From 40ac185dc7a017d95771fe580c77eab20e663908 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Tue, 08 Apr 2025 17:36:08 +0000
Subject: [PATCH] #46 added interactables
---
Assets/Scripts/Managers/GameManager.cs | 54 +++++++++++++++++++++++++++++++++++++++++++++---------
1 files changed, 45 insertions(+), 9 deletions(-)
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 21fb0d4..a759205 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -22,9 +22,10 @@
public Tilemap tilemap;
[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()
{
@@ -44,23 +45,49 @@
LoadMapState();
}
Debug.Log("waiting for async map loading");
- StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles));
+ StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, generateTileMap.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();
+ SaveDataMap mapState = GetComponent<SaveSystemManager>().GetMapStateFromSave();
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());
+ generateTileMap.destroyedTiles.Add(tile.tileCoord.ConvertToVector3Int());
} //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
}
+ // Load chunk cache
+ if (mapState.chunkData != null)
+ {
+ generateTileMap.LoadChunkDataFromSave(mapState.chunkData);
+ }
}
}
@@ -68,6 +95,8 @@
{
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()
@@ -141,7 +170,10 @@
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;
}
@@ -165,12 +197,15 @@
if (playerInventory != null)
{
Item item = dropable.dropable;
- playerInventory.AddItem(item, dropable.dropAmount);
- CharacterLootObtained(tileGameObject.transform.position, item, dropable.dropAmount);
+ int dropAmount = dropable.GetRandomDropAmount();
+ playerInventory.AddItem(item, dropAmount);
+ CharacterLootObtained(tileGameObject.transform.position, item, dropAmount);
}
}
+ // Update tilemap
tilemap.SetTile(cellCoord, null);
- destroyedTiles.Add(cellCoord);
+ generateTileMap.destroyedTiles.Add(cellCoord);
+ generateTileMap.UpdateChunkCache(cellCoord, cellWorldPosition);
CharacterEvents.characterDrillingToPosition.Invoke(cellWorldPosition, drillDirection);
}
else
@@ -179,6 +214,7 @@
}
}
}
+
#endregion
--
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