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);
--
Gitblit v1.10.0