feature: able to load a new save basic functionality and tile system start to implement
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@ -0,0 +1,50 @@
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||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "Grid", menuName = "Game Data/Map Grid")]
|
||||||
|
public class Grid : ScriptableObject
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|
{
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|
public Vector2Int size;
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||||||
|
private GridSpace[,] _tiles;
|
||||||
|
|
||||||
|
// Initialize the grid with the size of the map
|
||||||
|
public Grid(Vector2Int size)
|
||||||
|
{
|
||||||
|
this.size = size;
|
||||||
|
Initialize(this.size);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Initialize(Vector2Int gSize)
|
||||||
|
{
|
||||||
|
_tiles = new GridSpace[gSize.x, gSize.y];
|
||||||
|
}
|
||||||
|
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||||||
|
public GridSpace GetTile(int x, int y)
|
||||||
|
{
|
||||||
|
return _tiles[x, y];
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetTile(int x, int y, GridSpace gridSpace)
|
||||||
|
{
|
||||||
|
_tiles[x, y] = gridSpace;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClearTile(int x, int y)
|
||||||
|
{
|
||||||
|
_tiles[x, y] = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsTileOccupied(int x, int y)
|
||||||
|
{
|
||||||
|
return _tiles[x, y] != null;
|
||||||
|
}
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||||||
|
|
||||||
|
public bool IsTileOccupiedByInteractableItem(int x, int y)
|
||||||
|
{
|
||||||
|
return _tiles[x, y] != null && _tiles[x, y].InteractableItem != null;
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||||||
|
}
|
||||||
|
|
||||||
|
public bool IsTileOccupiedByCrop(int x, int y)
|
||||||
|
{
|
||||||
|
return _tiles[x, y] != null && _tiles[x, y].Crop != null;
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|
}
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||||||
|
}
|
||||||
|
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timeCreated: 1719406090
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||||||
|
|
@ -0,0 +1,17 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GridSpace : ScriptableObject
|
||||||
|
{
|
||||||
|
public Crop Crop { get; set; }
|
||||||
|
public List<GameItem> GameItems { get; set; }
|
||||||
|
public InteractableItem InteractableItem { get; set; }
|
||||||
|
|
||||||
|
public void Initialize(Vector2Int vector2Int)
|
||||||
|
{
|
||||||
|
Debug.Log("GridSpace Initialize");
|
||||||
|
Crop = null;
|
||||||
|
GameItems = new List<GameItem>();
|
||||||
|
InteractableItem = null;
|
||||||
|
}
|
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|
}
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timeCreated: 1719406729
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|
|
@ -1,17 +1,20 @@
|
||||||
using System.Collections.Generic;
|
using UnityEngine;
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
[CreateAssetMenu(fileName = "Map", menuName = "Game Data/Map")]
|
[CreateAssetMenu(fileName = "Map", menuName = "Game Data/Map")]
|
||||||
public class Map : ScriptableObject
|
public class Map : ScriptableObject
|
||||||
{
|
{
|
||||||
public GridManager gridManager; // The grid for this map
|
|
||||||
public string sceneName; // The name of the scene this map corresponds to
|
public string sceneName; // The name of the scene this map corresponds to
|
||||||
public Vector3 gridPosition;
|
public Vector3 gridPosition;
|
||||||
public Vector2Int gridSize;
|
public Vector2Int gridSize;
|
||||||
|
public Vector2Int playerStartPosition;
|
||||||
|
public Grid grid;
|
||||||
|
|
||||||
public void OnEnable()
|
// TODO: we will need some sort of default grid rules that we can apply to each map
|
||||||
|
// to prevent people from planting crops on the road or in the water, stuff like that.
