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 | 92 +++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 87 insertions(+), 5 deletions(-) diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 0347568..13f8eb3 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -1,10 +1,12 @@ using Assets.Scripts.Enums; -using System.Collections; +using Assets.Scripts.Helpers; +using System; using System.Collections.Generic; +using System.Linq; using TMPro; +using Unity.VisualScripting; using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.SceneManagement; +using UnityEngine.Tilemaps; public class GameManager : SettingsManager { @@ -12,17 +14,69 @@ public GameObject healthTextPrefab; public Canvas playerUI; public Canvas pauseMenuUI; + public GameObject levelChanger; + public Tilemap tilemap; + [NonSerialized] + public GenerateTileMap generateTileMap; + [NonSerialized] + public List<Vector3Int> destroyedTiles = new List<Vector3Int>(); private void Awake() { SoundManager.instance.ChangeMusic(SoundName.MusicHappy); + LoadTileMaps(SaveSystem.isGameLoaded); } + + private void LoadTileMaps(bool loadFromSave) + { + generateTileMap = tilemap.GetComponent<GenerateTileMap>(); + pauseMenuUI.GetComponent<PauseMenu>().Pause(); + levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true); + 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 map loading"); + 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 CharacterEvents.characterDamaged += (CharacterTookDamange); CharacterEvents.characterHealed += (CharacterHealed); + CharacterEvents.characterDrill += (CharacterDrill); } @@ -31,6 +85,7 @@ // remove listen events CharacterEvents.characterDamaged -= (CharacterTookDamange); CharacterEvents.characterHealed -= (CharacterHealed); + CharacterEvents.characterDrill -= (CharacterDrill); } public void CharacterTookDamange(GameObject character, int damageReceived) @@ -53,8 +108,35 @@ tmpText.text = healthRestored.ToString(); } - public void GameLoaded() + public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection) { - pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); + GridLayout grid = tilemap.transform.GetComponentInParent<GridLayout>(); + Vector3Int cellCoord = grid.WorldToCell(contact.point); + switch (drillDirection) + { + case DrillDirection.Left: + cellCoord.x = cellCoord.x - 1; + break; + case DrillDirection.Right: + cellCoord.x = cellCoord.x + 1; + break; + case DrillDirection.Down: + cellCoord.y = cellCoord.y - 1; + break; + } + + //Debug.Log("cellCoord: " + grid.CellToWorld(cellCoord)); + //Debug.Log(tilemap.HasTile(cellCoord)); + if (tilemap.HasTile(cellCoord)) + { + tilemap.SetTile(cellCoord, null); + destroyedTiles.Add(cellCoord); + Vector3 moveToPosition = grid.CellToWorld(cellCoord); + moveToPosition.x += 0.5f; + moveToPosition.y += 0.5f; + CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition); + } } + #endregion + } -- Gitblit v1.9.3