Some conflicts resolved

This commit is contained in:
2026-05-27 21:32:22 +02:00
909 changed files with 290753 additions and 12158 deletions

View File

@@ -1,24 +1,38 @@
using UnityEngine;
<<<<<<< HEAD
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
=======
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
>>>>>>> origin/main
public class DraggableObject : MonoBehaviour
{
[Header("Přetahování")]
public float dragSmoothness = 15f;
[Header("Vizuální zpětná vazba")]
<<<<<<< HEAD
public Renderer Renderer;
=======
public SpriteRenderer spriteRenderer;
>>>>>>> origin/main
public Color normalColor = Color.white;
public Color dragColor = new Color(1f, 1f, 0.5f);
public float scaleOnDrag = 1.15f;
<<<<<<< HEAD
private Rigidbody rb;
=======
private Rigidbody2D rb;
>>>>>>> origin/main
private Camera mainCamera;
private bool isDragging = false;
private Vector3 targetPosition;
private Vector3 originalScale;
private bool hasBeenScored = false;
<<<<<<< HEAD
private Plane _dragPlane;
private Collider col;
@@ -30,18 +44,35 @@ public class DraggableObject : MonoBehaviour
originalScale = transform.localScale;
if (Renderer == null)
Renderer = GetComponent<Renderer>();
=======
void Awake()
{
rb = GetComponent<Rigidbody2D>();
mainCamera = Camera.main;
originalScale = transform.localScale;
if (spriteRenderer == null)
spriteRenderer = GetComponent<SpriteRenderer>();
>>>>>>> origin/main
}
void Start()
{
<<<<<<< HEAD
rb.useGravity = true;
rb.constraints = RigidbodyConstraints.FreezeRotation;
=======
rb.gravityScale = 0f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
>>>>>>> origin/main
targetPosition = transform.position;
}
void Update()
{
HandleInput();
<<<<<<< HEAD
}
void FixedUpdate()
{
@@ -50,10 +81,16 @@ public class DraggableObject : MonoBehaviour
Vector3 newPos = Vector3.Lerp(rb.position, targetPosition, Time.fixedDeltaTime * dragSmoothness);
rb.MovePosition(newPos);
}
=======
if (isDragging)
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
>>>>>>> origin/main
}
void HandleInput()
{
<<<<<<< HEAD
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
@@ -132,15 +169,75 @@ public class DraggableObject : MonoBehaviour
if (Renderer != null)
{
Renderer.material.color = normalColor;
=======
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
else if (touch.phase == TouchPhase.Moved ||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
else if (touch.phase == TouchPhase.Ended ||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
}
// na twest pro myŠ
else
{
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
}
}
void TryStartDrag(Vector3 worldPos)
{
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
StartDrag(worldPos);
}
void StartDrag(Vector3 worldPos)
{
isDragging = true;
rb.linearVelocity = Vector2.zero;
targetPosition = worldPos;
transform.localScale = originalScale * scaleOnDrag;
if (spriteRenderer != null)
{
spriteRenderer.color = dragColor;
spriteRenderer.sortingOrder = 10;
}
}
void EndDrag()
{
isDragging = false;
transform.localScale = originalScale;
if (spriteRenderer != null)
{
spriteRenderer.color = normalColor;
spriteRenderer.sortingOrder = 0;
>>>>>>> origin/main
}
}
public void OnScored()
{
<<<<<<< HEAD
Debug.Log("Object scored");
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
=======
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
>>>>>>> origin/main
StartCoroutine(SinkIntoHole());
}
@@ -155,12 +252,24 @@ public class DraggableObject : MonoBehaviour
elapsed += Time.deltaTime;
float t = elapsed / duration;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
<<<<<<< HEAD
if (Renderer != null)
Renderer.material.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
=======
if (spriteRenderer != null)
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
>>>>>>> origin/main
yield return null;
}
gameObject.SetActive(false);
<<<<<<< HEAD
LevelManager.Instance?.RegisterItem();
}
}
}
=======
LevelManager.Instance?.RegisterItem();
}
}
>>>>>>> origin/main