|
||||||
|
// public GridRules gridRules;
|
||||||
|
|
||||||
|
public void Initialize()
|
||||||
{
|
{
|
||||||
gridManager.CreateGridForMap(sceneName, gridSize);
|
grid = CreateInstance<Grid>();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
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@ -4,7 +4,6 @@ using UnityEngine.UI;
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public class ItemComponent : MonoBehaviour
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public class ItemComponent : MonoBehaviour
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{
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{
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public PrefabManager prefabManager = PrefabManager.Instance;
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public ItemHandler itemHandler;
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public ItemHandler itemHandler;
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public GameItem item;
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public GameItem item;
|
||||||
|
|
@ -14,7 +13,6 @@ public class ItemComponent : MonoBehaviour
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
prefabManager = PrefabManager.Instance;
|
|
||||||
nameText = transform.Find("ItemName").GetComponent<TMP_Text>();
|
nameText = transform.Find("ItemName").GetComponent<TMP_Text>();
|
||||||
if (nameText == null) Debug.LogError("ItemName not found");
|
if (nameText == null) Debug.LogError("ItemName not found");
|
||||||
quantityText = transform.Find("qty").GetComponent<Text>();
|
quantityText = transform.Find("qty").GetComponent<Text>();
|
||||||
|
|
|
||||||
|
|
@ -8,15 +8,12 @@ public class SlotComponent : MonoBehaviour
|
||||||
{
|
{
|
||||||
public int SlotId;
|
public int SlotId;
|
||||||
public Slot.SlotType SlotType;
|
public Slot.SlotType SlotType;
|
||||||
private readonly PrefabManager prefabManager = PrefabManager.Instance;
|
|
||||||
private ItemComponent itemComponent;
|
private ItemComponent itemComponent;
|
||||||
protected GameObject itemPrefab;
|
protected GameObject itemPrefab;
|
||||||
protected PlayerManager playerManager;
|
|
||||||
protected SlotHandler slotHandler;
|
protected SlotHandler slotHandler;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
playerManager = GameObject.Find("PlayerManager").GetComponent<PlayerManager>();
|
|
||||||
// PrintHierarchy(gameObject);
|
// PrintHierarchy(gameObject);
|
||||||
|
|
||||||
slotHandler = gameObject.AddComponent<SlotHandler>();
|
slotHandler = gameObject.AddComponent<SlotHandler>();
|
||||||
|
|
@ -72,7 +69,7 @@ public class SlotComponent : MonoBehaviour
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
playerManager.SwapItems(draggedSlot.SlotType, draggedSlot.SlotId, SlotType, SlotId);
|
PlayerManager.Instance.SwapItems(draggedSlot.SlotType, draggedSlot.SlotId, SlotType, SlotId);
|
||||||
|
|
||||||
var tempItem = destinationSlot;
|
var tempItem = destinationSlot;
|
||||||
|
|
||||||
|
|
@ -94,7 +91,7 @@ public class SlotComponent : MonoBehaviour
|
||||||
if (itemPrefab == null)
|
if (itemPrefab == null)
|
||||||
// Debug.LogError("ItemPrefab not set");
|
// Debug.LogError("ItemPrefab not set");
|
||||||
// return;
|
// return;
|
||||||
itemPrefab = prefabManager.GetItemPrefab();
|
itemPrefab = PrefabManager.Instance.GetItemPrefab();
|
||||||
|
|
||||||
var newItemInstance = Instantiate(itemPrefab, transform);
|
var newItemInstance = Instantiate(itemPrefab, transform);
|
||||||
itemComponent = newItemInstance.GetComponent<ItemComponent>();
|
itemComponent = newItemInstance.GetComponent<ItemComponent>();
|
||||||
|
|
@ -174,7 +171,7 @@ public class SlotComponent : MonoBehaviour
|
||||||
|
|
||||||
public bool IsAllowedItemTypes(Slot.SlotType slotType, int slotId, GameItem.ItemType type)
|
public bool IsAllowedItemTypes(Slot.SlotType slotType, int slotId, GameItem.ItemType type)
|
||||||
{
|
{
|
||||||
var slot = playerManager.GetSlot(slotType, slotId);
|
var slot = PlayerManager.Instance.GetSlot(slotType, slotId);
|
||||||
return slot.IsAllowedItemTypes(type);
|
return slot.IsAllowedItemTypes(type);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -208,6 +205,11 @@ public class SlotComponent : MonoBehaviour
|
||||||
|
|
||||||
public void OnSlotClick()
|
public void OnSlotClick()
|
||||||
{
|
{
|
||||||
ToolbarUIController.Instance.toolbarManager.SetActiveSlot(SlotId);
|
ToolbarManager.Instance.SetActiveSlot(SlotId);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetSlotType(Slot.SlotType type)
|
||||||
|
{
|
||||||
|
SlotType = type;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -0,0 +1,108 @@
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class TileComponent : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int x;
|
||||||
|
public int y;
|
||||||
|
|
||||||
|
public bool isOccupied;
|
||||||
|
public bool isOccupiedByCrop;
|
||||||
|
public bool isOccupiedByInteractableItem;
|
||||||
|
|
||||||
|
public GridSpace gridSpace;
|
||||||
|
|
||||||
|
public TMP_Text coordinatesText;
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetTile(int x, int y)
|
||||||
|
{
|
||||||
|
this.x = x;
|
||||||
|
this.y = y;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetOccupied(bool isOccupied)
|
||||||
|
{
|
||||||
|
this.isOccupied = isOccupied;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCoordinatesText()
