From fe3c8a5515acdfcc50913d5b83de8f9504e95b73 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Sat, 23 Dec 2023 23:21:22 +0000
Subject: [PATCH] Added map save/load + seed generation

---
 Assets/Scripts/Managers/GameManager.cs |   40 +++++++++++++++++++++++++++++++++++-----
 1 files changed, 35 insertions(+), 5 deletions(-)

diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
index 6c12eb4..13f8eb3 100644
--- a/Assets/Scripts/Managers/GameManager.cs
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -1,5 +1,10 @@
 using Assets.Scripts.Enums;
+using Assets.Scripts.Helpers;
+using System;
+using System.Collections.Generic;
+using System.Linq;
 using TMPro;
+using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.Tilemaps;
 
@@ -11,7 +16,10 @@
     public Canvas pauseMenuUI;
     public GameObject levelChanger;
     public Tilemap tilemap;
-    GenerateTileMap generateTileMap;
+    [NonSerialized]
+    public GenerateTileMap generateTileMap;
+    [NonSerialized]
+    public List<Vector3Int> destroyedTiles = new List<Vector3Int>();
 
     private void Awake()
     {
@@ -22,16 +30,37 @@
 
     private void LoadTileMaps(bool loadFromSave)
     {
+        generateTileMap = tilemap.GetComponent<GenerateTileMap>();
         pauseMenuUI.GetComponent<PauseMenu>().Pause();
         levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true);
-        generateTileMap = tilemap.GetComponent<GenerateTileMap>();
-        Debug.Log("waiting for async");
-        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished));
+        if (loadFromSave)
+        {
+            LoadMapState();
+        }
+        Debug.Log("waiting for async map loading");
+        StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished, destroyedTiles));
+    }
+
+    private void LoadMapState()
+    {
+        SaveDataMap mapState = SaveSystem.LoadMapState();
+        if (mapState != null)
+        {
+            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());
+                }                //destroyedTiles.AddRange(mapState.destroyedTiles.Select(tile => { return tile.tileCoord; }).ToList().ConvertToVector3Int());
+            }
+        }
     }
 
     public void LoadTileMapsFinished()
     {
-        Debug.Log("done async");
+        Debug.Log("done async map loading");
         levelChanger.GetComponent<Animator>().SetBool("SceneLoading", false);
         GameLoaded();
     }
@@ -101,6 +130,7 @@
         if (tilemap.HasTile(cellCoord))
         {
             tilemap.SetTile(cellCoord, null);
+            destroyedTiles.Add(cellCoord);
             Vector3 moveToPosition = grid.CellToWorld(cellCoord);
             moveToPosition.x += 0.5f;
             moveToPosition.y += 0.5f;

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