conflict partially resolved
This commit is contained in:
@@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using GeoSus.Client;
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using System;
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using System.Collections;
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@@ -16,6 +16,292 @@ namespace Subsystems
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Running,
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Failed
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}
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/// <summary>
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/// Position source backend. Selectable at runtime via the GPS overlay
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/// "Source" button so the user can recover when one path misbehaves on
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/// their phone:
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/// Auto - JNI: subscribe to gps + network, pick most recent fix.
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/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
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/// fixes don't drown out the slower-but-precise gps fix).
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/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
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/// Useful indoors when no satellite lock is possible.
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/// UnityInput - Unity's Input.location wrapper. Verified to hang on
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/// Mi 9T / A20e (which is why JNI exists), but works on
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/// newer Android where the JNI streaming-callbacks path
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/// silently doesn't fire (MIUI/HyperOS battery saver,
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/// approximate-vs-precise permission split, minDistance
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/// gating on stationary phones).
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/// EditorWasd - WASD-driven simulated position. Available regardless
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/// of testMode flag so desktop builds and editor sessions
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/// can navigate the map without real GPS.
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/// </summary>
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public enum PositionSource
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{
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Auto,
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GpsOnly,
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NetworkOnly,
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UnityInput,
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EditorWasd,
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}
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#if UNITY_ANDROID && !UNITY_EDITOR
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/// <summary>
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/// Bridges android.location.LocationListener to managed code. The method
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/// names here must match Java's LocationListener interface exactly so
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/// AndroidJavaProxy's reflection dispatcher can find them.
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/// </summary>
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internal class AndroidLocationProxy : AndroidJavaProxy
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{
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public AndroidLocationProvider Owner { get; set; }
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public AndroidLocationProxy() : base("android.location.LocationListener") { }
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// Called by Android each time a new fix arrives from the registered provider.
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public void onLocationChanged(AndroidJavaObject location)
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{
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try
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{
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if (location == null) return;
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double lat = location.Call<double>("getLatitude");
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double lon = location.Call<double>("getLongitude");
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long t = location.Call<long>("getTime");
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string provider = "";
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try { provider = location.Call<string>("getProvider"); } catch { }
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// Streaming callbacks are LIVE (never cached). The cached path
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// calls UpdateLocation directly with isCached=true.
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Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
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}
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}
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// Required by the LocationListener interface even if we don't use them.
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// Missing methods cause java.lang.AbstractMethodError at runtime.
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public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
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public void onProviderEnabled(string provider) { }
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public void onProviderDisabled(string provider) { }
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}
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/// <summary>
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/// Direct wrapper around android.location.LocationManager via JNI, used as
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/// a replacement for Unity's Input.location on Android when the user picks
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/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
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/// position-source picker can rewire live without restart.
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/// </summary>
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internal class AndroidLocationProvider
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{
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private AndroidJavaObject _activity;
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private AndroidJavaObject _locationManager;
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private AndroidLocationProxy _gpsListener;
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private AndroidLocationProxy _networkListener;
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private double _lat, _lon;
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private long _lastTimeMillis;
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private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
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private bool _hasFix;
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private bool _hasLiveFix; // True once any streaming callback fired.
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private string _activeProvider = "";
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// Captured at Initialize() so the diagnostic can report
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// "GPS provider DISABLED, only network enabled" etc.
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private bool _gpsProviderEnabled;
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private bool _networkProviderEnabled;
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private bool _gpsLastKnownExists;
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private bool _networkLastKnownExists;
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private string _enabledProvidersList = "";
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// Subscription scope - set in Initialize, used in Shutdown to know
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// which listeners we registered.
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private bool _subscribedGps;
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private bool _subscribedNetwork;
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public bool HasFix => _hasFix;
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public bool HasLiveFix => _hasLiveFix;
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public long LastLiveTimeMillis => _lastLiveTimeMillis;
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public long LastTimeMillis => _lastTimeMillis;
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public double Lat => _lat;
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public double Lon => _lon;
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public string ActiveProvider => _activeProvider;
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public bool GpsProviderEnabled => _gpsProviderEnabled;
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public bool NetworkProviderEnabled => _networkProviderEnabled;
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public bool GpsLastKnownExists => _gpsLastKnownExists;
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public bool NetworkLastKnownExists => _networkLastKnownExists;
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public string EnabledProvidersList => _enabledProvidersList;
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public bool SubscribedGps => _subscribedGps;
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public bool SubscribedNetwork => _subscribedNetwork;
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public bool Initialize(out string error, bool useGps, bool useNetwork)
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{
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error = "";
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try
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{
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using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
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{
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_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
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}
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if (_activity == null) { error = "no current activity"; return false; }
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_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
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if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
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// Capture provider enable state up front so the diagnostic
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// can distinguish "provider disabled at OS level" from
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// "provider enabled but produced no fix yet".
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_gpsProviderEnabled = SafeIsProviderEnabled("gps");
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_networkProviderEnabled = SafeIsProviderEnabled("network");
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_enabledProvidersList = SafeGetEnabledProviders();
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Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
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// Try cached last-known fixes from the providers we're about
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// to subscribe to. If the OS already knows where we are
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// (e.g. from another app that recently used GPS), we get a
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// fix at zero cost and zero wait time. Tagged isCached so
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// the diagnostic can mark them and we know we still need
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// to wait for a streaming callback.
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if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
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if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
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_subscribedGps = useGps;
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_subscribedNetwork = useNetwork;
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if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
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if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
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// requestLocationUpdates must be called on a thread with a
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// Looper. Use the Activity's UI thread, which always has one.
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// minTime=1000ms, minDistance=0f - we want updates on every
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// fix the OS produces. Previously this was 1f which gated
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// out updates from a stationary phone (MIUI/newer Android
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// are stricter about this and that's the suspected cause of
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// "via gps (cached)" sticking forever).