|
||||||
|
{
|
||||||
|
coordinatesText.text = x + "x" + y;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetOccupiedByCrop(bool isOccupiedByCrop)
|
||||||
|
{
|
||||||
|
this.isOccupiedByCrop = isOccupiedByCrop;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetOccupiedByInteractableItem(bool isOccupiedByInteractableItem)
|
||||||
|
{
|
||||||
|
this.isOccupiedByInteractableItem = isOccupiedByInteractableItem;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Initialize(GridSpace gSpace)
|
||||||
|
{
|
||||||
|
gridSpace = gSpace;
|
||||||
|
// check if tile is occupied by crop or interactable item
|
||||||
|
isOccupied = gridSpace != null;
|
||||||
|
isOccupiedByCrop = gridSpace != null && gridSpace.Crop != null;
|
||||||
|
isOccupiedByInteractableItem = gridSpace != null && gridSpace.InteractableItem != null;
|
||||||
|
SetTile(x, y);
|
||||||
|
SetCoordinatesText();
|
||||||
|
DrawTileBorder();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void Debug()
|
||||||
|
{
|
||||||
|
// add black border around tile and white border around tile
|
||||||
|
// if tile is occupied by crop or interactable item
|
||||||
|
if (isOccupied)
|
||||||
|
{
|
||||||
|
// add black border around tile
|
||||||
|
|
||||||
|
|
||||||
|
// if tile is occupied by crop
|
||||||
|
if (isOccupiedByCrop)
|
||||||
|
{
|
||||||
|
// add white border around tile
|
||||||
|
}
|
||||||
|
|
||||||
|
// if tile is occupied by interactable item
|
||||||
|
if (isOccupiedByInteractableItem)
|
||||||
|
{
|
||||||
|
// add white border around tile
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawTileBorder()
|
||||||
|
{
|
||||||
|
// Create a new GameObject for the border
|
||||||
|
var border = new GameObject("Border");
|
||||||
|
|
||||||
|
// Add a LineRenderer component to the border
|
||||||
|
var lineRenderer = border.AddComponent<LineRenderer>();
|
||||||
|
|
||||||
|
// Set the material of the LineRenderer to the gridMaterial
|
||||||
|
// lineRenderer.material = gridMaterial;
|
||||||
|
|
||||||
|
// Set the positions of the LineRenderer to form a square around the tile
|
||||||
|
lineRenderer.positionCount = 5;
|
||||||
|
lineRenderer.SetPositions(new Vector3[]
|
||||||
|
{
|
||||||
|
new(transform.position.x, transform.position.y, 0),
|
||||||
|
new(transform.position.x + GridManager.Instance.tileSize, transform.position.y, 0),
|
||||||
|
new(transform.position.x + GridManager.Instance.tileSize,
|
||||||
|
transform.position.y + GridManager.Instance.tileSize, 0),
|
||||||
|
new(transform.position.x, transform.position.y + GridManager.Instance.tileSize, 0),
|
||||||
|
new(transform.position.x, transform.position.y, 0)
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 343ab8060b8d4ae6a6f1d9d92ab768a5
|
||||||
|
timeCreated: 1719407755
|
||||||
|
|
@ -6,8 +6,6 @@ using UnityEngine;
|
||||||
public class BoxUIController : MonoBehaviour
|
public class BoxUIController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform itemParent;
|
public Transform itemParent;
|
||||||
public BoxManager boxManager;
|
|
||||||
public PrefabManager prefabManager;
|
|
||||||
|
|
||||||
private readonly Dictionary<int, GameObject> _slots = new();
|
private readonly Dictionary<int, GameObject> _slots = new();
|
||||||
|
|
||||||
|
|
@ -20,18 +18,18 @@ public class BoxUIController : MonoBehaviour
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
boxManager.OnActiveBoxChanged += UpdateUI;
|
BoxManager.Instance.OnActiveBoxChanged += UpdateUI;
|
||||||
|
|
||||||
// Delete existing children if any.
|
// Delete existing children if any.
|
||||||
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
||||||
|
|
||||||
if (boxManager.ActiveBox == null)
|
if (BoxManager.Instance.ActiveBox == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (boxManager.ActiveBox.Slots.Count == 0)
|
if (BoxManager.Instance.ActiveBox.Slots.Count == 0)
|
||||||
boxManager.Initialize();
|
BoxManager.Instance.Initialize();
|
||||||
|
|
||||||
UpdateUI(boxManager.ActiveBox);
|
UpdateUI(BoxManager.Instance.ActiveBox);
|
||||||
|
|
||||||
Debug.Log("Finished adding items to toolbar slots");
|
Debug.Log("Finished adding items to toolbar slots");
|
||||||
}
|
}
|
||||||
|
|
@ -50,7 +48,7 @@ public class BoxUIController : MonoBehaviour
|
||||||
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
||||||
|
|
||||||
// Get values from inventory and redraw the inventory slots based on that.
|
// Get values from inventory and redraw the inventory slots based on that.
|
||||||
var slotPrefab = prefabManager.GetSlotPrefab();
|
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
|
||||||
// var itemPrefab = prefabManager.GetItemPrefab();
|
// var itemPrefab = prefabManager.GetItemPrefab();
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -7,8 +7,6 @@ using UnityEngine;
|
||||||
public class EquipmentUIController : MonoBehaviour
|
public class EquipmentUIController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform itemParent;
|
public Transform itemParent;
|
||||||
public EquipmentManager equipmentManager;
|
|
||||||
public PrefabManager prefabManager;
|
|
||||||
|
|
||||||
private readonly Dictionary<int, GameObject> _slots = new();
|
private readonly Dictionary<int, GameObject> _slots = new();
|
||||||
|
|
||||||
|
|
@ -24,14 +22,14 @@ public class EquipmentUIController : MonoBehaviour
|
||||||
// Delete existing children if any.
