meta patch

This commit is contained in:
2026-05-17 12:47:09 +02:00
189 changed files with 19604 additions and 1278 deletions

View File

@@ -132,7 +132,20 @@ public class GameClient : IDisposable
return false;
}
public void Disconnect(string reason = "User disconnected")
/// <summary>
/// Tears down the socket and crypto session. When `transient` is true
/// (network drop, decrypt-failure cascade, anything we expect to retry),
/// the lobby/role/task/state caches are preserved so the post-reconnect
/// flow can re-associate via Reconnect(LobbyId). Default false matches
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
///
/// Critical for the P9 reconnect bug: previously every Disconnect path
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
/// fired, the client had no idea which lobby it had been in - the
/// post-handshake Reconnect call had nothing to send and the server
/// answered the next vote/action with NOT_IN_LOBBY.
/// </summary>
public void Disconnect(string reason = "User disconnected", bool transient = false)
{
_cts?.Cancel();
_tcpClient?.Close();
@@ -140,15 +153,22 @@ public class GameClient : IDisposable
_stream = null;
_encryption?.Dispose();
_encryption = null;
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
MyRole = null;
MyTasks.Clear();
PlayerPositions.Clear();
Bodies.Clear();
if (!transient)
{
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
MyRole = null;
MyTasks.Clear();
PlayerPositions.Clear();
Bodies.Clear();
}
// PlayerPositions are stale anyway after a drop, but we keep them so
// the UI doesn't blink avatars off-map mid-meeting; the next position
// broadcast overwrites them. LastEventId is intentionally preserved
// so the Reconnect message can ask the server for missed events.
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
}
@@ -236,7 +256,8 @@ public class GameClient : IDisposable
decryptFailures++;
if (decryptFailures >= 3)
{
Disconnect("Too many decryption failures");
// Transient: keep LobbyId for the reconnect coroutine.
Disconnect("Too many decryption failures", transient: true);
return;
}
continue;
@@ -253,7 +274,9 @@ public class GameClient : IDisposable
}
catch (Exception ex) when (!ct.IsCancellationRequested)
{
Disconnect($"Connection error: {ex.Message}");
// Transient: TCP RST / read failure is exactly what reconnect was
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
Disconnect($"Connection error: {ex.Message}", transient: true);
}
}
@@ -293,7 +316,35 @@ public class GameClient : IDisposable
{
LobbyId = r.LobbyId;
JoinCode = r.JoinCode;
CurrentLobbyState = r.LobbyState;
// Ensure we always have a valid lobby state with the creator as owner
if (r.LobbyState != null)
{
CurrentLobbyState = r.LobbyState;
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
CurrentLobbyState.OwnerId = ClientUuid;
}
else
{
CurrentLobbyState = new LobbyState
{
LobbyId = r.LobbyId ?? "",
JoinCode = r.JoinCode ?? "",
OwnerId = ClientUuid
};
}
// Make sure creator appears in the player list
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Insert(0, new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = true,
State = PlayerState.Alive
});
}
}
break;
@@ -303,6 +354,22 @@ public class GameClient : IDisposable
LobbyId = r.LobbyId;
CurrentLobbyState = r.LobbyState;
JoinCode = r.LobbyState?.JoinCode;
// Ensure self is in the player list
if (CurrentLobbyState != null)
{
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Add(new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
State = PlayerState.Alive
});
}
}
}
break;
@@ -344,7 +411,6 @@ public class GameClient : IDisposable
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
if (joinedPayload != null && CurrentLobbyState?.Players != null)
{
// Check if player already exists
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
if (!exists)
{
@@ -352,7 +418,7 @@ public class GameClient : IDisposable
{
ClientUuid = joinedPayload.ClientUuid,
DisplayName = joinedPayload.DisplayName,
IsOwner = false,
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
IsReady = false,
State = PlayerState.Alive
});
@@ -465,24 +531,32 @@ public class GameClient : IDisposable
#region Game Actions
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
{
// DisplayName is sent on every CreateLobby/JoinLobby so the server
// picks up the live nickname (typed into the input field after the
// ClientHello handshake fired). Without this the server uses the
// ClientHello-time name, which is the GameManager prefab default
// for any user who immediately created/joined a lobby.
Send(new CreateLobby
{
PlayAreaCenter = center,
PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount,
TaskCount = taskCount,
Password = password
Password = password,
Settings = settings,
DisplayName = DisplayName
});
}
public void JoinLobby(string joinCode, string? password = null)
{
Send(new JoinLobby
{
JoinCode = joinCode.ToUpperInvariant(),
Password = password
Password = password,
DisplayName = DisplayName
});
}
@@ -491,6 +565,7 @@ public class GameClient : IDisposable
Send(new LeaveLobby());
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
}
public void StartGame()

View File

@@ -49,6 +49,11 @@ public enum PlayerRole { Crew, Impostor }
public enum PlayerState { Alive, Dead }
[JsonConverter(typeof(StringEnumConverter))]
// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server
// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload
// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases.
// The enum value is preserved here for serialization compatibility with old
// saves; new code should not assign it.
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
[JsonConverter(typeof(StringEnumConverter))]
@@ -184,6 +189,24 @@ public class CreateLobby : Message
[JsonProperty("taskCount")]
public int TaskCount { get; set; } = 5;
/// <summary>
/// P13b: optional per-lobby settings overrides supplied by the host.
/// Any field left null falls through to the server's current default
/// (snapshotted at lobby creation, immutable thereafter for this lobby).
/// </summary>
[JsonProperty("settings")]
public GameSettingsOverrides? Settings { get; set; }
/// <summary>
/// Optional. Live host display name from the nickname input field at
/// the moment of CreateLobby. ClientHello-time name is stale because
/// the handshake fires before the user has typed anything; this lets
/// the server pick up the freshly-typed name without a separate
/// rename round-trip.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
}
public class CreateLobbyResponse : Message
@@ -209,12 +232,19 @@ public class CreateLobbyResponse : Message
public class JoinLobby : Message
{
public override string Type => "JoinLobby";
[JsonProperty("joinCode")]
public string JoinCode { get; set; } = "";
[JsonProperty("password")]
public string? Password { get; set; }
/// <summary>
/// Optional. Live joiner display name from the nickname input field
/// at the moment of Join. See CreateLobby.DisplayName for rationale.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
}
public class JoinLobbyResponse : Message
@@ -623,17 +653,26 @@ public class PlayerEjectedPayload
public PlayerRole Role { get; set; }
}
public class TaskStartedPayload
{
[JsonProperty("clientUuid")]
public string ClientUuid { get; set; } = "";
[JsonProperty("taskId")]
public string TaskId { get; set; } = "";
}
public class TaskCompletedPayload
{
[JsonProperty("clientUuid")]
public string ClientUuid { get; set; } = "";
[JsonProperty("taskId")]
public string TaskId { get; set; } = "";
[JsonProperty("totalCompleted")]
public int TotalCompleted { get; set; }
[JsonProperty("totalTasks")]
public int TotalTasks { get; set; }
}
@@ -713,10 +752,10 @@ public class RepairStartedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -725,10 +764,10 @@ public class RepairStoppedPayload
{
[JsonProperty("sabotageId")]
public string SabotageId { get; set; } = "";
[JsonProperty("stationId")]
public string StationId { get; set; } = "";
[JsonProperty("playerId")]
public string PlayerId { get; set; } = "";
}
@@ -790,6 +829,162 @@ public class LobbyState
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
[JsonProperty("mapDataReady")]
public bool MapDataReady { get; set; } = true;
/// <summary>
/// P13b: full per-lobby settings snapshot. Clients use this for HUD
/// (button visibility, countdown timings, etc.) instead of hardcoded
/// values. Always populated for new server builds; old client builds
/// can ignore the field.
/// </summary>
[JsonProperty("settings")]
public GameSettings? Settings { get; set; }
}
/// <summary>
/// P13b: per-lobby gameplay settings on the wire. Server populates this from
/// its per-lobby snapshot so clients can drive HUD logic from authoritative
/// values rather than hardcoded constants.
/// </summary>
public class GameSettings
{
// Round shape
[JsonProperty("maxPlayers")]
public int MaxPlayers { get; set; }
[JsonProperty("impostorCount")]
public int ImpostorCount { get; set; }
[JsonProperty("taskCount")]
public int TaskCount { get; set; }
[JsonProperty("tiePolicy")]
public string TiePolicy { get; set; } = "NoEject";
// Distances (m)
[JsonProperty("killDistanceM")]
public double KillDistanceM { get; set; }
[JsonProperty("reportDistanceM")]
public double ReportDistanceM { get; set; }
[JsonProperty("taskStartDistanceM")]
public double TaskStartDistanceM { get; set; }
[JsonProperty("meetingArrivalRadiusM")]
public double MeetingArrivalRadiusM { get; set; }
[JsonProperty("emergencyMeetingCallRadiusM")]
public double EmergencyMeetingCallRadiusM { get; set; }
[JsonProperty("repairStationDistanceM")]
public double RepairStationDistanceM { get; set; }
// Cooldowns / counts
[JsonProperty("killCooldownMs")]
public int KillCooldownMs { get; set; }
[JsonProperty("emergencyMeetingCooldownMs")]
public int EmergencyMeetingCooldownMs { get; set; }
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
public int MaxEmergencyMeetingsPerPlayer { get; set; }
// Meeting phases (ms)
[JsonProperty("arrivalBaseMs")]
public int ArrivalBaseMs { get; set; }
[JsonProperty("allowedLateMs")]
public int AllowedLateMs { get; set; }
[JsonProperty("discussionPhaseMs")]
public int DiscussionPhaseMs { get; set; }
[JsonProperty("votingPhaseMs")]
public int VotingPhaseMs { get; set; }
// Sabotage
[JsonProperty("sabotageCooldownMs")]
public int SabotageCooldownMs { get; set; }
[JsonProperty("commsBlackoutDurationMs")]
public int CommsBlackoutDurationMs { get; set; }
[JsonProperty("criticalMeltdownDeadlineMs")]
public int CriticalMeltdownDeadlineMs { get; set; }
[JsonProperty("repairStationHoldMs")]
public int RepairStationHoldMs { get; set; }
}
/// <summary>
/// P13b: host-supplied overrides at CreateLobby. Every field is nullable so
/// the host can opt into changing only what they care about; null = use the
/// server's current default at the moment of lobby creation.