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_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
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{
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if (useGps)
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{
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try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
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catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
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}
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if (useNetwork)
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{
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try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
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catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
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}
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}));
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return true;
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}
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catch (Exception ex)
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{
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error = "JNI init exception: " + ex.Message;
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return false;
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}
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}
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void TryLastKnown(string provider, out bool nonNullReturned)
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{
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nonNullReturned = false;
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try
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{
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var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
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if (loc != null)
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{
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nonNullReturned = true;
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double lat = loc.Call<double>("getLatitude");
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double lon = loc.Call<double>("getLongitude");
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long t = loc.Call<long>("getTime");
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UpdateLocation(lat, lon, t, provider, isCached: true);
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
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}
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}
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bool SafeIsProviderEnabled(string provider)
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{
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try
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{
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return _locationManager.Call<bool>("isProviderEnabled", provider);
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
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return false;
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}
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}
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// Build a comma-separated list of currently-enabled providers via
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// LocationManager.getProviders(true). We iterate the returned
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// java.util.List by index because AndroidJavaObject does not
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// implement IEnumerable.
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string SafeGetEnabledProviders()
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{
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try
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{
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var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
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if (list == null) return "";
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int size = list.Call<int>("size");
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var parts = new System.Text.StringBuilder();
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for (int i = 0; i < size; i++)
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{
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var name = list.Call<string>("get", i);
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if (i > 0) parts.Append(",");
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parts.Append(name);
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}
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return parts.ToString();
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
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return "";
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}
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}
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public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
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{
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// Ignore older fixes if a newer one is already in hand. This lets
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// both gps + network listeners feed us without ping-ponging
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// between stale and fresh data.
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if (timeMillis < _lastTimeMillis) return;
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_lat = lat;
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_lon = lon;
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_lastTimeMillis = timeMillis;
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// Active-provider name carries cached/live state in the diagnostic
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// banner so the user can see at a glance whether streaming has
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// kicked in or we're still on the initial cached snapshot.
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_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
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_hasFix = true;
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if (!isCached)
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{
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_hasLiveFix = true;
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_lastLiveTimeMillis = timeMillis;
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}
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}
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public void Shutdown()
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{
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try
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{
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if (_locationManager != null)
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{
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if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
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if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
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}
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}
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catch (Exception ex)
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{
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Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
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}
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_gpsListener = null;
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_networkListener = null;
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_locationManager = null;
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_activity = null;
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}
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}
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#endif
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public static class PositonExtensions
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{
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public static Position ToLocal(this Position position, Position center)
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@@ -51,34 +337,283 @@ namespace Subsystems
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private GameObject _player;
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private bool _testMode;
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// PlayerPrefs key for the user's chosen position source. Persists
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// across app restarts so a user who flipped to UnityInput because
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// their phone hated the JNI path doesn't have to flip again every
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// launch.
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private const string PrefsSourceKey = "PositionSource_v1";
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private PositionSource _currentSource = PositionSource.Auto;
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// When the multi-client editor test mode picks a non-host bot as
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// active, we need the host's WASD path to NOT also move. Set true
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// by GameManager when active slot != 0.
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public bool SuppressWasd = false;
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private GPSState _GPSState = GPSState.Uninitialized;
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private float _speed = 0.00001f;
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private Position _mapCenter;
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private CoroutineHost _coroutineHost = new CoroutineHost();
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private CoroutineHost _coroutineHost;
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private int _gpsRetryCount = 0;
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private const int _maxGpsRetries = 5;
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private float _lastPositionSendTime;
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private const float _positionKeepAliveSeconds = 1.0f;
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// Diagnostic state. We capture *why* GPS init failed so the UI can
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// surface it to the user without requiring logcat. Older Android
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// phones (Mi 9T, A20e) hit silent failure modes that are impossible
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// to distinguish from "still warming up" without this.
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private string _lastGpsError = "";
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private float _gpsInitStartTime = -1f;
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// Bump from the original 20s. Cold-start GPS on older Android can
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// easily exceed 20s indoors or under cloud cover - by the time the
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// user notices nothing is happening, we've already given up.
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private const int _gpsInitTimeoutSeconds = 60;
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#if UNITY_ANDROID && !UNITY_EDITOR
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// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
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// UnityInput uses Input.location instead and leaves this null.
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private AndroidLocationProvider _androidProvider;
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#endif
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/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
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public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
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/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
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public string GpsStateName => _GPSState.ToString();
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/// <summary>Last GPS error reason captured during init (empty if none).</summary>
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public string LastGpsError => _lastGpsError ?? "";
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/// <summary>Retry count out of max (debug/diagnostic).</summary>
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public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
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/// <summary>Currently selected position source (for UI cycle button).</summary>
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public PositionSource CurrentSource => _currentSource;
|
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/// <summary>Display name for the current source (for UI label).</summary>
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public string CurrentSourceName
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{
|
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get
|
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{
|
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switch (_currentSource)
|
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{
|
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case PositionSource.Auto: return "Auto (GPS+Net)";
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case PositionSource.GpsOnly: return "GPS only";
|
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case PositionSource.NetworkOnly: return "Network only";
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case PositionSource.UnityInput: return "Unity Input";
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case PositionSource.EditorWasd: return "WASD";
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default: return _currentSource.ToString();
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}
|
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}
|
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}
|
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|
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/// <summary>
|
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/// Human-readable one-line GPS status for on-screen overlay. Designed
|
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/// to be visible without ADB so users can self-diagnose permission
|
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/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
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/// </summary>
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public string GpsDiagnostic
|
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{
|
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get
|
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{
|
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if (_currentSource == PositionSource.EditorWasd)
|
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{
|
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if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
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return "WASD: waiting for map center";
|
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return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
|
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}
|
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|
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switch (_GPSState)
|
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{
|
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case GPSState.Uninitialized:
|
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return "Uninitialized (will start on first lobby action)";
|
||||
case GPSState.Initializing:
|
||||
{
|
||||
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
|
||||
string providers = "";
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
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if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
|
||||
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
|
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#endif
|
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return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
|
||||
}
|
||||
case GPSState.Running:
|
||||
{
|
||||
string suffix = "";
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
string p = _androidProvider.ActiveProvider;
|
||||
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
|
||||
// Show how stale the most recent fix is (ms-level
|
||||
// resolution) so "stuck on cached" is obvious at
|
||||
// a glance: "via gps (cached) [no live, 47s old]".
