From ad79d9ca49274cc660fc2030a071b24314f0f210 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sat, 29 Mar 2025 21:33:41 +0000 Subject: [PATCH] added flexalon UI and reworked inventoryUI --- Assets/Scripts/Managers/GameManager.cs | 67 ++++++++++++++++++++++++++++----- 1 files changed, 57 insertions(+), 10 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 6c12eb4..83a4f31 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,5 +1,10 @@ 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; @@ -11,7 +16,11 @@ 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() { @@ -22,16 +31,37 @@ private void LoadTileMaps(bool loadFromSave) { + generateTileMap = tilemap.GetComponent<GenerateTileMap>(); pauseMenuUI.GetComponent<PauseMenu>().Pause(); levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true); - generateTileMap = tilemap.GetComponent<GenerateTileMap>(); - Debug.Log("waiting for async"); - StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished)); + 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(); } @@ -100,11 +130,28 @@ //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); + //Debug.Log(.name); + + } + tilemap.SetTile(cellCoord, null); + destroyedTiles.Add(cellCoord); + CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection); + } + else + { + //CharacterEvents.characterDrillingToPositionAbort.Invoke(moveToPosition); + } } } #endregion -- Gitblit v1.9.3