/// </summary>
public class GameSettingsOverrides
{
[JsonProperty("maxPlayers")]
public int? MaxPlayers { get; set; }
[JsonProperty("impostorCount")]
public int? ImpostorCount { get; set; }
[JsonProperty("taskCount")]
public int? TaskCount { get; set; }
[JsonProperty("tiePolicy")]
public string? TiePolicy { get; set; }
[JsonProperty("killDistanceM")]
public double? KillDistanceM { get; set; }
[JsonProperty("reportDistanceM")]
public double? ReportDistanceM { get; set; }
[JsonProperty("taskStartDistanceM")]
public double? TaskStartDistanceM { get; set; }
[JsonProperty("meetingArrivalRadiusM")]
public double? MeetingArrivalRadiusM { get; set; }
[JsonProperty("emergencyMeetingCallRadiusM")]
public double? EmergencyMeetingCallRadiusM { get; set; }
[JsonProperty("repairStationDistanceM")]
public double? RepairStationDistanceM { get; set; }
[JsonProperty("killCooldownMs")]
public int? KillCooldownMs { get; set; }
[JsonProperty("emergencyMeetingCooldownMs")]
public int? EmergencyMeetingCooldownMs { get; set; }
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
public int? MaxEmergencyMeetingsPerPlayer { get; set; }
[JsonProperty("arrivalBaseMs")]
public int? ArrivalBaseMs { get; set; }
[JsonProperty("allowedLateMs")]
public int? AllowedLateMs { get; set; }
[JsonProperty("discussionPhaseMs")]
public int? DiscussionPhaseMs { get; set; }
[JsonProperty("votingPhaseMs")]
public int? VotingPhaseMs { get; set; }
[JsonProperty("sabotageCooldownMs")]
public int? SabotageCooldownMs { get; set; }
[JsonProperty("commsBlackoutDurationMs")]
public int? CommsBlackoutDurationMs { get; set; }
[JsonProperty("criticalMeltdownDeadlineMs")]
public int? CriticalMeltdownDeadlineMs { get; set; }
[JsonProperty("repairStationHoldMs")]
public int? RepairStationHoldMs { get; set; }
}
// Map data classes for rendering - compact format from server

View File

@@ -4,145 +4,751 @@ using Subsystems;
using System.Collections;
using System;
using TMPro;
/*
GameManager - hlavní tøida pro správu hry
GameManager_Network - subsystém pro správu komunikace se serverem
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
GameManager_Map - subsystém pro správu mapy a prostøedí
GameManager_Input - subsystém pro správu vstupu od hráèe
GameManager_UI - subsystém pro správu uživatelského rozhraní
GamaManager_Stats - subsystém pro správu statistik pro server
*/
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
[Header("Subsystems")]
protected GameManager_Network networkSubsystem;
protected GameManager_UI uiSubsystem;
protected GameManager_Map mapSubsystem;
protected GameManager_Input inputSubsystem;
// Singleton
public static GameManager Instance { get; private set; }
protected GameClient gameClient;
[Header("Subsystems")]
public GameManager_Network networkSubsystem;
public GameManager_UI uiSubsystem;
public GameManager_Map mapSubsystem;
public GameManager_Input inputSubsystem;
public GameManager_Tasks taskSubsystem;
public GameClient gameClient;
[Header("Player Info")]
public string displayName;
[Header("UI Elements")]
public Canvas JoinCreateLobby;
public Canvas InLobby;
public Canvas LoadingScreen;
public Canvas GameScreen;
[Header("Scene Management")]
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
[Header("UI Elements (Client.unity)")]
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
private const string CanvasNameJoinCreate = "LobbySelector";
private const string CanvasNameInLobby = "InLobby";
private const string CanvasNameLoading = "LoadingScreen";
private const string CanvasNameGame = "InGame";
[Header("Map")]
public GameObject MapCenterPoint;
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings;
public AreaSettings areaSettings;
[Header("GPS")]
public GameObject Player;
[Header("Lobby Settings")]
public double pendingRadius = 500;
public int pendingImpostorCount = 1;
public int pendingTaskCount = 5;
/// <summary>
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
/// host taps "Create". Null = host didn't change anything beyond the three
/// flat fields above; server falls through to its current defaults for
/// every field. Each field is independently nullable so the host can
/// opt into changing only what they care about.
/// </summary>
public GameSettingsOverrides pendingSettings;
[Header("Task Minigames (round-robin)")]
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10",
"MiniGame-insertkeys",
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
};
[Header("Debug")]
public bool testMode = false;
private GameClient _secondClient;
private GameClient _thirdClient;
private GameManager_Network _secondNetwork;
private GameManager_Network _thirdNetwork;
/// <summary>
/// When true, draw a small GPS status banner across the top of every
/// screen. Useful for diagnosing why CreateLobby is blocked or why a
/// joiner's position isn't updating - failures otherwise only show up
/// in logcat which most users can't reach. Toggle off for release.
/// </summary>
public bool showGPSDebugOverlay = true;
/// <summary>
/// Number of in-process test client bots to spawn alongside the host
/// when testMode is on. Each gets its own GameClient + Network and
/// joins the host's lobby automatically. Bots are switchable via
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
/// bump for stress-testing voting / sabotage flows.
/// </summary>
public int testClientCount = 3;
/// <summary>
/// Per-bot network + display-name + sim-position state. The active slot
/// (host = 0, bots = 1..N) gets WASD on the next tick.
/// </summary>
private class TestBot
{
public GameClient Client;
public GameManager_Network Network;
public string DisplayName;
public GeoSus.Client.Position SimPosition;
public bool Joined;
public float LastSendTime;
}
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
private int _activeClientSlot = 0;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Keep the screen on while the player is in the app. A geographic
// social-deduction game asks the user to walk around for 5-15 minutes
// staring at the map; default Android sleep timeout (15-60s) blacks
// the screen out mid-round, drops GPS updates, and requires the
// player to re-unlock the phone. Two layers of belt-and-suspenders:
// (1) Unity's Screen.sleepTimeout, which works on most devices and
// is one line, but is overridden by some MIUI/EMUI ROMs.
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
// OEM ROMs to override and the standard pattern for navigation/maps
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
Screen.sleepTimeout = SleepTimeout.NeverSleep;
AcquireAndroidWakelock();
}
/// <summary>
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
/// standard navigation/maps-app pattern and survives ROM-level overrides
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
/// </summary>
private static void AcquireAndroidWakelock()
{
#if UNITY_ANDROID && !UNITY_EDITOR
try
{
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
{
// addFlags must run on the UI thread. Capture activity into a
// local for the closure - AndroidJavaObject can be reused.
var act = activity;
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
try
{
using (var window = act.Call<AndroidJavaObject>("getWindow"))
{
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
}
}));
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
}
#endif
}
void Start()
{
DontDestroyOnLoad(this);
if (displayName == null || displayName == "")
{
displayName = GenerateUsername();
}
// The prefab default in SampleScene.unity is "Hrac" (Czech for
// "player"). Treat it as equivalent to "no name set" so users who
// never customize their name don't all show up identically. This
// override only fires at startup; users who explicitly type "Hrac"
// into the nickname field will still send "Hrac" via the live
// DisplayName payload field.
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
gameClient = new GameClient(GenerateUUID(), displayName);
networkSubsystem = new GameManager_Network(gameClient, this);
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
uiSubsystem = new GameManager_UI(gameClient);
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
if (testMode)
{
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
_secondNetwork = new GameManager_Network(_secondClient);
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
_thirdNetwork = new GameManager_Network(_thirdClient);
_secondNetwork.OpenConection();
_thirdNetwork.OpenConection();
}
gameClient = new GameClient(GenerateUUID(), displayName);
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
networkSubsystem = new GameManager_Network(gameClient);
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
networkSubsystem.OpenConection();
}
private void Update()
{
if (gameClient.CurrentLobbyState != null)
{
uiSubsystem.UpdateLobbyUI();
}
try
{
if (gameClient.CurrentLobbyState.MapDataReady)
int n = Mathf.Max(0, testClientCount);
for (int i = 0; i < n; i++)
{
mapSubsystem.BuildMap();
gameClient.CurrentLobbyState.MapDataReady = false;
var bot = new TestBot
{
DisplayName = "TestBot" + (i + 1),
};
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
bot.Network = new GameManager_Network(bot.Client, null);
bot.Network.OpenConnection();
_testBots.Add(bot);
}
}
catch (NullReferenceException ex) { }
inputSubsystem.positionCheck();
networkSubsystem.OpenConnection();
// Start GPS immediately at app launch. Acquiring a fix on a cold
// device can take 5-30 seconds; if we wait until CreateLobby is
// pressed, the lobby will be seeded with bad coords. Starting here
// means the user's normal navigation through the menus gives the
// GPS subsystem time to settle.
inputSubsystem?.EnsureGPSStarted();
// Load main menu after GameManager is ready
if (!string.IsNullOrEmpty(firstMenuScene))
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
}
/// <summary>
/// Draws a GPS status banner across the top of every screen. We use OnGUI
/// rather than a uGUI Canvas element because OnGUI works without any
/// scene wiring - we want this visible from the very first frame, on
/// every screen, even if the lobby canvas hasn't been bound yet. This is
/// a debug overlay; toggle showGPSDebugOverlay off for release builds.
