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 |   54 +++++++++++++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 51 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index e0670dd..7f543e9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -14,8 +14,10 @@
 
     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]
@@ -23,6 +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()
     {
@@ -45,11 +50,31 @@
         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)
             {
@@ -66,6 +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()
@@ -112,6 +139,20 @@
         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)
     {
         GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>();
@@ -125,7 +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;
         }
 
@@ -140,14 +184,18 @@
                 // middle of tile
                 cellWorldPosition.x += 0.5f;
                 cellWorldPosition.y += 0.5f;
-                if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false)
+                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)
                     {
-                        playerInventory.AddItem(tileGameObject?.GetComponent<Dropable>().dropable);
+                        Item item = dropable.dropable;
+                        int dropAmount = dropable.GetRandomDropAmount();
+                        playerInventory.AddItem(item, dropAmount);
+                        CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
                     }
                 }
                 tilemap.SetTile(cellCoord, null);

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