|
// Delete existing children if any.
|
||||||
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
||||||
|
|
||||||
if (equipmentManager.Slots.Count == 0)
|
if (EquipmentManager.Instance.Slots.Count == 0)
|
||||||
equipmentManager.Initialize(PlayerManager.Instance.playerData);
|
EquipmentManager.Instance.Initialize(PlayerManager.Instance.playerData);
|
||||||
|
|
||||||
var slotPrefab = prefabManager.GetSlotPrefab();
|
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
|
||||||
// var itemPrefab = prefabManager.GetItemPrefab();
|
// var itemPrefab = prefabManager.GetItemPrefab();
|
||||||
|
|
||||||
|
|
||||||
foreach (var slot in equipmentManager.Slots)
|
foreach (var slot in EquipmentManager.Instance.Slots)
|
||||||
{
|
{
|
||||||
// Draw slots to screen
|
// Draw slots to screen
|
||||||
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
||||||
|
|
|
||||||
|
|
@ -10,9 +10,7 @@ public class HotkeyUIController : MonoBehaviour
|
||||||
public static HotkeyUIController Instance;
|
public static HotkeyUIController Instance;
|
||||||
|
|
||||||
|
|
||||||
public GameObject hotkeyEntryPrefab; // Assign the HotkeyEntry prefab
|
|
||||||
public Transform hotkeyListContainer; // Assign the Content transform of ScrollView
|
public Transform hotkeyListContainer; // Assign the Content transform of ScrollView
|
||||||
public HotkeyManager hotkeyManager;
|
|
||||||
|
|
||||||
private readonly Dictionary<string, GameObject> hotkeyEntries = new();
|
private readonly Dictionary<string, GameObject> hotkeyEntries = new();
|
||||||
|
|
||||||
|
|
@ -48,11 +46,13 @@ public class HotkeyUIController : MonoBehaviour
|
||||||
public void PopulateHotkeyList()
|
public void PopulateHotkeyList()
|
||||||
{
|
{
|
||||||
Debug.Log("Getting all hot keys");
|
Debug.Log("Getting all hot keys");
|
||||||
var hotkeys = hotkeyManager.GetAllHotkeys();
|
var hotkeys = HotkeyManager.Instance.GetAllHotkeys();
|
||||||
|
|
||||||
Debug.Log("Clearing Children");
|
Debug.Log("Clearing Children");
|
||||||
ClearChildren(hotkeyListContainer);
|
ClearChildren(hotkeyListContainer);
|
||||||
|
|
||||||
|
var hotkeyEntryPrefab = PrefabManager.Instance.GetHotkeyEntryPrefab();
|
||||||
|
|
||||||
|
|
||||||
foreach (var hotkey in hotkeys)
|
foreach (var hotkey in hotkeys)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -7,8 +7,6 @@ using UnityEngine;
|
||||||
public class InventoryUIController : MonoBehaviour
|
public class InventoryUIController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Transform itemParent;
|
public Transform itemParent;
|
||||||
public InventoryManager inventoryManager;
|
|
||||||
public PrefabManager prefabManager;
|
|
||||||
|
|
||||||
private readonly Dictionary<int, GameObject> _slots = new();
|
private readonly Dictionary<int, GameObject> _slots = new();
|
||||||
|
|
||||||
|
|
@ -24,14 +22,14 @@ public class InventoryUIController : MonoBehaviour
|
||||||
// Delete existing children if any.
|
// Delete existing children if any.
|
||||||
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
||||||
|
|
||||||
if (inventoryManager.Slots.Count == 0)
|
if (InventoryManager.Instance.Slots.Count == 0)
|
||||||
inventoryManager.Initialize(PlayerManager.Instance.playerData);
|
InventoryManager.Instance.Initialize(PlayerManager.Instance.playerData);
|
||||||
|
|
||||||
var slotPrefab = prefabManager.GetSlotPrefab();
|
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
|
||||||
var itemPrefab = prefabManager.GetItemPrefab();
|
var itemPrefab = PrefabManager.Instance.GetItemPrefab();
|
||||||
|
|
||||||
|
|
||||||
foreach (var inventorySlot in inventoryManager.Slots)
|
foreach (var inventorySlot in InventoryManager.Instance.Slots)
|
||||||
{
|
{
|
||||||
// Draw slots to screen
|
// Draw slots to screen
|
||||||
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
||||||
|
|
|
||||||
|
|
@ -9,8 +9,6 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public static ToolbarUIController Instance;
|
public static ToolbarUIController Instance;
|
||||||
public Transform itemParent;
|
public Transform itemParent;
|
||||||
public ToolbarManager toolbarManager;
|
|
||||||
public PrefabManager prefabManager;
|
|
||||||
|
|
||||||
private readonly Dictionary<int, SlotComponent> _slots = new();
|
private readonly Dictionary<int, SlotComponent> _slots = new();
|
||||||
|
|
||||||
|
|
@ -36,10 +34,10 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
// Delete existing children if any.