/// </summary>
private void OnGUI()
{
if (!showGPSDebugOverlay) return;
if (inputSubsystem == null) return;
protected string GenerateUUID()
{
string UUID = System.Guid.NewGuid().ToString();
Debug.Log(UUID);
return UUID;
}
protected string GenerateUsername()
{
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
Debug.Log(Username);
return Username;
}
public void CreateLobbyButton()
{
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
if (testMode)
var diag = inputSubsystem.GpsDiagnostic;
var label = "GPS: " + diag;
// Scale font size to screen so it's legible on phones (HDPI) and
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
// editor game view runs at ~100dpi.
int fontSize = Mathf.Max(14, Screen.width / 50);
var style = new GUIStyle(GUI.skin.label)
{
StartCoroutine(ConnectTestClients());
fontSize = fontSize,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
wordWrap = false,
normal = { textColor = Color.white }
};
// Width covers most of the screen so longer error strings don't get
// clipped. Height auto-fits the chosen font size.
float pad = fontSize * 0.5f;
float bannerH = fontSize * 2f;
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
// Translucent black background for legibility against the map.
var prevColor = GUI.color;
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(rect, GUIContent.none);
GUI.color = prevColor;
// Indent the label inside the box.
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
GUI.Label(textRect, label, style);
// Second row: position-source picker (tap to cycle) + active client
// indicator (testMode only). Both are diagnostic; the source picker
// is the recovery path when one backend silently fails on a phone.
float row2Y = rect.y + bannerH + pad * 0.5f;
var btnStyle = new GUIStyle(GUI.skin.button)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
};
// Source button: shows current source name + invites tap.
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
// Width sized to the text so the touch area matches the label.
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
{
inputSubsystem.CycleNextPositionSource();
}
// Active-client indicator (only when we have test bots).
if (testMode && _testBots.Count > 0)
{
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
var indStyle = new GUIStyle(GUI.skin.label)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
};
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(indRect, GUIContent.none);
GUI.color = prevColor;
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
}
}
public void JoinLobbyButton()
private void Update()
{
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
if (joinCode.text != null && joinCode.text != "")
// Tick the SDK dispatcher so callbacks fire on main thread
gameClient?.Update();
if (testMode)
{
networkSubsystem.JoinLobby(joinCode.text);
for (int i = 0; i < _testBots.Count; i++)
_testBots[i].Client?.Update();
HandleTestBotInput();
}
if (gameClient?.CurrentLobbyState != null)
{
uiSubsystem?.UpdateLobbyUI();
taskSubsystem?.UpdateProximity();
}
if (gameClient?.MyRole == PlayerRole.Impostor)
UpdateKillCooldown();
inputSubsystem?.positionCheck();
if (testMode) StepActiveTestBot();
}
/// <summary>
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
/// Suppress host WASD when a non-host bot is active so the host capsule
/// doesn't drift while the user is moving a bot. Only fires when
/// testMode is on; release builds never see this path.
/// </summary>
private void HandleTestBotInput()
{
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
}
// Tell the host's input subsystem to ignore WASD when a bot is active.
if (inputSubsystem != null)
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
}
/// <summary>
/// If the active slot is a bot, step its sim position from WASD axes
/// and send to the server. Idle bots get a periodic keep-alive so their
/// avatars don't time out.
/// </summary>
private void StepActiveTestBot()
{
if (_testBots.Count == 0) return;
var state = gameClient?.CurrentLobbyState;
if (state == null || state.MapData == null) return;
// Lazy-init each bot's sim position to the lobby's map center on
// first lobby state. Until the bot has joined a lobby it can't
// send position updates.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
{
// Spawn each bot in a small ring around the map center so
// they don't all stack on top of each other on frame one.
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
bot.SimPosition = new GeoSus.Client.Position(
state.MapData.Center.Lat + offsetLat,
state.MapData.Center.Lon + offsetLon);
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
// WASD only drives the active bot.
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
{
var bot = _testBots[_activeClientSlot - 1];
if (bot.Joined)
{
float dx = Input.GetAxis("Horizontal");
float dy = Input.GetAxis("Vertical");
const double speed = 0.00001;
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
if (moved)
{
bot.SimPosition = new GeoSus.Client.Position(
bot.SimPosition.Lat + dy * speed,
bot.SimPosition.Lon + dx * speed);
}
// Send on movement OR on keep-alive cadence so the server
// doesn't drop our presence.
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
if (moved || dueKeepAlive)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
}
else
{
Debug.Log("Join code is empty!");
// No bot is active. All bots get keep-alive only.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if ((Time.time - bot.LastSendTime) >= 1.0f)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
}
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// After Client.unity loads, re-bind all canvas/HUD references because
/// those GameObjects don't exist in the Art menu scenes.
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Client")
{
var roots = scene.GetRootGameObjects();
// Find a root or deep GameObject by name in the loaded scene
GameObject FindGO(string n) {
foreach (var go in roots) {
if (go.name == n) return go;
var found = go.transform.Find(n);
if (found != null) return found.gameObject;
}
return null;
}
Canvas FindCanvas(string n) {
var go = FindGO(n);
return go != null ? go.GetComponent<Canvas>() : null;
}
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
var inGameGO = FindGO("InGame");
if (inGameGO != null)
{
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
?? inGameGO.AddComponent<InGameHUDBuilder>();
builder.BuildNow();
}
// ── Wire canvases (after HUD is built) ──
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
// to every canvas in the scene before binding so layouts scale
// identically across phones and tablets without per-device tweaks.
var cJoin = FindCanvas(CanvasNameJoinCreate);
var cLobby = FindCanvas(CanvasNameInLobby);
var cLoad = FindCanvas(CanvasNameLoading);
var cGame = FindCanvas(CanvasNameGame);
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
// ── Wire map center point and player capsule ──
var mapCenter = FindGO("MapCenterPoint");
var player = FindGO("Capsule");
mapSubsystem?.SetMapCenterPoint(mapCenter);
inputSubsystem?.SetPlayerObject(player);
// ── Attach camera controller to Main Camera ──
var mainCamGO = FindGO("Main Camera");
if (mainCamGO != null)
{
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
?? mainCamGO.AddComponent<MapCameraController>();
camCtrl.SetTarget(player);
}
// If MapDataReady arrived before Client scene finished loading,
// this will build the map now that scene references are valid.
networkSubsystem?.OnClientSceneReady();
}
else if (scene.name == "create" || scene.name == "join loading")
{
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
// its Start() has run and registered itself (happens before Update).
uiSubsystem?.NotifyLobbyChanged();
}
}
private float _killCooldownSeconds = 0f;
private const float KillCooldownDuration = 20f;
private void UpdateKillCooldown()
{
if (_killCooldownSeconds > 0)
{
_killCooldownSeconds -= Time.deltaTime;
// Mirror into GameState so UI reads from the single source of truth
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
}
else
{
_killCooldownSeconds = 0f;
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = 0;
uiSubsystem?.SetKillCooldownText("");
}
}
/// <summary>
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
/// depending on current proximity state.
/// </summary>
public void PerformAction()
{
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
// P13b: pull per-lobby distances from the server-snapshotted settings
// instead of hardcoding 5m for every check. ?? fallback keeps the
// pre-P13b behavior on old server builds that don't ship settings.
var settings = networkSubsystem?.State?.Settings;
double reportDist = settings?.ReportDistanceM ?? 5.0;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
double killDist = settings?.KillDistanceM ?? 5.0;
// 1. Nearby task → USE
var nearbyTask = taskSubsystem?.NearbyTask;
if (nearbyTask != null && !isImpostor)
{
taskSubsystem.TriggerNearbyTask();
return;
}
// 2. Nearby body → REPORT
if (!uiSubsystem.IsCommsBlackout)
{
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
if (nearbyBody != null)
{
gameClient.ReportBody(nearbyBody.BodyId);
return;
}
// 3. Near map centre → EMERGENCY
if (gameClient?.CurrentLobbyState?.MapData != null)
{
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
if (distToCenter <= emergencyDist)
{
gameClient.CallEmergencyMeeting();
return;
}
}
}
// 4. Impostor kill
if (isImpostor && _killCooldownSeconds <= 0)
{
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(targetUuid))
{
gameClient.Kill(targetUuid);
_killCooldownSeconds = KillCooldownDuration;
}
}
}
/// <summary>Called by Impostor sabotage buttons.</summary>
public void StartSabotage(int typeIndex)
{
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
}
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
public void CastVote(string targetUuid)
{
gameClient?.Vote(targetUuid);
}
protected string GenerateUUID()
{
return System.Guid.NewGuid().ToString();
}
protected string GenerateUsername()
{
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
}
/// <summary>
/// Pull the nickname input field's current text into displayName +
/// gameClient.DisplayName + PlayerPrefs before sending a network
/// action. Defensive against any TMP_InputField / soft-keyboard race
/// where the user types and immediately taps a button: onValueChanged
/// normally fires before the click handler in the same frame, but
/// some Android keyboards batch text events oddly. Call this at the
/// top of any Create/Join/Rename flow. No-op if the input field
/// doesn't exist in the current scene.
/// </summary>
private void CommitNicknameFromInput()
{
var nameGO = GameObject.Find("name");
if (nameGO == null) return;
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
if (field == null) return;
// Force the InputField to flush any pending soft-keyboard text.
