79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class InteractableItem
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{
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// Properties and methods for interactable items like rocks and trees
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}
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public class GridManager : MonoBehaviour
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{
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public int tileSize = 32;
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private readonly Dictionary<string, Grid> _grids = new();
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public static GridManager Instance { get; private set; }
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public Grid CreateGridForMap(string mapName, Vector2Int gridSize)
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{
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_grids[mapName] = ScriptableObject.CreateInstance<Grid>();
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_grids[mapName].Initialize(gridSize);
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Debug.Log("New Grid created for map: " + mapName);
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return _grids[mapName];
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}
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public Grid GetGridForMap(Map map)
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{
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if (_grids.TryGetValue(map.sceneName, out var grid)) return grid;
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Debug.LogError($"No grid found for map {map.sceneName}");
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// create a new grid with default size
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return CreateGridForMap(map.sceneName, map.gridSize);
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}
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public void AssignGridToMap(Map map, Grid grid)
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{
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// Load the grid for the map
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Debug.Log("Loading grid for map: " + map.sceneName);
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_grids[map.sceneName] = grid;
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}
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// Update your other methods to take a mapName parameter and operate on the correct grid
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public void LoadGrid(string currentMapSceneName)
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{
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Debug.Log("Loading grid: " + currentMapSceneName);
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if (_grids.TryGetValue(currentMapSceneName, out var grid))
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{
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Debug.Log("Grid found for map: " + currentMapSceneName);
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// Load the grid by looping through the grid's tiles
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for (var x = 0; x < grid.size.x; x++)
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for (var y = 0; y < grid.size.y; y++)
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{
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// Load the tile at position (x, y)
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Debug.Log("Loading tile at position: " + x + ", " + y);
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var tile = ScriptableObject.CreateInstance<GridSpace>();
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tile.Initialize(new Vector2Int(x, y));
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grid.SetTile(x, y, tile);
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}
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}
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else
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{
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Debug.LogError("No grid found for map: " + currentMapSceneName);
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}
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}
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} |