View File

@@ -1,7 +1,13 @@
<<<<<<< HEAD
using System.Collections;
using UnityEngine;
[RequireComponent(typeof(CapsuleCollider))]
=======
using UnityEngine;
using System.Collections;
>>>>>>> origin/main
public class Hole : MonoBehaviour
{
[Header("Nastavení")]
@@ -11,9 +17,19 @@ public class Hole : MonoBehaviour
[Tooltip("Síla vtahování itemu k díře")]
public float pullForce = 4f;
<<<<<<< HEAD
[Header("Vizuál")]
public Renderer glowRenderer;
=======
[Header("Pohyb díry (volitelné)")]
public bool hasMovement = false;
public float moveSpeed = 2f;
public Vector2 moveRange = new Vector2(1.5f, 0f);
[Header("Vizuál")]
public SpriteRenderer glowRenderer;
>>>>>>> origin/main
private Vector3 startPosition;
private bool isGlowing = false;
@@ -32,6 +48,7 @@ public class Hole : MonoBehaviour
void Update()
{
<<<<<<< HEAD
}
@@ -50,6 +67,29 @@ public class Hole : MonoBehaviour
Debug.Log($"Rigidbody detected: {other.gameObject.name}, distance: {dist}");
Vector3 dir = (transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode.Impulse);
=======
if (hasMovement)
{
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
transform.position = new Vector3(x, y, transform.position.z);
}
}
void OnTriggerStay2D(Collider2D other)
{
DraggableObject draggable = other.GetComponent<DraggableObject>();
if (draggable == null) return;
float dist = Vector2.Distance(transform.position, other.transform.position);
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
if (rb != null)
{
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
>>>>>>> origin/main
}
@@ -60,6 +100,7 @@ public class Hole : MonoBehaviour
}
}
<<<<<<< HEAD
void OnTriggerEnter(Collider other)
{
Debug.Log($"Collider entered: {other.gameObject.name}");
@@ -69,12 +110,24 @@ public class Hole : MonoBehaviour
void OnTriggerExit(Collider other)
{
Debug.Log($"Collider exited: {other.gameObject.name}");
=======
void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
}
void OnTriggerExit2D(Collider2D other)
{
>>>>>>> origin/main
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
}
void SetGlow(bool active)
{
<<<<<<< HEAD
Debug.Log($"SetGlow: {active}");
=======
>>>>>>> origin/main
isGlowing = active;
if (glowRenderer == null) return;
glowRenderer.enabled = active;
@@ -86,8 +139,13 @@ public class Hole : MonoBehaviour
while (isGlowing && glowRenderer != null)
{
float t = Mathf.PingPong(Time.time * 3f, 1f);
<<<<<<< HEAD
Color c = glowRenderer.sharedMaterial.color;
glowRenderer.sharedMaterial.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
=======
Color c = glowRenderer.color;
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
>>>>>>> origin/main
yield return null;
}
}

View File

@@ -1,7 +1,13 @@
<<<<<<< HEAD
using System;
using UnityEngine;
using UnityEngine.Events;
using GeoSus.Client;
=======
using UnityEngine;
using UnityEngine.Events;
using System;
>>>>>>> origin/main
public class LevelManager : MonoBehaviour, ITask
{
@@ -9,13 +15,18 @@ public class LevelManager : MonoBehaviour, ITask
[Header("Nastavení levelu")]
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
<<<<<<< HEAD
public int itemsToScore = 2;
=======
public int itemsToScore = 3;
>>>>>>> origin/main
[Header("Event vyvolá se po trefení všech itemů")]
public UnityEvent OnAllItemsScored;
private int scoredCount = 0;
<<<<<<< HEAD
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
@@ -25,6 +36,47 @@ public class LevelManager : MonoBehaviour, ITask
public bool IsCompleted { get; private set; } = false;
protected Action<ITask> OnCompleted;
=======
// ── ITask ────────────────────────────────────────────────────────────────
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
ResetCounter();
// Wire OnAllItemsScored to Complete() if not already wired
OnAllItemsScored.AddListener(Complete);
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
Debug.Log("[LevelManager] Task complete!");
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
// ─────────────────────────────────────────────────────────────────────────
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
>>>>>>> origin/main
public void RegisterItem()
{
@@ -44,6 +96,7 @@ public class LevelManager : MonoBehaviour, ITask
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
<<<<<<< HEAD
public void Initialize(Action<ITask> onCompleted)
{
@@ -66,3 +119,7 @@ public class LevelManager : MonoBehaviour, ITask
OnCompleted?.Invoke(this);
}
}
=======
}
>>>>>>> origin/main

