From eab47305629d96d19626e10b649ba4247d1f55f5 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sat, 23 Dec 2023 21:20:31 +0000 Subject: [PATCH] Added loading screen, moved tilemap generation to coroutine --- Assets/Scripts/Managers/GameManager.cs | 53 ++++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 42 insertions(+), 11 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index c7925d3..6c12eb4 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,10 +1,6 @@ using Assets.Scripts.Enums; -using System.Collections; -using System.Collections.Generic; using TMPro; using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.SceneManagement; using UnityEngine.Tilemaps; public class GameManager : SettingsManager @@ -13,13 +9,39 @@ public GameObject healthTextPrefab; public Canvas playerUI; public Canvas pauseMenuUI; + public GameObject levelChanger; public Tilemap tilemap; + GenerateTileMap generateTileMap; private void Awake() { SoundManager.instance.ChangeMusic(SoundName.MusicHappy); + LoadTileMaps(SaveSystem.isGameLoaded); } + + 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)); + } + + public void LoadTileMapsFinished() + { + Debug.Log("done async"); + levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false); + GameLoaded(); + } + public void GameLoaded() + { + pauseMenuUI.GetComponent<PauseMenu>().Resume(); + pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); + } + + #region characterEvents private void OnEnable() { // add listen events @@ -59,8 +81,9 @@ } public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection) { - Vector3Int cellCoord = tilemap.transform.GetComponentInParent<GridLayout>().WorldToCell(contact.point); - switch(drillDirection) + GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>(); + Vector3Int cellCoord = grid.WorldToCell(contact.point); + switch (drillDirection) { case DrillDirection.Left: cellCoord.x = cellCoord.x - 1; @@ -72,10 +95,18 @@ cellCoord.y = cellCoord.y - 1; break; } - tilemap.SetTile(cellCoord, null); + + //Debug.Log("cellCoord: " + grid.CellToWorld(cellCoord)); + //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); + } } - public void GameLoaded() - { - pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); - } + #endregion + } -- Gitblit v1.9.3