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; -- Gitblit v1.9.3