// ForceLabelUpdate() is harmless if there's nothing pending.
field.ForceLabelUpdate();
string typed = (field.text ?? "").Trim();
if (string.IsNullOrEmpty(typed)) return;
if (typed == displayName) return; // already in sync, skip the writes
displayName = typed;
if (gameClient != null) gameClient.DisplayName = typed;
PlayerPrefs.SetString("PlayerName", typed);
PlayerPrefs.Save();
}
// Called by HostLobbyUI
public void CreateLobbyButton()
{
CommitNicknameFromInput();
// Refuse to create a lobby without a real GPS fix. The previous
// behavior of silently using a hardcoded Czechia fallback meant the
// game always started at the same place no matter where the host was,
// and the player capsule would spawn miles away in coordinate space
// because they're at their real GPS while the map was built around
// the fallback. Both bugs share this single gate.
if (inputSubsystem?.LastKnownPosition == null)
{
// testMode bypasses the GPS gate entirely so debug runs still work.
if (!testMode)
{
// Surface the actual GPS state in both logs and the toast
// instead of the generic "Waiting for GPS fix..." that hides
// permission/timeout/device-disabled distinctions.
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
inputSubsystem?.EnsureGPSStarted();
return;
}
}
var pos = inputSubsystem?.LastKnownPosition;
double lat = pos?.Lat ?? 0;
double lon = pos?.Lon ?? 0;
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
if (testMode) StartCoroutine(ConnectTestClients());
}
// Called by JoinLobbyUI with the code from the input field
public void JoinLobbyButton(string code)
{
CommitNicknameFromInput();
if (!string.IsNullOrEmpty(code))
networkSubsystem.JoinLobby(code);
else
Debug.LogWarning("Join code is empty!");
}
public void LeaveLobbyButton()
{
networkSubsystem.LeaveLobby();
}
public void StartGameButton()
{
networkSubsystem.StartGame();
}
void OnApplicationQuit()
{
gameClient.Disconnect();
_secondClient?.Disconnect();
_thirdClient?.Disconnect();
gameClient?.Disconnect();
for (int i = 0; i < _testBots.Count; i++)
_testBots[i].Client?.Disconnect();
}
IEnumerator ConnectTestClients()
{
yield return new WaitForSeconds(2f);
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
if (_testBots.Count == 0) yield break;
// Wait until host lobby code exists
float wait = 0f;
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
if (string.IsNullOrEmpty(joinCode))
{
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
yield break;
}
// Wait until every bot's client has finished its TCP handshake.
// IsReady flips once ClientHello + ClientHelloAck round-trip.
wait = 0f;
bool allReady;
do
{
allReady = true;
for (int i = 0; i < _testBots.Count; i++)
{
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
{
allReady = false;
break;
}
}
if (!allReady)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
} while (!allReady && wait < 20f);
if (!allReady)
{
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
}
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (bot.Client != null && bot.Client.IsReady)
{
bot.Network?.JoinLobby(joinCode);
bot.Joined = true;
}
}
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
}
}

View File

@@ -3,7 +3,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using UnityEditor;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -12,8 +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;
@@ -64,7 +64,44 @@ namespace Subsystems{
private BuildingSettings _buildingSettings;
private PathwaySettings _pathwaySettings;
private AreaSettings _areaSettings;
private const float _metersPerUnit = 1f;
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;
@@ -73,8 +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");
@@ -108,7 +162,133 @@ namespace Subsystems{
GameObject a = BuildAreaMesh(area);
a.transform.parent = areaRoot.transform;
}
//TODO: POIs
GameObject poiRoot = new GameObject("POIs");
poiRoot.transform.parent = _mapCenterPoint.transform;
int poiCount = 0;
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
{
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()
{
@@ -125,9 +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>();
@@ -138,8 +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;
@@ -158,8 +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>();
@@ -218,15 +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;
@@ -269,13 +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)
@@ -287,19 +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
}
@@ -343,25 +612,30 @@ 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++)
{
for (int i = 1; i < vertexCount - 1; i++)
{
triangles.Add(0);
triangles.Add(i);
triangles.Add(i + 1);
}
triangles.Add(0);
triangles.Add(i);
triangles.Add(i + 1);
}
mesh.vertices = vertices;
@@ -371,5 +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
}
}

View File

@@ -5,6 +5,7 @@ using UnityEngine;
using System.Collections.Generic;
using Subsystems;
using System.Linq;
using UnityEngine.SceneManagement;
namespace Subsystems
{
@@ -13,9 +14,34 @@ namespace Subsystems
private const string _serverAddress = "geosus.honzuvkod.dev";
private const int _serverPort = 7777;
private GameClient _gameClient;
private GameManager_Map _mapSubsystem;
public async void OpenConection()
private GameManager _manager;
private bool _pendingMapBuild;
/// <summary>
/// Authoritative game state; written here, read by GameManager_UI.
/// </summary>
public GameState State { get; } = new GameState();
public GameManager_Network(GameClient gameClient, GameManager manager)
{
_gameClient = gameClient;
_manager = manager;
RegisterEventHandlers();
}
public async void OpenConnection()
{
// Snapshot the lobby we believed we were in BEFORE the new connect
// attempt. If the client SDK preserved it across a transient drop
// (P9 fix), this is non-null and we'll send a Reconnect message
// post-handshake to re-associate with the lobby on the server side.
// Without it, the next CastVote / TaskComplete / etc. would arrive
// on a fresh connection the server doesn't recognize and bounce
// with NOT_IN_LOBBY.
var rejoinLobbyId = _gameClient.LobbyId;
int retries = 0;
int delayMs = 5000;
while (true)
{
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
@@ -23,139 +49,544 @@ namespace Subsystems
if (state.Result)
{
Debug.Log("Connected to server.");
// Re-attach to the prior lobby if we had one. Server-side
// HandleReconnectAsync will replay missed events and ack
// with a ReconnectResponse carrying the snapshot.
if (!string.IsNullOrEmpty(rejoinLobbyId))
{
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
_gameClient.Reconnect(rejoinLobbyId);
}
break;
}
else
retries++;
if (retries >= 10)
{
Debug.Log("Failed to connect to server");
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
break;
}
await Task.Delay(5000);
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
await Task.Delay(delayMs);
delayMs = Mathf.Min(delayMs * 2, 30000);
}
}
public GameManager_Network(GameClient gameClient)
{
_gameClient = gameClient;
RegisterEventHandlers();
}
public void RegisterEventHandlers()
{
_gameClient.OnConnected += OnConnected;
_gameClient.OnConnected += OnConnected;
_gameClient.OnDisconnected += OnDisconnected;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
_gameClient.OnError += OnError;
_gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent;
}
private void OnConnected()
{
Debug.Log("Successfully connected to the server.");
// Tear the reconnect overlay down once the socket is healthy.
// No-op if it wasn't shown.
_manager?.uiSubsystem?.HideReconnecting();
}
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason)
{
Debug.Log($"Host disconnected due to {reason}");
Debug.Log($"Disconnected: {reason}");
// Show the reconnect overlay only if the user is mid-game; we
// don't want it flashing during a clean shutdown ("Disposed") or
// before a real game has started.
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
_manager?.uiSubsystem?.ShowReconnecting();
if (reason != "Disposed" && _manager != null)
_manager.StartCoroutine(ReconnectAfterDelay(3f));
}
private void OnError(string error)
private IEnumerator ReconnectAfterDelay(float seconds)
{
Debug.LogError($"Network error: {error}");
yield return new UnityEngine.WaitForSeconds(seconds);
Debug.Log("Attempting to reconnect...");
OpenConnection();
}
private void OnMessage(Message message)
{
switch (message.Type)
{
case "GameEvent":
OnGameEvent(message as GameEvent);
break;
case "CreateLobbyResponse":
Debug.Log("Received CreateLobbyResponse message");
HandleCreateLobbyResponse(message as CreateLobbyResponse);
break;
case "JoinLobbyResponse":
Debug.Log("Received JoinLobbyResponse message");
HandleJoinLobbyResponse(message as JoinLobbyResponse);
break;
case "PositionBroadcast":
HandlePositionBroadcast(message as PositionBroadcast);
break;
case "Error":
HandleErrorMessage(message as ErrorMessage);
break;
case "Ack":
Debug.Log("Received Ack message");
case "GameEvent":
break;
default:
Debug.Log("Received message of type: " + message.Type);
break;
}
}
/// <summary>
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
/// believe we have a lobby (LobbyId preserved across the transient
/// disconnect), the lobby association on the server's side of the new
/// connection is missing - typically a race between OpenConnection's
/// Reconnect call and an in-flight action message that beat it. Retry
/// the Reconnect; if the second attempt also bounces, the lobby really
/// is gone and we'll surface the error to the user.
/// </summary>
private void HandleErrorMessage(ErrorMessage err)
{
if (err == null) return;
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
{
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
_gameClient.Reconnect(_gameClient.LobbyId);
}
}
private void OnGameEvent(GameEvent gameEvent)
{
// Always sync player list from lobby state after any event
SyncPlayersFromLobby();
switch (gameEvent.EventType)
{
case "PlayerJoined":
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
break;
case "PlayerLeft":
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
case "HostChanged":
_manager?.uiSubsystem?.NotifyLobbyChanged();
break;
case "GameStarting":
Debug.Log("Game is starting!");
break;
case "GameStarted":
Debug.Log("Game started");
State.Phase = GamePhase.Loading;
HandleGameStarting();
break;
case "MapDataReady":
Debug.Log("Map data ready");
HandleMapDataReady();
break;
case "PlayerMapDataReceived":
Debug.Log("Player map data recieved");
case "GameStarted":
State.Phase = GamePhase.Playing;
break;
case "RoleAssigned":
HandleRoleAssigned(gameEvent);
break;
case "TaskCompleted":
HandleTaskCompleted(gameEvent);
break;
case "PlayerKilled":
HandlePlayerKilled(gameEvent);
break;
case "BodyReported":
case "EmergencyMeetingCalled":
Toast("Meeting called! Head to the meeting point.");
break;
case "MeetingStarted":
HandleMeetingStarted(gameEvent);
break;
case "PlayerArrivedAtMeeting":
HandlePlayerArrivedAtMeeting(gameEvent);
break;
case "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
case "VotingClosed":
HandleVotingClosed(gameEvent);
break;
case "GameEnded":
HandleGameEnded(gameEvent);
break;
case "ReturnedToLobby":
HandleReturnedToLobby();
break;
case "SabotageStarted":
HandleSabotageStarted(gameEvent);
break;
case "RepairStarted":
HandleRepairStarted(gameEvent);
break;
case "RepairStopped":
HandleRepairStopped(gameEvent);
break;
case "SabotageRepaired":
case "SabotageMeltdown":
case "SabotageExpired":
State.ActiveSabotage = null;
State.ActiveRepairs.Clear();
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
case "TaskStarted":
// Server now broadcasts when a player begins a task. Phase 1
// only acks; Phase 2/3 will surface this to other players.
