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 |   44 +++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 41 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 21fb0d4..cf3a5ab 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -25,6 +25,9 @@
     [NonSerialized]
     public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
     public GameObject pickups;
+    public Tilemap fogTilemap;
+    public FogOfWar fogOfWar;
+    public GameObject backGroundPrefab;
 
     private void Awake()
     {
@@ -47,12 +50,33 @@
         StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, 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();
         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)
@@ -61,6 +85,11 @@
                     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);
+            }
         }
     }
 
@@ -68,6 +97,8 @@
     {
         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()
@@ -141,7 +172,10 @@
                 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;
         }
 
@@ -165,12 +199,15 @@
                     if (playerInventory != null)
                     {
                         Item item = dropable.dropable;
-                        playerInventory.AddItem(item, dropable.dropAmount);
-                        CharacterLootObtained(tileGameObject.transform.position, item, dropable.dropAmount);
+                        int dropAmount = dropable.GetRandomDropAmount();
+                        playerInventory.AddItem(item, dropAmount);
+                        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
@@ -179,6 +216,7 @@
             }
         }
     }
+
     #endregion
 
 

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