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 | 166 ++++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 157 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index c7925d3..7f543e9 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,25 +1,107 @@ 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 @@ -57,10 +139,25 @@ tmpText.text = healthRestored.ToString(); } + public void CharacterLootObtained(Vector3 position, Item itemReceived, int quantity) + { + // 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) { - Vector3Int cellCoord = tilemap.transform.GetComponentInParent<GridLayout>().WorldToCell(contact.point); - switch(drillDirection) + GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>(); + Vector3Int cellCoord = grid.WorldToCell(contact.point); + switch (drillDirection) { case DrillDirection.Left: cellCoord.x = cellCoord.x - 1; @@ -69,13 +166,64 @@ 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; } - tilemap.SetTile(cellCoord, null); + + //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); + } + } } - public void GameLoaded() + #endregion + + + #region GameState + + public static void PauseGame() { - pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); + Time.timeScale = 0f; + GameIsPaused = true; + //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused); } + public static void ResumeGame() + { + Time.timeScale = 1f; + GameIsPaused = false; + //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused); + } + #endregion } -- Gitblit v1.9.3