|
||||
if (!_androidProvider.HasLiveFix)
|
||||
{
|
||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||
long ageMs = now - _androidProvider.LastTimeMillis;
|
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if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
|
||||
suffix += $" [no live, {ageMs / 1000}s old]";
|
||||
else
|
||||
suffix += " [no live]";
|
||||
}
|
||||
else
|
||||
{
|
||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||
long ageMs = now - _androidProvider.LastLiveTimeMillis;
|
||||
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
||||
return "Running but no fix yet (waiting for satellites)" + suffix;
|
||||
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
|
||||
}
|
||||
case GPSState.Failed:
|
||||
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
|
||||
default:
|
||||
return "?";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_player = player;
|
||||
_testMode = testMode;
|
||||
// CoroutineHost needs a MonoBehaviour on a real GameObject
|
||||
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
|
||||
UnityEngine.Object.DontDestroyOnLoad(hostGO);
|
||||
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
||||
|
||||
// Restore the user's last picked source. Default depends on
|
||||
// platform: editor defaults to EditorWasd (no GPS hardware in
|
||||
// editor anyway); device defaults to Auto.
|
||||
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
|
||||
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
|
||||
{
|
||||
_currentSource = parsed;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
_currentSource = PositionSource.EditorWasd;
|
||||
#else
|
||||
_currentSource = PositionSource.Auto;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Legacy testMode flag forces EditorWasd. New code paths should
|
||||
// use SwitchPositionSource(EditorWasd) instead, but we keep the
|
||||
// old behavior for backward compatibility with the inspector flag.
|
||||
if (_testMode) _currentSource = PositionSource.EditorWasd;
|
||||
}
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
||||
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetPlayerObject(GameObject player) { _player = player; }
|
||||
|
||||
/// <summary>
|
||||
/// Switch the active position source backend live. Tears down the
|
||||
/// current backend's listeners (JNI proxies, Input.location), resets
|
||||
/// the state machine, and kicks off init for the new source. Persists
|
||||
/// the choice to PlayerPrefs.
|
||||
/// </summary>
|
||||
public void SwitchPositionSource(PositionSource newSource)
|
||||
{
|
||||
if (_currentSource == newSource) return;
|
||||
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
|
||||
|
||||
// Tear down whatever's running.
|
||||
ShutdownCurrentBackend();
|
||||
|
||||
_currentSource = newSource;
|
||||
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
|
||||
PlayerPrefs.Save();
|
||||
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
_gpsRetryCount = 0;
|
||||
_lastGpsError = "";
|
||||
_gpsInitStartTime = -1f;
|
||||
// Don't clear _currentPosition - the user has presumably been
|
||||
// playing somewhere. Map markers/avatar position can stay until
|
||||
// the next fix arrives from the new source.
|
||||
|
||||
EnsureGPSStarted();
|
||||
}
|
||||
|
||||
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
|
||||
public void CycleNextPositionSource()
|
||||
{
|
||||
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
|
||||
int idx = Array.IndexOf(values, _currentSource);
|
||||
var next = values[(idx + 1) % values.Length];
|
||||
SwitchPositionSource(next);
|
||||
}
|
||||
|
||||
private void ShutdownCurrentBackend()
|
||||
{
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
#endif
|
||||
// Stop Unity Input.location too, in case it was running.
|
||||
try { Input.location.Stop(); } catch { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kick off GPS initialization if it hasn't started yet. Safe to call
|
||||
/// repeatedly. Hosts must call this from the lobby setup screen so
|
||||
/// that by the time they click "Create Lobby" we have a real GPS
|
||||
/// fix to use as the play-area center, instead of falling back to
|
||||
/// the hardcoded coordinates.
|
||||
/// </summary>
|
||||
public void EnsureGPSStarted()
|
||||
{
|
||||
if (_currentSource == PositionSource.EditorWasd) return;
|
||||
if (_coroutineHost == null) return;
|
||||
// Allow tapping "Create Lobby" again (or any caller of this
|
||||
// method) to retry from Failed up to _maxGpsRetries times.