|
// Delete existing children if any.
|
||||||
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
foreach (Transform child in itemParent) Destroy(child.gameObject);
|
||||||
|
|
||||||
if (toolbarManager.Slots.Count == 0)
|
if (ToolbarManager.Instance.Slots.Count == 0)
|
||||||
toolbarManager.Initialize(PlayerManager.Instance.playerData);
|
ToolbarManager.Instance.Initialize(PlayerManager.Instance.playerData);
|
||||||
|
|
||||||
toolbarManager.OnActiveSlotChanged += UpdateActiveSlot;
|
ToolbarManager.Instance.OnActiveSlotChanged += UpdateActiveSlot;
|
||||||
|
|
||||||
var updateUI = UpdateUI();
|
var updateUI = UpdateUI();
|
||||||
|
|
||||||
|
|
@ -67,7 +65,7 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
}
|
}
|
||||||
|
|
||||||
// set active slot to active
|
// set active slot to active
|
||||||
var activeSlot = toolbarManager.ActiveSlot.slotId;
|
var activeSlot = ToolbarManager.Instance.ActiveSlot.slotId;
|
||||||
var activeSlotComponent = _slots[activeSlot];
|
var activeSlotComponent = _slots[activeSlot];
|
||||||
|
|
||||||
activeSlotComponent.SetSlotActive(true);
|
activeSlotComponent.SetSlotActive(true);
|
||||||
|
|
@ -84,7 +82,8 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
|
|
||||||
public void OnSlotClicked(int slotId)
|
public void OnSlotClicked(int slotId)
|
||||||
{
|
{
|
||||||
toolbarManager.SetActiveSlot(slotId);
|
ToolbarManager.Instance.SetActiveSlot(slotId);
|
||||||
|
Debug.Log("Slot clicked: " + slotId + " / Set Active");
|
||||||
UpdateActiveSlot();
|
UpdateActiveSlot();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -99,10 +98,10 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
yield return null;
|
yield return null;
|
||||||
|
|
||||||
// Get values from inventory and redraw the inventory slots based on that.
|
// Get values from inventory and redraw the inventory slots based on that.
|
||||||
var slotPrefab = prefabManager.GetSlotPrefab();
|
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
|
||||||
|
|
||||||
|
|
||||||
foreach (var toolbarSlot in toolbarManager.Slots)
|
foreach (var toolbarSlot in ToolbarManager.Instance.Slots)
|
||||||
{
|
{
|
||||||
// Draw slots to screen
|
// Draw slots to screen
|
||||||
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
var slotDisplay = Instantiate(slotPrefab, itemParent);
|
||||||
|
|
@ -112,7 +111,6 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
var i = toolbarSlot.Key;
|
var i = toolbarSlot.Key;
|
||||||
|
|
||||||
var slotComponent = slotDisplay.GetComponent<SlotComponent>();
|
var slotComponent = slotDisplay.GetComponent<SlotComponent>();
|
||||||
|
|
||||||
var slotHandler = slotDisplay.GetComponent<SlotHandler>();
|
var slotHandler = slotDisplay.GetComponent<SlotHandler>();
|
||||||
slotHandler.OnSlotClicked.AddListener(() => OnSlotClicked(i));
|
slotHandler.OnSlotClicked.AddListener(() => OnSlotClicked(i));
|
||||||
Debug.Log("Added slot handler to slot: " + i);
|
Debug.Log("Added slot handler to slot: " + i);
|
||||||
|
|
@ -120,6 +118,9 @@ public class ToolbarUIController : MonoBehaviour
|
||||||
|
|
||||||
// Add prefab to slot
|
// Add prefab to slot
|
||||||
slotComponent.SetSlotDetails(toolbarSlot.Value);
|
slotComponent.SetSlotDetails(toolbarSlot.Value);
|
||||||
|
slotComponent.SetSlotActive(false);
|
||||||
|
slotComponent.SetSlotType(Slot.SlotType.Toolbar);
|
||||||
|
slotComponent.SetSlotId(i);
|
||||||
|
|
||||||
_slots.Add(i, slotComponent);
|
_slots.Add(i, slotComponent);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -24,7 +24,7 @@ public class ItemHandler : MonoBehaviour, IPointerDownHandler, IBeginDragHandler
|
||||||
if (_canvasGroup == null) _canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
if (_canvasGroup == null) _canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||||||
|
|
||||||
if (canvas == null) canvas = GameObject.Find("UICanvas").GetComponent<Canvas>();
|
if (canvas == null) canvas = GameObject.Find("UICanvas").GetComponent<Canvas>();
|
||||||
_dragLayerCanvas = GameObject.Find("DragLayerCanvas").GetComponent<Canvas>();
|
// _dragLayerCanvas = GameObject.Find("DragLayerCanvas").GetComponent<Canvas>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -2,21 +2,20 @@
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
using UnityEngine.EventSystems;
|
using UnityEngine.EventSystems;
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler
|
||||||
{
|
{
|
||||||
public PlayerManager playerManager;
|
|
||||||
|
