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() { @@ -44,22 +45,48 @@ 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 -- Gitblit v1.9.3