From c8b8bec7b3ea533e3b7b0b2db03cc51101deccd6 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Tue, 01 Apr 2025 17:04:30 +0000
Subject: [PATCH] #21 added floating ore text

---
 Assets/Scripts/Managers/GameManager.cs |   25 +++++++++++++++++++++++--
 1 files changed, 23 insertions(+), 2 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index e0670dd..41e5ace 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]
@@ -112,6 +114,20 @@
         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>();
@@ -140,14 +156,19 @@
                 // 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;
+                        playerInventory.AddItem(item, dropable.dropAmount);
+                        Debug.Log("CellWorldPosition: " + cellWorldPosition);
+                        Debug.Log("TileGameObjectPosition: " + tileGameObject.transform.position);
+                        CharacterLootObtained(tileGameObject.transform.position, item, dropable.dropAmount);
                     }
                 }
                 tilemap.SetTile(cellCoord, null);

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