|
||||||
[FormerlySerializedAs("onSlotClicked")]
|
|
||||||
public UnityEvent OnSlotClicked = new();
|
public UnityEvent OnSlotClicked = new();
|
||||||
|
private bool _isPointerDown;
|
||||||
|
|
||||||
|
|
||||||
|
private float _pointerDownTimer;
|
||||||
|
|
||||||
private SlotComponent _slotComponent;
|
private SlotComponent _slotComponent;
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
playerManager = GameObject.Find("PlayerManager").GetComponent<PlayerManager>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
|
|
@ -25,6 +24,12 @@ public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
||||||
OnSlotClicked = new UnityEvent();
|
OnSlotClicked = new UnityEvent();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
if (_isPointerDown) _pointerDownTimer += Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public void OnDrop(PointerEventData eventData)
|
public void OnDrop(PointerEventData eventData)
|
||||||
{
|
{
|
||||||
Debug.Log("Dropped on internal slot: " + _slotComponent.GetSlotId());
|
Debug.Log("Dropped on internal slot: " + _slotComponent.GetSlotId());
|
||||||
|
|
@ -33,7 +38,8 @@ public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
||||||
var sourceSlot = eventData.pointerDrag.GetComponentInParent<SlotComponent>();
|
var sourceSlot = eventData.pointerDrag.GetComponentInParent<SlotComponent>();
|
||||||
var sourceSlotItem = sourceSlot.GetItemComponent();
|
var sourceSlotItem = sourceSlot.GetItemComponent();
|
||||||
|
|
||||||
var destinationSlotData = playerManager.GetSlot(_slotComponent.GetSlotType(), _slotComponent.GetSlotId());
|
var destinationSlotData =
|
||||||
|
PlayerManager.Instance.GetSlot(_slotComponent.GetSlotType(), _slotComponent.GetSlotId());
|
||||||
|
|
||||||
var destinationItem = _slotComponent.GetItemComponent();
|
var destinationItem = _slotComponent.GetItemComponent();
|
||||||
|
|
||||||
|
|
@ -75,7 +81,8 @@ public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
||||||
|
|
||||||
// dragged To (this)
|
// dragged To (this)
|
||||||
|
|
||||||
playerManager.SwapItems(_slotComponent.GetSlotType(), _slotComponent.GetSlotId(), sourceSlot.GetSlotType(),
|
PlayerManager.Instance.SwapItems(_slotComponent.GetSlotType(), _slotComponent.GetSlotId(),
|
||||||
|
sourceSlot.GetSlotType(),
|
||||||
sourceSlot.GetSlotId());
|
sourceSlot.GetSlotId());
|
||||||
|
|
||||||
// If the destination slot is empty, assign the dragged item to it
|
// If the destination slot is empty, assign the dragged item to it
|
||||||
|
|
@ -104,16 +111,30 @@ public class SlotHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public void OnPointerClick(PointerEventData eventData)
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
{
|
{
|
||||||
TriggerOnClick();
|
TriggerOnClick();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void OnPointerDown(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
_isPointerDown = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerUp(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (_isPointerDown && _pointerDownTimer < 0.2f) TriggerOnClick();
|
||||||
|
_isPointerDown = false;
|
||||||
|
_pointerDownTimer = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
// onClick handler
|
// onClick handler
|
||||||
public void TriggerOnClick()
|
public void TriggerOnClick()
|
||||||
{
|
{
|
||||||
OnSlotClicked.Invoke();
|
OnSlotClicked.Invoke();
|
||||||
Debug.Log("Clicked on slot: " + _slotComponent.GetSlotId());
|
Debug.Log("Clicked on slot: " + _slotComponent.GetSlotId());
|
||||||
|
//TODO: pass the click through to allow us to drag the item
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetSlotComponent(SlotComponent slotComponent)
|
public void SetSlotComponent(SlotComponent slotComponent)
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,21 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
|
||||||
|
public class TileHandler : MonoBehaviour, IDropHandler, IPointerClickHandler
|
||||||
|
{
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDrop(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bbcbd421c01e452f9c1b7e83b9a2bfc0
|
||||||
|
timeCreated: 1719408387
|
||||||
|
|
@ -6,42 +6,74 @@ public class InteractableItem
|
||||||
// Properties and methods for interactable items like rocks and trees
|
// Properties and methods for interactable items like rocks and trees
|
||||||
}
|
}
|
||||||
|
|
||||||
public class GridSpace
|
|
||||||
{
|
|
||||||
public Crop Crop { get; set; }