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
}
|
||||
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
|
||||
{
|
||||
_gpsRetryCount++;
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
}
|
||||
}
|
||||
public void positionCheck()
|
||||
{
|
||||
var state = _gameClient?.CurrentLobbyState;
|
||||
if (state == null || state.Phase != GamePhase.Playing)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
if (_currentSource == PositionSource.EditorWasd)
|
||||
{
|
||||
if (_testMode)
|
||||
if (_currentPosition == new Position(0, 0))
|
||||
{
|
||||
if (state.MapData == null)
|
||||
return;
|
||||
|
||||
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
||||
{
|
||||
//Init blok
|
||||
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_currentPosition = state.MapData.Center;
|
||||
_mapCenter = state.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
|
||||
if (!SuppressWasd)
|
||||
TestPlayerPosition();
|
||||
else
|
||||
TrySendCurrentPosition(); // keep-alive only
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -93,54 +628,84 @@ namespace Subsystems
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.Log(ex);
|
||||
}
|
||||
EnsureMapCenter();
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GPS failed, trying again...");
|
||||
if (_gpsRetryCount < _maxGpsRetries)
|
||||
{
|
||||
_gpsRetryCount++;
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
||||
// Keep _GPSState = Failed so we stop retrying
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException ex) { Debug.Log(ex); }
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureMapCenter()
|
||||
{
|
||||
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
||||
return;
|
||||
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null)
|
||||
_mapCenter = md.Center;
|
||||
}
|
||||
|
||||
private void TrySendCurrentPosition()
|
||||
{
|
||||
bool moved = _currentPosition != _lastSentPosition;
|
||||
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
|
||||
if (!moved && !keepAliveDue)
|
||||
return;
|
||||
|
||||
var previous = _lastSentPosition;
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_lastPositionSendTime = Time.time;
|
||||
|
||||
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
|
||||
return;
|
||||
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.position = localCurrent;
|
||||
|
||||
if (previous.Lat == 0 && previous.Lon == 0)
|
||||
return;
|
||||
|
||||
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading.HasValue)
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
|
||||
}
|
||||
|
||||
private void TestPlayerPosition()
|
||||
{
|
||||
double x = Input.GetAxis("Horizontal");
|
||||
double y = Input.GetAxis("Vertical");
|
||||
Debug.Log($"Input: {x}, {y}");
|
||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
Debug.Log($"Local Current Position: {localCurrent}");
|
||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading != null)
|
||||
{
|
||||
Debug.Log($"Heading: {heading}");
|
||||
if (_player != null)
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||
}
|
||||
if (_player != null)
|
||||
_player.transform.position = localCurrent;
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -150,105 +715,212 @@ namespace Subsystems
|
||||
}
|
||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||
{
|
||||
double? heading = null;
|
||||
if ((first - second).magnitude == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else if (first.x == second.x && first.z < second.z)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (first.x == second.x && first.z > second.z)
|
||||
{
|
||||
return 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z == second.z)
|
||||
{
|
||||
return 270;
|
||||
}
|
||||
else if (first.x < second.x && first.z == second.z)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
else if (first.x < second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI;
|
||||
}
|
||||
else if (first.x < second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI + 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else if (first.x > second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((first - second).magnitude < 0.0001f) return null;
|
||||
float dx = second.x - first.x;
|
||||
float dz = second.z - first.z;
|
||||
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
||||
if (heading < 0) heading += 360f;
|
||||
return heading;
|
||||
}
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
||||
_gpsInitStartTime = Time.time;
|
||||
_lastGpsError = "";
|
||||
|
||||
#if UNITY_ANDROID
|
||||
// Request fine location permission if not already granted.
|
||||
// On Android 12+ a "precise" toggle exists separately from coarse,
|
||||
// but Unity's FineLocation request covers both for our purposes.
|
||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||
{
|
||||
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
|
||||
// Wait up to 10 seconds for user to respond to the permission dialog
|
||||
float waited = 0f;
|
||||
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
waited += 0.5f;
|
||||
}
|
||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||
{
|
||||
_lastGpsError = "Permission denied (fine location)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
// Choose subscription scope based on selected source. UnityInput
|
||||
// skips JNI entirely and falls through to the Input.location path
|
||||
// below (the same path iOS / editor use).
|
||||
if (_currentSource == PositionSource.Auto ||
|
||||
_currentSource == PositionSource.GpsOnly ||
|
||||
_currentSource == PositionSource.NetworkOnly)
|
||||
{
|
||||
bool useGps = (_currentSource != PositionSource.NetworkOnly);
|
||||
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
|
||||
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
_androidProvider = new AndroidLocationProvider();
|
||||
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
|
||||
{
|
||||
_lastGpsError = "Native LocationManager failed: " + initError;
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Fast-fail if neither subscribed provider is enabled at OS
|
||||
// level. Waiting 60s for fixes from disabled providers is
|
||||
// pointless - tell the user immediately what's wrong.
|
||||
bool anyUsableEnabled =
|
||||
(useGps && _androidProvider.GpsProviderEnabled) ||
|
||||
(useNetwork && _androidProvider.NetworkProviderEnabled);
|
||||
if (!anyUsableEnabled)
|
||||
{
|
||||
string which = useGps && useNetwork ? "gps + network"
|
||||
: useGps ? "gps"
|
||||
: "network";
|
||||
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Wait for the first fix (cached or live).
|
||||
int maxWaitJni = _gpsInitTimeoutSeconds;
|
||||
while (!_androidProvider.HasFix && maxWaitJni > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWaitJni--;
|
||||
}
|
||||
|
||||
if (!_androidProvider.HasFix)
|
||||
{
|
||||
string enabled = _androidProvider.EnabledProvidersList ?? "";
|
||||
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
|
||||
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
|
||||
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
|
||||
|
||||
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||
_GPSState = GPSState.Running;
|
||||
_gpsRetryCount = 0;
|
||||
_coroutineHost.StartCoroutine(AndroidGPSService());
|
||||
yield break;
|
||||
}
|
||||
|
||||
// _currentSource == UnityInput on Android: fall through to the
|
||||
// Input.location path below. This is the recovery path for
|
||||
// newer Android phones where JNI's streaming-callbacks don't
|
||||
// fire (MIUI/HyperOS background restrictions, approximate-vs-
|
||||
// precise permission, minDistance gating on stationary phones).
|
||||
#endif
|
||||
|
||||
// iOS / editor / non-Android / Android-with-UnityInput-source:
|
||||
// use Unity's Input.location.