View File

@@ -7,11 +7,18 @@ using System.Collections.Generic;
public class ObjectSpawner : MonoBehaviour
{
public static ObjectSpawner Instance;
<<<<<<< HEAD
[SerializeField]
private List<GameObject> spawnedHoles = new List<GameObject>();
[Header("Prefaby")]
public GameObject[] objectPrefabs;
=======
[Header("Prefaby")]
public GameObject[] objectPrefabs;
public GameObject holePrefab;
>>>>>>> origin/main
[Header("Počty")]
[Tooltip("Kolik předmětů spawnovat")]
@@ -24,6 +31,7 @@ public class ObjectSpawner : MonoBehaviour
public float holeMoveSpeed = 2f;
[Header("Spawn hranice (odpovídají kameře)")]
<<<<<<< HEAD
public float minX = 1f;
public float maxX = 1f;
public float minY = 0f;
@@ -32,6 +40,19 @@ public class ObjectSpawner : MonoBehaviour
private List<GameObject> spawnedObjects = new List<GameObject>();
=======
public float minX = -3.5f;
public float maxX = 3.5f;
public float minY = -5f;
public float maxY = 4f;
[Header("Rodiče pro přehlednost (volitelné)")]
public Transform objectParent;
public Transform holeParent;
private List<GameObject> spawnedObjects = new List<GameObject>();
private List<GameObject> spawnedHoles = new List<GameObject>();
>>>>>>> origin/main
void Awake()
{
@@ -55,6 +76,7 @@ public class ObjectSpawner : MonoBehaviour
LevelManager.Instance.ResetCounter();
}
<<<<<<< HEAD
//SpawnHoles();
SpawnObjects();
}
@@ -95,11 +117,52 @@ public class ObjectSpawner : MonoBehaviour
spawnedObjects.Add(obj);
}
Time.timeScale = 1f;
=======
SpawnHoles();
SpawnObjects();
}
void SpawnHoles()
{
for (int i = 0; i < holeCount; i++)
{
Vector2 pos = RandomPos(1f);
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
Hole h = hole.GetComponent<Hole>();
if (h != null && holesMove)
{
h.hasMovement = true;
h.moveSpeed = holeMoveSpeed;
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
}
spawnedHoles.Add(hole);
}
}
void SpawnObjects()
{
for (int i = 0; i < objectCount; i++)
{
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
Vector2 pos = RandomPos(0.5f);
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
// Náhodná barva
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
if (sr != null)
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
spawnedObjects.Add(obj);
}
>>>>>>> origin/main
}
public void Clear()
{
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
<<<<<<< HEAD
//foreach (var h in spawnedHoles) if (h != null) Destroy(h);
//spawnedObjects.Clear();
spawnedHoles.Clear();
@@ -113,4 +176,16 @@ public class ObjectSpawner : MonoBehaviour
Random.Range(-2f, 1.5f)
);
}
=======
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
spawnedObjects.Clear();
spawnedHoles.Clear();
}
Vector2 RandomPos(float margin) =>
new Vector2(
Random.Range(minX + margin, maxX - margin),
Random.Range(minY + margin, maxY - margin)
);
>>>>>>> origin/main
}