From a576c4a6edc69f703422ab289ee46b05011b9275 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sun, 06 Apr 2025 17:46:38 +0000
Subject: [PATCH] #48 added cache to map savefile

---
 Assets/Scripts/Managers/GameManager.cs |    9 +++++++++
 1 files changed, 9 insertions(+), 0 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 7f543e9..cf3a5ab 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -76,6 +76,7 @@
         {
             //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)
@@ -83,6 +84,11 @@
                 {
                     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);
             }
         }
     }
@@ -198,8 +204,10 @@
                         CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
                     }
                 }
+                // Update tilemap
                 tilemap.SetTile(cellCoord, null);
                 destroyedTiles.Add(cellCoord);
+                generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition);
                 CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
             }
             else
@@ -208,6 +216,7 @@
             }
         }
     }
+
     #endregion
 
 

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