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
||||
_lastGpsError = "Location services not enabled by user";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
// Starts the location service.
|
||||
|
||||
float desiredAccuracyInMeters = 10f;
|
||||
float updateDistanceInMeters = 10f;
|
||||
float desiredAccuracyInMeters = 5f;
|
||||
float updateDistanceInMeters = 1f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
// Waits until the location service initializes
|
||||
int maxWait = 20;
|
||||
int maxWait = _gpsInitTimeoutSeconds;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait--;
|
||||
}
|
||||
|
||||
// If the service didn't initialize in 20 seconds this cancels location service use.
|
||||
if (maxWait < 1)
|
||||
{
|
||||
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Timed out");
|
||||
yield break;
|
||||
}
|
||||
_GPSState = GPSState.Running;
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
// Check if the user has location service enabled.
|
||||
|
||||
|
||||
// If the connection failed this cancels location service use.
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
Debug.LogError("Unable to determine device location");
|
||||
_lastGpsError = "Unity Input.location reported Failed status";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
||||
yield return new WaitForSeconds(5f);
|
||||
|
||||
_GPSState = GPSState.Running;
|
||||
_gpsRetryCount = 0;
|
||||
_coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
|
||||
// Stops the location service if there is no need to query location updates continuously.
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Mirrors the JNI provider's most recent fix into _currentPosition
|
||||
/// every 0.5s so the rest of the game (which polls _currentPosition
|
||||
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
|
||||
/// working unchanged. Replaces GPSService on Android.
|
||||
/// </summary>
|
||||
IEnumerator AndroidGPSService()
|
||||
{
|
||||
while (_GPSState == GPSState.Running && _androidProvider != null)
|
||||
{
|
||||
if (_androidProvider.HasFix)
|
||||
{
|
||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
|
||||
// Loop ended (state != Running or provider disposed). Clean up
|
||||
// listeners so we don't leak across retries.
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
while (_GPSState == GPSState.Running)
|
||||
{
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
_lastGpsError = "Location service died after init (provider stopped)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
||||
var data = Input.location.lastData;
|
||||
_currentPosition = new Position(data.latitude, data.longitude);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,8 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Pseudo;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
@@ -13,8 +12,8 @@ namespace Subsystems{
|
||||
[System.Serializable]
|
||||
public class BuildingSettings
|
||||
{
|
||||
public Material ResidentalBuildingsMat;
|
||||
public float ResidentalBuildingHeight;
|
||||
public Material ResidentialBuildingsMat;
|
||||
public float ResidentialBuildingHeight;
|
||||
public Material CommercialBuildingsMat;
|
||||
public float CommercialBuildingHeight;
|
||||
public Material IndustrialBuildingsMat;
|
||||
@@ -56,7 +55,6 @@ namespace Subsystems{
|
||||
public Material GrassMat;
|
||||
public Material WaterMat;
|
||||
public Material DefaultMat;
|
||||
public Material GlobalSkybox; // Sem v Unity přetáhneš svůj Panoramic materiál
|
||||
}
|
||||
public class GameManager_Map
|
||||
{
|
||||
@@ -67,6 +65,43 @@ namespace Subsystems{
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
|
||||
// ── Layer Y separation (single source of truth for vertical stacking) ───
|
||||
// Areas at the bottom, paths above areas, buildings extruded upward from
|
||||
// their own base, POIs floating well above everything else. Z-fighting
|
||||
// happens when adjacent geometry shares a Y; these constants keep each
|
||||
// logical layer at a distinct elevation.
|
||||
private const float kAreaBaseY = 0.10f;
|
||||
private const float kPathY = 0.30f;
|
||||
private const float kBuildingBaseY = 0.50f;
|
||||
private const float kPoiY = 2.00f;
|
||||
|
||||
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
|
||||
// but turned out to be the cause of the "blank map in mobile game view,
|
||||
// fine in scene view" regression: forcing transparent-class shaders
|
||||
// (default queue 3000+) into the Geometry range (2000-2150) breaks
|
||||
// their depth-write/blend assumptions on mobile shader paths. The
|
||||
// editor's scene view masks it because it uses different render paths
|
||||
// and post-process is off there. Queue forcing removed in P8;
|
||||
// disambiguation is now via Y-layering + per-area Y-stagger alone,
|
||||
// which the depth buffer resolves correctly even on weak mobile GPUs.
|
||||
|
||||
// ── Marker sizing (top-down camera, units = meters) ─────────────────
|
||||
// The camera's orthographic size pushes "1 meter" to a small fraction
|
||||
// of the screen. Markers need to be visibly larger than buildings'
|
||||
// footprints for instant recognition.
