From ad8af928065a506d0d28f98d51222d7afa1f47e2 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 05 Apr 2025 14:55:22 +0000
Subject: [PATCH] #47 background rework (static with transitions)
---
Assets/Scripts/Managers/GameManager.cs | 179 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
1 files changed, 174 insertions(+), 5 deletions(-)
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 0347568..7f543e9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,28 +1,113 @@
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 GameObject lootTextPrefab;
public Canvas playerUI;
public Canvas pauseMenuUI;
+ public Canvas worldSpaceUI;
+ public GameObject levelChanger;
+ public Tilemap tilemap;
+ [NonSerialized]
+ public GenerateTileMap generateTileMap;
+ [NonSerialized]
+ public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
+ public GameObject pickups;
+ public Tilemap fogTilemap;
+ public FogOfWar fogOfWar;
+ public GameObject backGroundPrefab;
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 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)
+ 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);
+ //Initialize background tiles after the tilemap is loaded
+ //InitializeBackgroundTiles();
+ 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 +116,7 @@
// remove listen events
CharacterEvents.characterDamaged -= (CharacterTookDamange);
CharacterEvents.characterHealed -= (CharacterHealed);
+ CharacterEvents.characterDrill -= (CharacterDrill);
}
public void CharacterTookDamange(GameObject character, int damageReceived)
@@ -53,8 +139,91 @@
tmpText.text = healthRestored.ToString();
}
- public void GameLoaded()
+ public void CharacterLootObtained(Vector3 position, Item itemReceived, int quantity)
{
- pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
+ // Offset the position slightly up so it doesn't spawn inside the ground/player
+ position += Vector3.up * 0.5f;
+
+ // Create text in world space (no parent needed)
+ GameObject textObj = Instantiate(lootTextPrefab, position, Quaternion.identity, worldSpaceUI.transform);
+ TextMeshProUGUI tmpText = textObj.GetComponent<TextMeshProUGUI>();
+ tmpText.text = $"+{quantity} ({itemReceived.itemName})";
+
+ // Ensure it's visible to the camera
+ textObj.transform.rotation = Camera.main.transform.rotation;
+
}
+ public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection)
+ {
+ 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:
+ // 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;
+ }
+
+ //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;
+ Dropable dropable = tileGameObject?.GetComponent<Dropable>();
+ if (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)
+ {
+ Item item = dropable.dropable;
+ int dropAmount = dropable.GetRandomDropAmount();
+ playerInventory.AddItem(item, dropAmount);
+ CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
+ }
+ }
+ 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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