using Assets.Scripts.Enums; using TMPro; using UnityEngine; using UnityEngine.Tilemaps; public class GameManager : SettingsManager { public GameObject damageTextPrefab; 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().Pause(); levelChanger.GetComponent().SetBool("SceneLoading", true); generateTileMap = tilemap.GetComponent(); Debug.Log("waiting for async"); StartCoroutine(generateTileMap.GenerateTiles(LoadTileMapsFinished)); } public void LoadTileMapsFinished() { Debug.Log("done async"); levelChanger.GetComponent().SetBool("SceneLoading", false); GameLoaded(); } public void GameLoaded() { pauseMenuUI.GetComponent().Resume(); pauseMenuUI.GetComponent().SetTrigger("GameLoaded"); } #region characterEvents private void OnEnable() { // add listen events CharacterEvents.characterDamaged += (CharacterTookDamange); CharacterEvents.characterHealed += (CharacterHealed); CharacterEvents.characterDrill += (CharacterDrill); } private void OnDisable() { // remove listen events CharacterEvents.characterDamaged -= (CharacterTookDamange); CharacterEvents.characterHealed -= (CharacterHealed); CharacterEvents.characterDrill -= (CharacterDrill); } public void CharacterTookDamange(GameObject character, int damageReceived) { // Create damage text at character Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position); TMP_Text tmpText = Instantiate(damageTextPrefab, spawnPosition, Quaternion.identity, pauseMenuUI.transform).GetComponent(); tmpText.text = damageReceived.ToString(); } public void CharacterHealed(GameObject character, int healthRestored) { // Create heal text at character Vector3 spawnPosition = Camera.main.WorldToScreenPoint(character.transform.position); TMP_Text tmpText = Instantiate(healthTextPrefab, spawnPosition, Quaternion.identity, pauseMenuUI.transform).GetComponent(); tmpText.text = healthRestored.ToString(); } public void CharacterDrill(ContactPoint2D contact, DrillDirection drillDirection) { GridLayout grid = tilemap.transform.GetComponentInParent(); 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); Vector3 moveToPosition = grid.CellToWorld(cellCoord); moveToPosition.x += 0.5f; moveToPosition.y += 0.5f; CharacterEvents.characterDrillingToPosition.Invoke(moveToPosition); } } #endregion }