break;
case "MapDataError":
Debug.Log("Received MapData server error");
HandleMapDataError(gameEvent);
break;
default:
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
Debug.Log("GameEvent: " + gameEvent.EventType);
break;
}
}
// ── Lobby responses ───────────────────────────────────────────────────
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
{
if (message == null) return;
if (message.Success)
{
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
Debug.Log($"Lobby created. Code: {message.JoinCode}");
// P13b: snapshot the server's authoritative settings into
// GameState so HUD / proximity code can read distances and
// cooldowns from a single source of truth instead of hardcodes.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
{
Debug.LogError("Failed to create lobby: " + message.Error);
}
}
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
{
if (message == null) return;
if (message.Success)
{
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
Debug.Log($"Joined lobby: {message.LobbyId}");
// P13b: same settings snapshot path as host. Joiners read the
// server's snapshot taken at lobby creation; they cannot edit.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
// Unified lobby: both host and joiners land on create.unity.
// LobbyDisplayUI handles the role split internally (start
// button for host, waiting text for joiners).
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
}
else
{
Debug.LogError("Failed to create lobby: " + message.Error);
Debug.LogError("Failed to join lobby: " + message.Error);
}
}
public void CrateLobby(double lat, double lon)
// ── Game flow ─────────────────────────────────────────────────────────
private void HandleGameStarting()
{
_gameClient.CreateLobby(new Position(lat, lon));
_pendingMapBuild = false;
// Reset per-game state
State.MyRole = null;
State.IsDead = false;
State.MyTasks = new List<GameTask>();
State.MyCompletedTaskIds = new HashSet<string>();
State.TotalCompleted = 0;
State.TotalRequired = 0;
State.ActiveMeeting = null;
State.LastVoteResult = null;
State.VotedPlayerIds = new HashSet<string>();
State.ActiveSabotage = null;
State.GameEndData = null;
State.KillCooldownRemaining = 0;
SceneManager.LoadScene("Client", LoadSceneMode.Single);
}
private void HandleMapDataReady()
{
_pendingMapBuild = true;
TryBuildMapAndMarkers();
}
public void OnClientSceneReady()
{
TryBuildMapAndMarkers();
}
private void TryBuildMapAndMarkers()
{
if (!_pendingMapBuild) return;
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
_manager.mapSubsystem.BuildMap();
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
_pendingMapBuild = false;
Debug.Log("[Network] Map built.");
}
private void HandleRoleAssigned(GameEvent evt)
{
var payload = evt.GetPayload<RoleAssignedPayload>();
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
State.MyRole = payload.Role;
State.MyTasks = payload.Tasks ?? new List<GameTask>();
State.MyCompletedTaskIds.Clear();
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
_manager?.taskSubsystem?.Initialize(State.MyTasks);
}
private void HandleTaskCompleted(GameEvent evt)
{
var payload = evt.GetPayload<TaskCompletedPayload>();
if (payload == null) return;
// Track if it's our task
if (payload.ClientUuid == _gameClient.ClientUuid)
State.MyCompletedTaskIds.Add(payload.TaskId);
State.TotalCompleted = payload.TotalCompleted;
State.TotalRequired = payload.TotalTasks;
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
}
private void HandlePlayerKilled(GameEvent evt)
{
var payload = evt.GetPayload<PlayerKilledPayload>();
if (payload == null) return;
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
if (payload.VictimId == _gameClient.ClientUuid)
{
State.IsDead = true;
_manager?.uiSubsystem?.OnLocalPlayerDied();
}
// Update player state in our list
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
if (p != null) p.State = PlayerState.Dead;
}
private void HandleMeetingStarted(GameEvent evt)
{
var payload = evt.GetPayload<MeetingStartedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Meeting;
State.ActiveMeeting = payload;
State.VotedPlayerIds = new HashSet<string>();
State.ArrivedPlayerIds = new HashSet<string>();
State.VoterTargets = new Dictionary<string, string>();
State.VoteTallies = new Dictionary<string, int>();
State.MyVoteTarget = null;
State.LastVoteResult = null;
SyncPlayersFromLobby();
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
}
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
{
var payload = evt.GetPayload<PlayerArrivedAtMeetingPayload>();
if (payload == null) return;
State.ArrivedPlayerIds.Add(payload.ClientUuid);
}
private void HandlePlayerVoted(GameEvent evt)
{
var payload = evt.GetPayload<PlayerVotedPayload>();
if (payload == null) return;
// Server allows vote changes within a 2s rate limit, so we always
// overwrite the voter's previous target rather than appending.
string target = payload.TargetId ?? GameState.VoteSkip;
State.VotedPlayerIds.Add(payload.VoterId);
State.VoterTargets[payload.VoterId] = target;
RecomputeVoteTallies();
if (payload.VoterId == _gameClient.ClientUuid)
State.MyVoteTarget = target;
}
private void RecomputeVoteTallies()
{
State.VoteTallies.Clear();
foreach (var t in State.VoterTargets.Values)
{
if (string.IsNullOrEmpty(t)) continue;
State.VoteTallies.TryGetValue(t, out var count);
State.VoteTallies[t] = count + 1;
}
}
private void HandleVotingClosed(GameEvent evt)
{
var payload = evt.GetPayload<VotingClosedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Playing;
State.ActiveMeeting = null;
State.LastVoteResult = payload;
// Mark ejected player dead in our list
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
{
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
if (p != null) p.State = PlayerState.Dead;
}
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
_manager?.mapSubsystem?.ClearBodyMarkers();
}
private void HandleGameEnded(GameEvent evt)
{
var payload = evt.GetPayload<GameEndedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Ended;
State.GameEndData = payload;
// If the round ended while the meeting/vote-result overlay was
// still up (e.g. ejection won the game outright), the auto-close
// coroutine would otherwise fire 5s later and tear down the
// meeting panel while the GameEndPanel sits on top - leaving a
// glimpse of the dead overlay during the transition.
_manager?.uiSubsystem?.HideMeetingPanel();
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
}
private void HandleReturnedToLobby()
{
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.HideMeetingPanel();
// Bodies survive the scene reload because the marker GameObjects are
// parented under MapCenterPoint (which lives in the persistent
// Client.unity scene). Without this clear, returning to lobby and
// starting a new round leaves stale corpses on the map of the new
// round. Server already cleared its `_bodies` set in
// ProcessReturnToLobby; this is the client-side mirror that was
// missing in HandleVotingClosed's symmetry.
_manager?.mapSubsystem?.ClearBodyMarkers();
_manager?.mapSubsystem?.ClearSabotageMarkers();
// Unified lobby: regardless of role, return to create.unity.
SceneManager.LoadScene("create", LoadSceneMode.Single);
}
private void HandleSabotageStarted(GameEvent evt)
{
var payload = evt.GetPayload<SabotageStartedPayload>();
if (payload == null) return;
State.ActiveSabotage = payload;
State.ActiveRepairs.Clear();
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
if (payload.Type == SabotageType.CommsBlackout)
_manager?.uiSubsystem?.SetCommsBlackout(true);
}
private void HandleRepairStarted(GameEvent evt)
{
var payload = evt.GetPayload<RepairStartedPayload>();
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
State.ActiveRepairs.Add(payload.StationId);
}
private void HandleRepairStopped(GameEvent evt)
{
// A player abandoned a repair station mid-fix. The station is no
// longer counted as active for the simultaneous-repair coaching;
// the marker stays on the map until the sabotage resolves.
var payload = evt.GetPayload<RepairStoppedPayload>();
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
State.ActiveRepairs.Remove(payload.StationId);
}
private void HandleMapDataError(GameEvent evt)
{
// Server failed to fetch Overpass data. Without this the loading
// screen would hang forever. Drop back to lobby and surface the
// failure so the player can re-host or try a different center.
Debug.LogError("[Network] Server could not generate map data.");
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
LeaveLobby();
}
private void HandlePositionBroadcast(PositionBroadcast broadcast)
{
if (broadcast == null) return;
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
}
// ── Helpers ───────────────────────────────────────────────────────────
private void SyncPlayersFromLobby()
{
var lobby = _gameClient.CurrentLobbyState;
if (lobby?.Players != null)
State.Players = lobby.Players;
}
private void Toast(string message)
{
State.ToastMessage = message;
State.ToastExpiry = UnityEngine.Time.time + 4f;
}
// ── Send helpers ──────────────────────────────────────────────────────
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
{
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
}
public void JoinLobby(string joinCode)
{
try
{
_gameClient.JoinLobby(joinCode);
}
catch (System.Exception ex)
{
Debug.LogError("Error joining lobby: " + ex.Message);
}
try { _gameClient.JoinLobby(joinCode); }
catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
}
public void LeaveLobby()
{
_gameClient.Disconnect();
Application.Quit();
_gameClient.LeaveLobby();
State.Phase = GamePhase.Lobby;
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
}
public void StartGame()
{
_gameClient.StartGame();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using GeoSus.Client;
namespace Subsystems
{
/// <summary>
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
/// </summary>
public class GameManager_Tasks
{
private class TaskEntry
{
public GeoSus.Client.GameTask ServerTask;
public string MinigameScene;
public bool Completed;
}
private GameClient _gameClient;
private string[] _minigameScenes;
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
private List<TaskEntry> _tasks = new List<TaskEntry>();
private bool _minigameOpen;
private string _loadedMinigameScene;
private Camera _hostCameraSuspended;
private GameObject _hostInGameHudHidden;
// Proximity state (checked every frame in UpdateProximity)
public GeoSus.Client.GameTask NearbyTask { get; private set; }
// P13b: per-check distances pulled from the server-snapshotted lobby
// settings (null-fallback to 5m matches the old hardcoded behavior).
