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 |  143 +++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 130 insertions(+), 13 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 6c12eb4..7f543e9 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,20 +1,37 @@
 using Assets.Scripts.Enums;
+using Assets.Scripts.Helpers;
+using System;
+using System.Collections.Generic;
+using System.Linq;
 using TMPro;
+using Unity.VisualScripting;
 using UnityEngine;
 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;
-    GenerateTileMap generateTileMap;
+    [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);
     }
@@ -22,22 +39,65 @@
 
     private void LoadTileMaps(bool loadFromSave)
     {
-        pauseMenuUI.GetComponent<PauseMenu>().Pause();
-        levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
         generateTileMap = tilemap.GetComponent<GenerateTileMap>();
-        Debug.Log("waiting for async");
-        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished));
+        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");
+        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()
     {
-        pauseMenuUI.GetComponent<PauseMenu>().Resume();
+        ResumeGame();
         pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded");
     }
 
@@ -79,6 +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>();
@@ -92,7 +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;
         }
 
@@ -100,13 +177,53 @@
         //Debug.Log(tilemap.HasTile(cellCoord));
         if (tilemap.HasTile(cellCoord))
         {
-            tilemap.SetTile(cellCoord, null);
-            Vector3 moveToPosition = grid.CellToWorld(cellCoord);
-            moveToPosition.x += 0.5f;
-            moveToPosition.y += 0.5f;
-            CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition);
+            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);
+            }
         }
     }
     #endregion
 
+
+    #region GameState
+
+    public static void PauseGame()
+    {
+        Time.timeScale = 0f;
+        GameIsPaused = true;
+        //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
+    }
+    public static void ResumeGame()
+    {
+        Time.timeScale = 1f;
+        GameIsPaused = false;
+        //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused);
+    }
+    #endregion
 }

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