|
|
||||||
public GameItem GameItem { get; set; }
|
|
||||||
public InteractableItem InteractableItem { get; set; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public class GridManager : MonoBehaviour
|
public class GridManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public int tileSize = 32;
|
public int tileSize = 32;
|
||||||
private readonly Dictionary<string, GridSpace[,]> grids = new();
|
private readonly Dictionary<string, Grid> _grids = new();
|
||||||
|
|
||||||
public static GridManager Instance { get; private set; }
|
public static GridManager Instance { get; private set; }
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
if (Instance == null)
|
if (Instance == null)
|
||||||
|
{
|
||||||
Instance = this;
|
Instance = this;
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
else
|
else
|
||||||
|
{
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CreateGridForMap(string mapName, Vector2Int gridSize)
|
|
||||||
{
|
|
||||||
grids[mapName] = new GridSpace[gridSize.x, gridSize.y];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public GridSpace[,] GetGridForMap(Map map)
|
public Grid CreateGridForMap(string mapName, Vector2Int gridSize)
|
||||||
{
|
{
|
||||||
if (grids.TryGetValue(map.sceneName, out var grid)) return grid;
|
_grids[mapName] = ScriptableObject.CreateInstance<Grid>();
|
||||||
|
_grids[mapName].Initialize(gridSize);
|
||||||
|
Debug.Log("New Grid created for map: " + mapName);
|
||||||
|
return _grids[mapName];
|
||||||
|
}
|
||||||
|
|
||||||
|
public Grid GetGridForMap(Map map)
|
||||||
|
{
|
||||||
|
if (_grids.TryGetValue(map.sceneName, out var grid)) return grid;
|
||||||
|
|
||||||
Debug.LogError($"No grid found for map {map.sceneName}");
|
Debug.LogError($"No grid found for map {map.sceneName}");
|
||||||
// create a new grid with default size
|
// create a new grid with default size
|
||||||
CreateGridForMap(map.sceneName, map.gridSize);
|
return CreateGridForMap(map.sceneName, map.gridSize);
|
||||||
return grids[map.sceneName];
|
}
|
||||||
|
|
||||||
|
public void AssignGridToMap(Map map, Grid grid)
|
||||||
|
{
|
||||||
|
// Load the grid for the map
|
||||||
|
Debug.Log("Loading grid for map: " + map.sceneName);
|
||||||
|
_grids[map.sceneName] = grid;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update your other methods to take a mapName parameter and operate on the correct grid
|
// Update your other methods to take a mapName parameter and operate on the correct grid
|
||||||
|
public void LoadGrid(string currentMapSceneName)
|
||||||
|
{
|
||||||
|
Debug.Log("Loading grid: " + currentMapSceneName);
|
||||||
|
|
||||||
|
if (_grids.TryGetValue(currentMapSceneName, out var grid))
|
||||||
|
{
|
||||||
|
Debug.Log("Grid found for map: " + currentMapSceneName);
|
||||||
|
|
||||||
|
// Load the grid by looping through the grid's tiles
|
||||||
|
for (var x = 0; x < grid.size.x; x++)
|
||||||
|
for (var y = 0; y < grid.size.y; y++)
|
||||||
|
{
|
||||||
|
// Load the tile at position (x, y)
|
||||||
|
Debug.Log("Loading tile at position: " + x + ", " + y);
|
||||||
|
var tile = ScriptableObject.CreateInstance<GridSpace>();
|
||||||
|
tile.Initialize(new Vector2Int(x, y));
|
||||||
|
grid.SetTile(x, y, tile);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("No grid found for map: " + currentMapSceneName);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -16,10 +16,15 @@ public class HotkeyManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Implement singleton pattern
|
// Implement singleton pattern
|
||||||
if (Instance == null)
|
if (Instance == null)
|
||||||
|
{
|
||||||
Instance = this;
|
Instance = this;
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -111,41 +111,40 @@ public class BoxManager : MonoBehaviour, IItemManager<Slot>
|
||||||
|
|
||||||
public void Initialize()
|
public void Initialize()
|
||||||
{
|
{
|
||||||
var testBoxCount = 5;
|
// var testBoxCount = 5;
|
||||||
|
//
|
||||||
for (var i = 0; i < testBoxCount; i++)
|
// for (var i = 0; i < testBoxCount; i++)
|
||||||
{
|
// {
|
||||||
var box = ScriptableObject.CreateInstance<Box>();
|
// var box = ScriptableObject.CreateInstance<Box>();
|
||||||
box.boxId = i;
|
// box.boxId = i;
|
||||||
Boxes[i] = box;
|
// Boxes[i] = box;
|
||||||
|
//
|
||||||
// box created
|
// // box created
|
||||||
Debug.Log("Created box: " + i);
|
// Debug.Log("Created box: " + i);
|
||||||
|
//
|
||||||
// add 30 slots to each box
|