// Different actions use different fields so a host can tune e.g. a
// long-range "spotter" task radius without also widening kill range.
private const float ProximityRadiusFallback = 5f;
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
{
_gameClient = gameClient;
_minigameScenes = minigameScenes ?? new string[0];
_host = host;
}
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
{
_tasks.Clear();
if (_minigameScenes.Length == 0) return;
for (int i = 0; i < serverTasks.Count; i++)
{
_tasks.Add(new TaskEntry
{
ServerTask = serverTasks[i],
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
Completed = false
});
}
// Create map markers
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
}
/// <summary>Called every frame from GameManager.Update().</summary>
public void UpdateProximity()
{
if (_minigameOpen) return;
// P13b: distances now come from the per-lobby settings snapshot
// instead of one hardcoded 5m radius for everything. ?? fallback
// matches the old behavior when running against an old server.
var state = GameManager.Instance?.networkSubsystem?.State;
var settings = state?.Settings;
double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback;
double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback;
double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback;
NearbyTask = null;
var myPos = _gameClient.MyPosition;
if (myPos.Lat == 0 && myPos.Lon == 0) return;
foreach (var entry in _tasks)
{
if (entry.Completed) continue;
double dist = myPos.DistanceTo(entry.ServerTask.Location);
if (dist <= taskDist)
{
NearbyTask = entry.ServerTask;
break;
}
}
// Drive the action button in UI
var ui = GameManager.Instance?.uiSubsystem;
if (ui == null || ui.IsPlayerDead) return;
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
if (!isImpostor && NearbyTask != null)
{
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
return;
}
// Check body proximity
if (!ui.IsCommsBlackout)
{
var body = _gameClient.FindNearbyBody(reportDist);
if (body != null)
{
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
return;
}
// Emergency meeting proximity
if (_gameClient.CurrentLobbyState?.MapData != null)
{
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
if (dist <= emergencyDist)
{
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
return;
}
}
}
// Impostor kill
if (isImpostor)
{
var target = _gameClient.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(target))
{
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
// Hide sabotage menu while a kill is on offer (cleaner HUD).
ui.SetSabotageMenuVisible(false);
return;
}
}
// Nothing nearby
ui.SetActionButton("", false);
// P13g: persistent sabotage menu for impostors when no proximity
// action is on offer. Hidden when state isn't suitable - dead,
// not-impostor, in meeting, sabotage already active, or comms
// blackout (the impostor's own sabotage triggers a UI lock).
bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing;
bool sabotageActive = state?.ActiveSabotage != null;
bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase &&
!sabotageActive && !ui.IsCommsBlackout;
ui.SetSabotageMenuVisible(showSabMenu);
}
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
public void TriggerNearbyTask()
{
OnUsePressed();
}
private void OnUsePressed()
{
if (NearbyTask == null || _minigameOpen) return;
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
}
private IEnumerator LaunchMinigame(TaskEntry entry)
{
_minigameOpen = true;
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
// Validate that the scene name resolves to a build-included scene.
// LoadSceneAsync silently returns null when the scene name doesn't
// match (case-sensitive) or isn't in EditorBuildSettings, which
// leaves the action button looking dead from the player's POV.
if (string.IsNullOrEmpty(entry.MinigameScene) ||
!Application.CanStreamedLevelBeLoaded(entry.MinigameScene))
{
Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " +
$"Check the scene name (case-sensitive) and that it's enabled in Build Settings.");
GameManager.Instance?.uiSubsystem?.ShowToast(
$"Task scene missing: {entry.MinigameScene}");
_minigameOpen = false;
yield break;
}
// Inform server that task started
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
// Disable the host scene's main camera while the minigame is up.
// With both cameras enabled the minigame's UI/3D content would
// fight the host's map camera for screen space, and what gets
// drawn depends on Camera.depth which isn't guaranteed across
// scenes. Restored in FinishMinigame.
_hostCameraSuspended = Camera.main;
if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
// Hide the persistent InGame HUD canvas (if present). It lives
// in Client.unity and renders Screen Space - Overlay so it would
// otherwise stack on top of the minigame's UI regardless of
// which scene is active. SetActive(false) is reversible.
_hostInGameHudHidden = GameObject.Find("InGame");
if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
_hostInGameHudHidden.SetActive(false);
else
_hostInGameHudHidden = null; // nothing to restore
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
if (op == null)
{
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
GameManager.Instance?.uiSubsystem?.ShowToast(
$"Task scene failed to load: {entry.MinigameScene}");
if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
_minigameOpen = false;
yield break;
}
yield return op;
_loadedMinigameScene = entry.MinigameScene;
// CRITICAL: switch the active scene to the loaded minigame.
// LoadSceneMode.Additive stacks scenes without changing which one
// is "active" - and an inactive scene's RenderSettings, ambient
// light, and skybox don't drive rendering. The host (Client.unity)
// remains active and its lighting context still applies, which
// is the root cause of "task opens to white screen": the
// minigame's content loads but its visuals don't take over.
// Without SetActiveScene, even minigames that ARE wired up
// correctly render against the host's lighting and look broken.
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
if (scene.IsValid()) SceneManager.SetActiveScene(scene);
// Diagnostic: count cameras / canvases / lights in the loaded
// scene. If the white screen persists after this fix, the
// numbers tell us whether the scene is missing rendering bits
// (camera=0, canvas=0) or if the issue is elsewhere.
int camCount = 0, canvasCount = 0, lightCount = 0;
foreach (var root in scene.GetRootGameObjects())
{
camCount += root.GetComponentsInChildren<Camera>(true).Length;
canvasCount += root.GetComponentsInChildren<Canvas>(true).Length;
lightCount += root.GetComponentsInChildren<Light>(true).Length;
}
Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " +
$"canvases={canvasCount}, lights={lightCount}, " +
$"activeScene={SceneManager.GetActiveScene().name}");
// Find the ITask component in the newly loaded scene
ITask taskComponent = null;
foreach (var root in scene.GetRootGameObjects())
{
taskComponent = root.GetComponentInChildren<ITask>();
if (taskComponent != null) break;
}
if (taskComponent == null)
{
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " +
$"Either the minigame's controller script isn't attached to a GameObject in the scene, " +
$"or the script doesn't implement ITask. Auto-completing.");
yield return FinishMinigame(entry, true);
yield break;
}
// Set task metadata
taskComponent.TaskID = entry.ServerTask.TaskId;
taskComponent.TaskName = entry.ServerTask.Name;
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
bool done = false;
taskComponent.Initialize(t => { done = true; });
// Wait for completion or exit
yield return new WaitUntil(() => done);
yield return FinishMinigame(entry, done);
}
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
{
if (completed)
{
entry.Completed = true;
_gameClient.CompleteTask(entry.ServerTask.TaskId);
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
}
else
{
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
}
// Unload minigame scene. Switch the active scene back to the
// host BEFORE the unload so we don't end up with no active
// scene mid-frame (Unity will complain and lighting flickers).
if (!string.IsNullOrEmpty(_loadedMinigameScene))
{
var hostScene = SceneManager.GetSceneByName("Client");
if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene);
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
yield return unload;
_loadedMinigameScene = null;
}
// Re-enable the host camera that was suspended during the minigame.
if (_hostCameraSuspended != null)
{
_hostCameraSuspended.enabled = true;
_hostCameraSuspended = null;
}
// Re-show the InGame HUD canvas hidden at minigame entry.
if (_hostInGameHudHidden != null)
{
_hostInGameHudHidden.SetActive(true);
_hostInGameHudHidden = null;
}
_minigameOpen = false;
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
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View File

@@ -1,71 +1,934 @@
using UnityEngine;
using UnityEngine.UI;
using Subsystems;
using GeoSus.Client;
using System.ComponentModel;
using System.Threading;
using System.Collections.Generic;
using System;
using System.Linq;
using TMPro;
namespace Subsystems
{
/// <summary>
/// Reads from GameManager_Network.State (the authoritative GameState) and drives
/// all in-game canvas panels. No business logic lives here.