|
||||
private const float kMarkerHeight = 8f; // pillar height
|
||||
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
|
||||
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
|
||||
private const float kLabelY = 9f; // text label sits above pillar top
|
||||
private const float kLabelFontSize = 14f; // 3D text size in world units
|
||||
|
||||
// Runtime marker collections
|
||||
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
|
||||
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
|
||||
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
|
||||
private List<GameObject> _sabotageMarkers = new List<GameObject>();
|
||||
|
||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
@@ -75,8 +110,25 @@ namespace Subsystems{
|
||||
_pathwaySettings = pathwaySettings;
|
||||
_areaSettings = areaSettings;
|
||||
}
|
||||
|
||||
public bool IsSceneReady => _mapCenterPoint != null;
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
|
||||
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
|
||||
public void BuildMap()
|
||||
{
|
||||
if (_mapCenterPoint == null)
|
||||
{
|
||||
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
|
||||
return;
|
||||
}
|
||||
if (_gameClient?.CurrentLobbyState?.MapData == null)
|
||||
{
|
||||
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
|
||||
return;
|
||||
}
|
||||
|
||||
ClearChildren();
|
||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
@@ -85,8 +137,8 @@ namespace Subsystems{
|
||||
GameObject pathRoot = new GameObject("Pathways");
|
||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
//GameObject areaRoot = new GameObject("Areas");
|
||||
//areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
GameObject areaRoot = new GameObject("Areas");
|
||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||
{
|
||||
@@ -105,20 +157,137 @@ namespace Subsystems{
|
||||
GameObject p = BuildPathwayMesh(path);
|
||||
p.transform.parent = pathRoot.transform;
|
||||
}
|
||||
/*foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
{
|
||||
GameObject a = BuildAreaMesh(area);
|
||||
a.transform.parent = areaRoot.transform;
|
||||
}*/
|
||||
//TODO: POIs
|
||||
// NASTAVENÍ SKYBOXU
|
||||
if (_areaSettings.GlobalSkybox != null)
|
||||
{
|
||||
RenderSettings.skybox = _areaSettings.GlobalSkybox;
|
||||
}
|
||||
else
|
||||
|
||||
GameObject poiRoot = new GameObject("POIs");
|
||||
poiRoot.transform.parent = _mapCenterPoint.transform;
|
||||
int poiCount = 0;
|
||||
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
||||
{
|
||||
Debug.LogWarning("Skybox material není přiřazen v AreaSettings!");
|
||||
GameObject p = BuildPOIMarker(poi);
|
||||
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
||||
}
|
||||
|
||||
// Diagnostic - if the user reports "map missing in game view" but
|
||||
// the counts here are non-zero, the bug is camera/culling related,
|
||||
// not a build issue.
|
||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
||||
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
||||
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
||||
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
||||
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
||||
$"scale={_mapCenterPoint.transform.localScale}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
||||
/// orthogonal top-down camera.
|
||||
/// </summary>
|
||||
private GameObject BuildPOIMarker(MapPOI poi)
|
||||
{
|
||||
if (poi == null) return null;
|
||||
var color = ColorForPOI(poi.POIType);
|
||||
string label = LabelForPOI(poi.POIType);
|
||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
||||
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shared marker builder: tall colored cylinder pillar + 3D text label
|
||||
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
|
||||
/// they all share a visual language ("colored pillar with a name").
|
||||
/// </summary>
|
||||
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
|
||||
{
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
go.name = name;
|
||||
|
||||
// Strip the auto-added collider - markers are visual only.
|
||||
var col = go.GetComponent<Collider>();
|
||||
if (col != null) UnityEngine.Object.Destroy(col);
|
||||
|
||||
go.transform.position = worldPos + Vector3.up * kMarkerY;
|
||||
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
|
||||
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
|
||||
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
|
||||
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr != null)
|
||||
{
|
||||
// One .material access -> single clone of the primitive's
|
||||
// default mat. Don't touch renderQueue (P3 regression cause).
|
||||
var inst = mr.material;
|
||||
if (inst != null) inst.color = color;
|
||||
}
|
||||
|
||||
// 3D text label - lays flat on top of the pillar facing up.
|
||||
// Parented to the marker so it follows position changes.
|
||||
var labelGO = new GameObject("Label");
|
||||
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
|
||||
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
|
||||
// the cylinder primitive is 2 units tall in local space, so its
|
||||
// top is at local +1. Label sits a hair above that.
|
||||
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
|
||||
// Rotate 90 around X so the text quad's normal points +Y (toward
|
||||
// the top-down camera). The default TMP forward is +Z.
|
||||
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
||||
// Compensate for the cylinder's non-uniform parent scale so the
|
||||
// text size in world units matches kLabelFontSize regardless of
|
||||
// how the pillar was scaled.
|
||||
labelGO.transform.localScale = new Vector3(
|
||||
1f / kMarkerRadius,
|
||||
1f / (kMarkerHeight * 0.5f),
|
||||
1f / kMarkerRadius);
|
||||
|
||||
var tmp = labelGO.AddComponent<TextMeshPro>();
|
||||
tmp.text = label;
|
||||
tmp.fontSize = kLabelFontSize;
|
||||
tmp.color = Color.white;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
tmp.outlineColor = Color.black;
|
||||
tmp.outlineWidth = 0.25f;
|
||||
// Reasonable bounds so the text mesh isn't auto-clipped.
|
||||
var rt = tmp.rectTransform;
|
||||
rt.sizeDelta = new Vector2(20, 4);
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
private static Color ColorForPOI(MapPOIType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
|
||||
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
|
||||
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
|
||||
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
|
||||
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
|
||||
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
|
||||
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
|
||||
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
|
||||
}
|
||||
}
|
||||
|
||||
private static string LabelForPOI(MapPOIType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case MapPOIType.FoodDrink: return "FOOD";
|
||||
case MapPOIType.Shop: return "SHOP";
|
||||
case MapPOIType.Health: return "HEALTH";
|
||||
case MapPOIType.Transport: return "TRANSIT";
|
||||
case MapPOIType.Culture: return "CULTURE";
|
||||
case MapPOIType.Landmark: return "LANDMARK";
|
||||
case MapPOIType.Recreation: return "PARK";
|
||||
default: return "POI";
|
||||
}
|
||||
}
|
||||
void ClearChildren()
|
||||
@@ -136,9 +305,12 @@ namespace Subsystems{
|
||||
{
|
||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||
|
||||
// Výpočet středu budovy
|
||||
// Výpočet středu budovy. Lift the base above kPathY so building
|
||||
// walls visibly extrude *upward* from above the road/area layer
|
||||
// instead of starting at ground (which made them clip into paved
|
||||
// areas that share their footprint).
|
||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||
building.transform.position = center;
|
||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
@@ -149,8 +321,8 @@ namespace Subsystems{
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||
height = _buildingSettings.ResidentalBuildingHeight;
|
||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
||||
height = _buildingSettings.ResidentialBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
@@ -169,8 +341,12 @@ namespace Subsystems{
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy
|
||||
meshRenderer.material = mat;
|
||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
||||
// the project's Material asset reference - no clone, no leak.
