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 v1.9.3