/// </summary>
public class GameManager_UI
{
private GameClient _gameClient;
private Canvas _CreateJoinLobby;
private Canvas _InLobby;
private Canvas _LoadingScreen;
private Canvas _GameScreen;
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
private GameState _state => GameManager.Instance?.networkSubsystem?.State;
// ── Canvas refs (wired by BindClientScene from Client.unity) ──────────
public Canvas ClientCreateJoinLobby;
public Canvas ClientInLobby;
public Canvas ClientLoadingScreen;
public Canvas ClientGameScreen;
// ── HUD element refs (resolved once in BindClientScene) ───────────────
private TMP_Text _roleText;
private TMP_Text _taskListText;
private TMP_Text _taskProgressText;
private Button _actionButton;
private TMP_Text _actionButtonText;
private TMP_Text _killCooldownText;
private GameObject _sabotagePanel;
private TMP_Text _sabotageTimerText;
private GameObject _meetingPanel;
private TMP_Text _meetingHeader;
private TMP_Text _meetingPhaseLabel;
private TMP_Text _meetingPhaseCountdown;
private Image _meetingPhaseProgressBar;
private TMP_Text _myVoteIndicator;
private GameObject _meetingScrollGO;
private Transform _meetingScrollContent;
private TMP_Text _meetingFallbackText;
private GameObject _voteResultPanel;
private TMP_Text _voteResultText;
private Button _skipButton;
private GameObject _gameEndPanel;
private TMP_Text _gameEndText;
private RectTransform _returnToLobbyBtn;
private TMP_Text _toastText;
private GameObject _toastGO;
private GameObject _reconnectOverlay;
// ── Internal state ────────────────────────────────────────────────────
private bool _isDead;
private bool _commsBlackout;
private DateTime _sabotageMeltdownDeadline;
private bool _sabotageTimerActive;
private volatile bool _lobbyDirty;
// Meeting vote-row references rebuilt each meeting
private readonly List<GameObject> _voteRows = new List<GameObject>();
private string _pendingVoteResultDisplay; // shown after voting
private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it
public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; }
public void NotifyLobbyChanged() => _lobbyDirty = true;
public bool IsCommsBlackout => _commsBlackout;
public bool IsPlayerDead => _isDead;
// ── Scene binding ─────────────────────────────────────────────────────
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
{
_gameClient = gameClient;
_CreateJoinLobby = CreateJoinLobby;
_LoadingScreen = LoadingScreen;
_GameScreen = GameScreen;
_InLobby = InLobby;
_CreateJoinLobby.enabled = true;
_InLobby.enabled = false;
_GameScreen.enabled = false;
_LoadingScreen.enabled = false;
ClientCreateJoinLobby = createJoin;
ClientInLobby = inLobby;
ClientLoadingScreen = loading;
ClientGameScreen = game;
foreach (var c in new[] { createJoin, inLobby, loading, game })
EnsureCanvasReady(c);
if (createJoin) createJoin.gameObject.SetActive(false);
if (inLobby) inLobby.gameObject.SetActive(false);
if (loading) loading.gameObject.SetActive(false);
if (game) game.gameObject.SetActive(false);
if (game == null) return;
var t = game.transform;
_roleText = FindTMP(t, "Role");
_taskListText = FindTMP(t, "TaskList");
_taskProgressText = FindTMP(t, "TaskProgress");
_killCooldownText = FindTMP(t, "KillCooldown");
_sabotageTimerText = FindTMP(t, "SabotageTimer");
_gameEndText = FindTMP(t, "GameEndText");
_toastText = FindTMP(t, "Toast");
_meetingHeader = FindTMP(t, "MeetingHeader");
_meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel");
_meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown");
_myVoteIndicator = FindTMP(t, "MyVoteIndicator");
_meetingFallbackText = FindTMP(t, "MeetingPlayerList");
_voteResultText = FindTMP(t, "VoteResult");
_meetingScrollContent = FindTransform(t, "MeetingContent");
_meetingScrollGO = FindTransformGO(t, "_MeetingScroll");
var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar");
if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent<Image>();
var skipGO = FindTransformGO(t, "SkipButton");
if (skipGO != null) _skipButton = skipGO.GetComponent<Button>();
var actionGO = t.Find("ActionButton");
if (actionGO != null)
{
_actionButton = actionGO.GetComponent<Button>();
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
}
_sabotagePanel = t.Find("SabotagePanel")?.gameObject;
_meetingPanel = t.Find("MeetingPanel")?.gameObject;
_gameEndPanel = t.Find("GameEndPanel")?.gameObject;
_voteResultPanel = FindTransformGO(t, "VoteResultPanel");
_toastGO = FindTransformGO(t, "Toast");
_reconnectOverlay = FindTransformGO(t, "ReconnectOverlay");
var retBtn = FindTransform(t, "ReturnToLobbyButton");
if (retBtn != null) _returnToLobbyBtn = retBtn as RectTransform;
if (_meetingPanel) _meetingPanel.SetActive(false);
if (_gameEndPanel) _gameEndPanel.SetActive(false);
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_toastGO) _toastGO.SetActive(false);
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
}
// ── Update (called every frame from GameManager.Update) ───────────────
public void UpdateLobbyUI()
{
if (_gameClient.CurrentLobbyState == null)
var lobbyState = _gameClient.CurrentLobbyState;
if (lobbyState == null) return;
if (_lobbyDirty)
{
_CreateJoinLobby.enabled = true;
_InLobby.enabled = false;
_GameScreen.enabled = false;
_LoadingScreen.enabled = false;
return;
_lobbyDirty = false;
LobbyDisplayUI.RefreshAll(lobbyState);
}
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
if (ClientGameScreen == null) return;
switch (lobbyState.Phase)
{
_CreateJoinLobby.enabled = false;
_InLobby.enabled = false;
_GameScreen.enabled = false;
_LoadingScreen.enabled = true;
return;
case GamePhase.Loading:
SetCanvases(false, false, true, false);
break;
case GamePhase.Lobby:
SetCanvases(false, true, false, false);
break;
case GamePhase.Playing:
case GamePhase.Meeting:
case GamePhase.Voting:
SetCanvases(false, false, false, true);
UpdateGameHUD();
break;
case GamePhase.Ended:
SetCanvases(false, false, false, true);
break;
}
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
TickToast();
}
// ── Game HUD tick ─────────────────────────────────────────────────────
private void UpdateGameHUD()
{
var s = _state;
if (s == null) return;
// Role
if (_roleText != null)
{
_InLobby.enabled = true;
_CreateJoinLobby.enabled = false;
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
playerList.text = "";
foreach (var player in _gameClient.CurrentLobbyState.Players)
string ghostSuffix = s.IsDead ? " (GHOST)" : "";
_roleText.text = $"{s.MyRole?.ToString() ?? "?"}{ghostSuffix}";
_roleText.color = s.MyRole == PlayerRole.Impostor ? new Color(0.9f,0.2f,0.2f) : new Color(0.2f,0.8f,1f);
}
// Task list with checkmarks
if (_taskListText != null)
{
var sb = new System.Text.StringBuilder();
foreach (var task in s.MyTasks)
{
playerList.text += player.DisplayName + "\n";
bool done = s.MyCompletedTaskIds.Contains(task.TaskId);
string mark = done ? "<color=#2DB84B>✓</color>" : "○";
sb.AppendLine($"{mark} {task.Name}");
}
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
return;
_taskListText.text = sb.ToString();
}
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
// Global task progress
if (_taskProgressText != null && s.TotalRequired > 0)
_taskProgressText.text = $"Tasks: {s.TotalCompleted}/{s.TotalRequired}";
// Kill cooldown
if (_killCooldownText != null)
{
_CreateJoinLobby.enabled = false;
_InLobby.enabled = false;
_GameScreen.enabled = true;
_LoadingScreen.enabled = false;
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
bool show = s.KillCooldownRemaining > 0;
_killCooldownText.gameObject.SetActive(show);
if (show) _killCooldownText.text = $"Kill: {Mathf.CeilToInt(s.KillCooldownRemaining)}s";
}
// Sabotage banner - meltdown countdown plus simultaneous-repair coaching
if (_sabotageTimerActive && _sabotageTimerText != null)
{
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
string head = remaining > 0 ? $"⚠ MELTDOWN: {remaining:F0}s" : "⚠ MELTDOWN!";
// For multi-station sabotages, surface how many of the required
// simultaneous repair stations are currently active. This is
// what makes "you're alone, you need a partner" obvious.
int required = s.ActiveSabotage?.RequiredSimultaneousRepairs ?? 0;
if (required > 1)
{
int active = s.ActiveRepairs.Count;
head += $" <size=32>{active}/{required} stations active</size>";
}
_sabotageTimerText.text = head;
}
// Keep meeting sub-phase strip, countdown, vote gating, tallies and
// my-vote indicator fresh each frame.
UpdateMeetingPhaseStrip();
}
// ── Kill cooldown helper (called from GameManager) ────────────────────
// ── Reconnect overlay ─────────────────────────────────────────────────
/// <summary>
/// Show a full-screen "Reconnecting..." overlay. Call when the socket
/// drops mid-game; the server keeps the player slot for ~60s before
/// removing them so a brief disconnect is recoverable.
/// </summary>
public void ShowReconnecting()
{
if (_reconnectOverlay) _reconnectOverlay.SetActive(true);
}
/// <summary>
/// Hide the reconnect overlay. Call from OnConnected once the socket
/// is healthy again.
/// </summary>
public void HideReconnecting()
{
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
}
public void SetKillCooldownText(string text)
{
if (_killCooldownText == null) return;
bool show = !string.IsNullOrEmpty(text);
_killCooldownText.gameObject.SetActive(show);
if (show) _killCooldownText.text = text;
}
public void UpdateTaskProgress(int completed, int total)
{
if (_taskProgressText != null)
_taskProgressText.text = $"Tasks: {completed}/{total}";
}
// ── Action button ─────────────────────────────────────────────────────
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
{
if (_actionButton == null) return;
_actionButton.gameObject.SetActive(visible);
if (_actionButtonText != null) _actionButtonText.text = label;
if (onClick != null)
{
_actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(onClick);
}
}
// ── P13g: Impostor sabotage menu ──────────────────────────────────────
// The audit found that the production HUD never had an impostor
// sabotage trigger - GameManager.StartSabotage exists, the wire path
// is intact (StartSabotage -> server -> SabotageStarted broadcast +
// station markers), but no UI ever called it. So sabotages literally
// never fired in production. This menu fixes that gap with a runtime-
// built two-button overlay (no scene file change, no prefab needed).
private GameObject _sabotageMenuRoot;
private Button _sabotageBlackoutBtn;
private Button _sabotageMeltdownBtn;
private void EnsureSabotageMenu()
{
if (_sabotageMenuRoot != null || ClientGameScreen == null) return;
var canvasRT = ClientGameScreen.transform as RectTransform;
if (canvasRT == null) return;
// Root container - top-right corner, vertical stack.