// // add 30 slots to each box
|
||||||
for (var j = 0; j < 30; j++)
|
// for (var j = 0; j < 30; j++)
|
||||||
{
|
// {
|
||||||
var slot = ScriptableObject.CreateInstance<Slot>();
|
// var slot = ScriptableObject.CreateInstance<Slot>();
|
||||||
Debug.LogWarning("Added slots to box: " + j + " / 30 slots added");
|
// Debug.LogWarning("Added slots to box: " + j + " / 30 slots added");
|
||||||
slot.slotId = j;
|
// slot.slotId = j;
|
||||||
slot.slotType = Slot.SlotType.Box;
|
// slot.slotType = Slot.SlotType.Box;
|
||||||
slot.item = null;
|
// slot.item = null;
|
||||||
box.AddSlot(slot);
|
// box.AddSlot(slot);
|
||||||
}
|
// }
|
||||||
|
//
|
||||||
|
//
|
||||||
SetActiveBox(i);
|
// SetActiveBox(i);
|
||||||
// add random inventory to box
|
// // add random inventory to box
|
||||||
for (var j = 0; j < 10; j++)
|
// for (var j = 0; j < 10; j++)
|
||||||
{
|
// {
|
||||||
var item = GameItemManager.Instance.gameItems[
|
// var item = GameItemManager.Instance.gameItems[
|
||||||
Random.Range(0, GameItemManager.Instance.gameItems.Count - 1)];
|
// Random.Range(0, GameItemManager.Instance.gameItems.Count - 1)];
|
||||||
|
//
|
||||||
|
//
|
||||||
box.AddItemToOpenSlot(item);
|
// box.AddItemToOpenSlot(item);
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
|
||||||
|
|
||||||
Debug.Log("Completed Initialized items in BoxManager");
|
Debug.Log("Completed Initialized items in BoxManager");
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -5,7 +5,7 @@ using UnityEngine.SceneManagement;
|
||||||
public class MapManager : MonoBehaviour
|
public class MapManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Map currentMap;
|
public Map currentMap;
|
||||||
public Dictionary<string, Map> maps;
|
private Dictionary<string, Map> _maps;
|
||||||
public static MapManager Instance { get; private set; }
|
public static MapManager Instance { get; private set; }
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
|
|
@ -24,33 +24,50 @@ public class MapManager : MonoBehaviour
|
||||||
|
|
||||||
public void LoadMap(Map newMap)
|
public void LoadMap(Map newMap)
|
||||||
{
|
{
|
||||||
|
Debug.Log("Loading map: " + newMap.name);
|
||||||
// Unload the current map, if any
|
// Unload the current map, if any
|
||||||
if (currentMap != null) UnloadMap(currentMap);
|
if (currentMap != null) UnloadMap(currentMap);
|
||||||
|
|
||||||
// Load the new map
|
// Load the new map
|
||||||
currentMap = newMap;
|
currentMap = newMap;
|
||||||
|
|
||||||
|
// load grid
|
||||||
|
var grid = GetGridForMap(currentMap);
|
||||||
|
GridManager.Instance.AssignGridToMap(currentMap, grid);
|
||||||
|
GridManager.Instance.LoadGrid(currentMap.sceneName);
|
||||||
SceneManager.LoadScene(currentMap.sceneName);
|
SceneManager.LoadScene(currentMap.sceneName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Grid GetGridForMap(Map map)
|
||||||
|
{
|
||||||
|
// Get the grid for the map
|
||||||
|
Debug.Log("Getting grid for map: " + map.name);
|
||||||
|
return GridManager.Instance.GetGridForMap(map);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Grid GetGridForCurrentMap()
|
||||||
|
{
|
||||||
|
// Get the grid for the current map
|
||||||
|
return GridManager.Instance.GetGridForMap(currentMap);
|
||||||
|
}
|
||||||
|
|
||||||
public void UnloadMap(Map map)
|
public void UnloadMap(Map map)
|
||||||
{
|
{
|
||||||
// Clean up the map (e.g., destroy all items and crops)
|
// Clean up the map (e.g., destroy all items and crops)
|
||||||
// map.Clear();
|
Debug.Log("TODO: Unloading map: " + map.name);
|
||||||
// Destroy(map);
|
|
||||||
Debug.Log("Unloading map: " + map.name);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddMap(Map map)
|
public void AddMap(Map map)
|
||||||
{
|
{
|
||||||
if (maps == null) maps = new Dictionary<string, Map>();
|
if (_maps == null) _maps = new Dictionary<string, Map>();
|
||||||
|
|
||||||
maps.Add(map.name, map);
|
_maps.Add(map.name, map);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GetMap(string mapName)
|
public void GetMap(string mapName)
|
||||||
{
|
{
|
||||||
Debug.Log("Getting map: " + mapName);
|
Debug.Log("Getting map: " + mapName);
|
||||||
if (maps.TryGetValue(mapName, out var map))
|
if (_maps.TryGetValue(mapName, out var map))
|
||||||
LoadMap(map);
|
LoadMap(map);
|
||||||
else
|
else
|
||||||
Debug.LogWarning("Map not found: " + mapName);
|
Debug.LogWarning("Map not found: " + mapName);
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue