
-            tilemap.SetTile(cellCoord, null);
-            Vector3 moveToPosition = grid.CellToWorld(cellCoord);
-            moveToPosition.x += 0.5f;
-            moveToPosition.y += 0.5f;
-            CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition);
+            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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