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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