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 | 27 ++++++++++++++++++++++++++-
1 files changed, 26 insertions(+), 1 deletions(-)
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 524a68a..7f543e9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -27,6 +27,7 @@
public GameObject pickups;
public Tilemap fogTilemap;
public FogOfWar fogOfWar;
+ public GameObject backGroundPrefab;
private void Awake()
{
@@ -49,6 +50,25 @@
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();
@@ -71,6 +91,8 @@
{
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()
@@ -144,7 +166,10 @@
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;
}
--
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