|
||||
// Y-position alone disambiguates building geometry from area/path
|
||||
// layers; we don't need renderQueue overrides (which broke mobile
|
||||
// rendering for transparent-class shaders in P3).
|
||||
meshRenderer.sharedMaterial = mat;
|
||||
|
||||
// Přidání collideru pro interakci
|
||||
building.AddComponent<MeshCollider>();
|
||||
@@ -229,15 +405,19 @@ namespace Subsystems{
|
||||
break;
|
||||
}
|
||||
|
||||
line.material = mat;
|
||||
// sharedMaterial avoids the LineRenderer cloning the project's
|
||||
// shared path Material on every BuildMap call. Queue overrides
|
||||
// dropped (P3 mobile-render regression cause).
|
||||
line.sharedMaterial = mat;
|
||||
line.widthMultiplier = width;
|
||||
|
||||
// Nastavení bodů cesty
|
||||
// Nastavení bodů cesty - kPathY sits above all area polygons but
|
||||
// below building bases, so paths visibly run on top of areas.
|
||||
line.positionCount = w.Points.Count;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = 0.1f; // Mírně nad zemí
|
||||
pos.y = kPathY;
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
@@ -280,13 +460,58 @@ namespace Subsystems{
|
||||
break;
|
||||
}
|
||||
|
||||
meshRenderer.material = mat;
|
||||
// sharedMaterial: no per-area material clone. Render-queue forcing
|
||||
// dropped in P8 (caused mobile-render regression). The Y-stagger
|
||||
// below alone now drives "smaller polygon on top of larger one"
|
||||
// depth ordering - which is what the depth buffer was always
|
||||
// designed to do, and works on mobile GPUs with weak precision
|
||||
// because the stagger spread (0.04 units) is well above any
|
||||
// reasonable depth-buffer epsilon.
|
||||
meshRenderer.sharedMaterial = mat;
|
||||
|
||||
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||
// Y stagger: smaller polygons sit a hair higher than larger ones,
|
||||
// so depth-test draws them on top of bigger area polygons they sit
|
||||
// inside (e.g. a playground inside a park). Total spread is 0.04
|
||||
// units - visually invisible but plenty for the depth buffer.
|
||||
float yStagger = ComputeAreaYStagger(a.Outline);
|
||||
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
|
||||
|
||||
return area;
|
||||
}
|
||||
//TODO: POIs
|
||||
|
||||
/// <summary>
|
||||
/// Returns a non-negative size proxy used to bucket areas by footprint.
|
||||
/// Larger polygons return higher numbers; used inversely for queue/Y.
|
||||
/// </summary>
|
||||
private float AreaSizeBucket(List<Position> outline)
|
||||
{
|
||||
if (outline == null || outline.Count < 3) return 1f;
|
||||
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
|
||||
// monotonic ordering, not a real geographic area.
|
||||
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
|
||||
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
|
||||
for (int i = 1; i < outline.Count; i++)
|
||||
{
|
||||
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
|
||||
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
|
||||
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
|
||||
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
|
||||
}
|
||||
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
|
||||
return (float)System.Math.Max(0.001, bbox);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smaller areas get a higher Y so they render on top of any larger
|
||||
/// area they overlap. Returns a value in [0, 0.04] units.
|
||||
/// </summary>
|
||||
private float ComputeAreaYStagger(List<Position> outline)
|
||||
{
|
||||
float bucket = AreaSizeBucket(outline);
|
||||
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
|
||||
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
|
||||
return t * 0.04f;
|
||||
}
|
||||
#endregion
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
@@ -298,19 +523,52 @@ namespace Subsystems{
|
||||
}
|
||||
return center / points.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
|
||||
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
|
||||
/// negative = CW (downward-facing normal -> top face invisible from
|
||||
/// above unless we reverse the winding before triangulating).
|
||||
/// </summary>
|
||||
private static float PolygonSignedAreaXZ(List<Vector3> verts)
|
||||
{
|
||||
float area = 0f;
|
||||
int n = verts.Count;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
var a = verts[i];
|
||||
var b = verts[(i + 1) % n];
|
||||
area += (b.x - a.x) * (a.z + b.z);
|
||||
}
|
||||
return area * 0.5f;
|
||||
}
|
||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
|
||||
// outlines on broken ways. Empty mesh -> renderer draws nothing,
|
||||
// safer than a malformed triangle list.
|
||||
if (outline == null || outline.Count < 3) return mesh;
|
||||
|
||||
// Convert to local space first so we can run a winding check, then
|
||||
// reverse if needed. Without this, CW outlines from Overpass yield
|
||||
// downward-facing top normals and the building roof is invisible
|
||||
// from the top-down map camera.
|
||||
int vertexCount = outline.Count;
|
||||
var localVerts = new List<Vector3>(vertexCount);
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
||||
|
||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
||||
localVerts.Reverse();
|
||||
|
||||
// Vertices - spodní a horní podstava
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
Vector3 pos = localVerts[i];
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
@@ -354,26 +612,31 @@ namespace Subsystems{
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
Vector3[] vertices = new Vector3[vertexCount];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
||||
if (outline == null || outline.Count < 3) return mesh;
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
var localVerts = new List<Vector3>(vertexCount);
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
}
|
||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
||||
|
||||
// Force CCW so RecalculateNormals produces an upward-facing normal.
|
||||
// CW polygons from Overpass would otherwise render as black voids
|
||||
// when the top-down camera looks at their back face.
|
||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
||||
localVerts.Reverse();
|
||||
|
||||
Vector3[] vertices = localVerts.ToArray();
|
||||
|
||||
// Triangulace - fan pattern
|
||||
List<int> triangles = new List<int>();
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
@@ -382,5 +645,164 @@ namespace Subsystems{
|
||||
return mesh;
|
||||
}
|
||||
#endregion
|
||||
#region Markers
|
||||
|
||||
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
||||
{
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null) _centerPosition = md.Center;
|
||||
}
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
||||
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
|
||||
foreach (var task in tasks)
|
||||
{
|
||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
||||
var pos = task.Location.ToLocalVector3(_centerPosition);
|
||||
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
|
||||
go.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
// Pulsing point light so the task literally glows on the map.
|
||||
var light = go.AddComponent<Light>();
|
||||
light.color = taskColor;
|
||||
light.intensity = 3f;
|
||||
light.range = 25f;
|
||||
_taskMarkers[task.TaskId] = go;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveTaskMarker(string taskId)
|
||||
{
|
||||
if (_taskMarkers.TryGetValue(taskId, out var go))
|
||||
{
|
||||
UnityEngine.Object.Destroy(go);
|
||||
_taskMarkers.Remove(taskId);
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateBodyMarker(string bodyId, Position location)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_bodyMarkers.ContainsKey(bodyId)) return;
|
||||
var pos = location.ToLocalVector3(_centerPosition);
|
||||
// Bright red pillar with "BODY" label - players need to see this
|
||||
// from across the map to call it in.
|
||||
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
|
||||
new Color(0.96f, 0.18f, 0.18f), "BODY");
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
_bodyMarkers[bodyId] = go;
|
||||
}
|
||||
|
||||
public void ClearBodyMarkers()
|
||||
{
|
||||
foreach (var go in _bodyMarkers.Values)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_bodyMarkers.Clear();
|
||||
}
|
||||
|
||||
// ── Player avatar sizing ────────────────────────────────────────────
|
||||
// The default Unity capsule primitive is 2m tall in local space. The
|
||||
// map camera defaults to 150m orthographic-ish height (see
|
||||
// MapCameraController), so anything smaller than ~3m world-size is a
|
||||
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
|
||||
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
|
||||
// need to be visibly distinct from those AND from each other. The
|
||||
// local player gets a halo light + larger scale so the user can find
|
||||
// themselves on the map at a glance.
|
||||
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
|
||||
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
|
||||
private const float kLocalPlayerHaloRange = 18f;
|
||||
private const float kLocalPlayerHaloIntensity = 2.5f;
|
||||
|
||||
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
||||
{
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null) _centerPosition = md.Center;
|
||||
}
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
||||
foreach (var kvp in positions)
|
||||
{
|
||||
string uuid = kvp.Key;
|
||||
var info = kvp.Value;
|
||||
bool isLocal = uuid == myUuid;
|
||||
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
|
||||
{
|
||||
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
// Strip the auto-collider - avatars are visual only and the
|
||||
// collider would interact with the map's MeshColliders.
|
||||
var col = go.GetComponent<Collider>();
|
||||
if (col != null) UnityEngine.Object.Destroy(col);
|
||||
|
||||
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
|
||||
go.transform.localScale = Vector3.one * scale;
|
||||
|
||||
if (isLocal)
|
||||
{
|
||||
// Halo light around the local player so the user can
|
||||
// find themselves at a glance even at the widest zoom.
|
||||
// Range/intensity tuned so it reads as "this is me"
|
||||
// without bleeding far enough to drown POI markers.
|
||||
var halo = go.AddComponent<Light>();
|
||||
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
|
||||
halo.intensity = kLocalPlayerHaloIntensity;
|
||||
halo.range = kLocalPlayerHaloRange;
|
||||
}
|
||||
|
||||
_playerAvatars[uuid] = go;
|
||||
}
|
||||
|
||||
// Lift the avatar so the bottom of the capsule sits roughly at
|
||||
// ground level despite the larger scale. Capsule's local pivot
|
||||
// is at center, height = 2 * localScale.y world units, so we
|
||||
// raise by half the local height.
|
||||
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
|
||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
|
||||
+ Vector3.up * halfHeight;
|
||||
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr)
|
||||
{
|
||||
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
|
||||
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
|
||||
else mr.material.color = Color.white;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
|
||||
{
|
||||
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
|
||||
foreach (var station in stations)
|
||||
{
|
||||
var pos = station.Location.ToLocalVector3(_centerPosition);
|
||||
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
|
||||
color, "REPAIR");
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
|
||||
// Repair stations also pulse light so impostors and crew see
|
||||
// the urgency from across the map.
|
||||
var light = go.AddComponent<Light>();
|
||||
light.color = color;
|
||||
light.intensity = 4f;
|
||||
light.range = 30f;
|
||||
_sabotageMarkers.Add(go);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearSabotageMarkers()
|
||||
{
|
||||
foreach (var go in _sabotageMarkers)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_sabotageMarkers.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
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||||
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|
||||
guid: 1bc3c07f160332843b2a60af3513f7f6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
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||||
guid: 3107737185c186849a570faa7cc4e450
|
||||
guid: 2230bf768ecb84610af77bea6cdd7074
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||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c0969b4b8e20bf459615000428d9af7
|
||||
guid: 7142a58f80866aba3ae4ffeb79d5f67c
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
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||||
guid: f88cc6b9941591e408d1d5c8795128dd
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||||
guid: b9c8f9e5bbf063b4fb1152966129a495
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c6a2427f795ab6945901be191f666613
|
||||
guid: 0f6331bfef5b3a00cb6f84141e60f9c4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08d4c3d840ece7c49bcf346bfac58503
|
||||
guid: 43d195e24415843378eb1b53e9e1da18
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
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|
||||
|
||||
Reference in New Issue
Block a user