_sabotageMenuRoot = new GameObject("ImpostorSabotageMenu", typeof(RectTransform), typeof(CanvasRenderer));
var rootRT = _sabotageMenuRoot.GetComponent<RectTransform>();
rootRT.SetParent(canvasRT, worldPositionStays: false);
rootRT.anchorMin = new Vector2(1, 1);
rootRT.anchorMax = new Vector2(1, 1);
rootRT.pivot = new Vector2(1, 1);
rootRT.anchoredPosition = new Vector2(-24, -180); // below the top-right safe-area
rootRT.sizeDelta = new Vector2(360, 240);
_sabotageBlackoutBtn = BuildSabotageOption(rootRT, "📡 BLACKOUT",
new Color(0.20f, 0.55f, 1.0f), 0, () => GameManager.Instance?.StartSabotage(0));
_sabotageMeltdownBtn = BuildSabotageOption(rootRT, "☢️ MELTDOWN",
new Color(1.0f, 0.30f, 0.30f), 1, () => GameManager.Instance?.StartSabotage(1));
_sabotageMenuRoot.SetActive(false);
}
private static Button BuildSabotageOption(RectTransform parent, string label, Color tint, int slot, UnityEngine.Events.UnityAction onClick)
{
// Each button: 360w x 110h, stacked vertically with 10px gap.
var go = new GameObject($"SabBtn_{slot}", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
var rt = go.GetComponent<RectTransform>();
rt.SetParent(parent, worldPositionStays: false);
rt.anchorMin = new Vector2(0, 1);
rt.anchorMax = new Vector2(1, 1);
rt.pivot = new Vector2(0.5f, 1);
rt.anchoredPosition = new Vector2(0, -slot * 120);
rt.sizeDelta = new Vector2(0, 110);
var img = go.GetComponent<Image>();
img.color = new Color(tint.r * 0.4f, tint.g * 0.4f, tint.b * 0.4f, 0.92f);
// Border via outline component
var outline = go.AddComponent<Outline>();
outline.effectColor = tint;
outline.effectDistance = new Vector2(2, -2);
// Text child
var txtGO = new GameObject("Label", typeof(RectTransform));
var txtRT = txtGO.GetComponent<RectTransform>();
txtRT.SetParent(rt, worldPositionStays: false);
txtRT.anchorMin = Vector2.zero;
txtRT.anchorMax = Vector2.one;
txtRT.offsetMin = Vector2.zero;
txtRT.offsetMax = Vector2.zero;
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
tmp.text = label;
tmp.alignment = TextAlignmentOptions.Center;
tmp.fontSize = 36;
tmp.color = Color.white;
tmp.fontStyle = FontStyles.Bold;
var btn = go.GetComponent<Button>();
btn.onClick.AddListener(onClick);
return btn;
}
/// <summary>
/// P13g: show the impostor sabotage menu when the local player is
/// alive impostor in the Playing phase with no active sabotage and
/// not in a meeting. Driven from GameManager_Tasks.UpdateProximity.
/// </summary>
public void SetSabotageMenuVisible(bool visible)
{
if (visible) EnsureSabotageMenu();
if (_sabotageMenuRoot != null && _sabotageMenuRoot.activeSelf != visible)
_sabotageMenuRoot.SetActive(visible);
}
// ── Player state ──────────────────────────────────────────────────────
public void OnLocalPlayerDied()
{
_isDead = true;
if (_state != null) _state.IsDead = true;
}
// ── Meeting ───────────────────────────────────────────────────────────
public void ShowMeetingAlert()
{
ShowToast("⚠ Meeting called! Head to the meeting point.");
}
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
{
if (_meetingPanel == null) return;
_meetingPanel.SetActive(true);
if (_meetingHeader != null)
_meetingHeader.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
// Make sure the result subpanel is hidden at start of a fresh meeting,
// and the scroll list is visible (results phase will swap them).
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
if (_myVoteIndicator) _myVoteIndicator.text = "";
BuildMeetingVoteRows(players);
UpdateMeetingPhaseStrip();
}
private void BuildMeetingVoteRows(List<PlayerInfo> players)
{
// Clear old rows
foreach (var r in _voteRows) if (r) UnityEngine.Object.Destroy(r);
_voteRows.Clear();
if (_meetingScrollContent == null || players == null)
{
// Fall back to text list
if (_meetingFallbackText != null)
{
_meetingFallbackText.gameObject.SetActive(true);
var sb = new System.Text.StringBuilder();
foreach (var p in players ?? new List<PlayerInfo>())
sb.AppendLine($"{p.DisplayName} [{p.State}]");
_meetingFallbackText.text = sb.ToString();
}
return;
}
string myId = _gameClient.ClientUuid;
bool canVote = !_isDead;
// Dynamic row height: spread the available scroll-area height
// across however many players we have. Clamps so rows never get
// tinier than legible (small phone, many players -> 80px) or
// ridiculously tall (tablet, two players -> 140px).
float rowH = ComputeVoteRowHeight(players.Count);
foreach (var player in players)
{
bool isMe = player.ClientUuid == myId;
bool isAlive = player.State == PlayerState.Alive;
var row = BuildVoteRow(player, isMe, isAlive, canVote && isAlive && !isMe, rowH);
row.transform.SetParent(_meetingScrollContent, false);
_voteRows.Add(row);
}
}
/// <summary>
/// Compute a per-row height that fills the scroll viewport when there
/// are few players, and shrinks (until scrolling kicks in) when there
/// are many. Inputs are CanvasScaler reference coordinates, so the
/// values are device-independent.
/// </summary>
private float ComputeVoteRowHeight(int playerCount)
{
if (playerCount <= 0) return 110f;
// The scroll area occupies y=0.18 to y=0.74 of the canvas (per
// InGameHUDBuilder.BuildMeetingPanel) and reference height is 1920.
const float referenceHeight = 1920f;
const float scrollFraction = 0.74f - 0.18f; // 0.56
float available = referenceHeight * scrollFraction;
float h = available / playerCount;
return Mathf.Clamp(h, 80f, 140f);
}
private GameObject BuildVoteRow(PlayerInfo player, bool isMe, bool isAlive, bool canVote, float rowH)
{
var go = new GameObject($"VoteRow_{player.ClientUuid}");
var rt = go.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(0, rowH);
var le = go.AddComponent<LayoutElement>();
le.minHeight = le.preferredHeight = rowH;
var bg = go.AddComponent<Image>();
bg.color = isMe ? new Color(0.12f,0.18f,0.30f) : new Color(0.10f,0.12f,0.20f);
// Dead overlay
if (!isAlive)
{
bg.color = new Color(0.08f,0.08f,0.10f,0.7f);
}
// Name label - left 50% (was 65%, gave width back to tally + button)
var namRT = MakeChild("Name", rt);
namRT.anchorMin = new Vector2(0,0); namRT.anchorMax = new Vector2(0.50f,1);
namRT.offsetMin = new Vector2(16,6); namRT.offsetMax = new Vector2(0,-6);
var namTmp = namRT.gameObject.AddComponent<TextMeshProUGUI>();
namTmp.text = (player.IsOwner ? "👑 " : "") + (player.DisplayName ?? "???");
namTmp.fontSize = 36;
namTmp.color = !isAlive ? Color.gray : (isMe ? Color.white : new Color(0.73f,0.8f,0.88f));
namTmp.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
namTmp.alignment = TextAlignmentOptions.MidlineLeft;
// Tally column - middle 18%, shows live vote count for this player
var tallyRT = MakeChild("Tally", rt);
tallyRT.anchorMin = new Vector2(0.50f,0); tallyRT.anchorMax = new Vector2(0.66f,1);
tallyRT.offsetMin = Vector2.zero; tallyRT.offsetMax = Vector2.zero;
var tallyTmp = tallyRT.gameObject.AddComponent<TextMeshProUGUI>();
tallyTmp.text = "";
tallyTmp.fontSize = 30;
tallyTmp.fontStyle = FontStyles.Bold;
tallyTmp.color = new Color(1f,0.72f,0.10f); // C_YELLOW-ish
tallyTmp.alignment = TextAlignmentOptions.Center;
// Vote button - right 30% (interactability is updated each frame)
var voteBtnRT = MakeChild("VoteBtn", rt);
voteBtnRT.anchorMin = new Vector2(0.68f,0.10f); voteBtnRT.anchorMax = new Vector2(0.95f,0.90f);
var voteBg = voteBtnRT.gameObject.AddComponent<Image>();
voteBg.color = canVote ? new Color(0.2f,0.6f,1f) : new Color(0.2f,0.2f,0.2f,0.5f);
var voteBtn = voteBtnRT.gameObject.AddComponent<Button>();
voteBtn.targetGraphic = voteBg;
voteBtn.interactable = canVote;
string capturedId = player.ClientUuid;
voteBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(capturedId));
var voteTxtRT = MakeChild("Txt", voteBtnRT);
Stretch(voteTxtRT);
var voteTmp = voteTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
voteTmp.text = isAlive ? "VOTE" : "DEAD";
voteTmp.fontSize = 28;
voteTmp.fontStyle = FontStyles.Bold;
voteTmp.color = Color.white;
voteTmp.alignment = TextAlignmentOptions.Center;
// Voted-by-this-player checkmark (shown when the row's player has cast a vote)
var votedRT = MakeChild("VotedTick", rt);
votedRT.anchorMin = new Vector2(0.95f,0.20f); votedRT.anchorMax = new Vector2(1f,0.80f);
var vtTmp = votedRT.gameObject.AddComponent<TextMeshProUGUI>();
vtTmp.text = "✓"; vtTmp.fontSize = 34;
vtTmp.color = new Color(0.18f,0.75f,0.30f); vtTmp.alignment = TextAlignmentOptions.Center;
votedRT.gameObject.SetActive(false);
return go;
}
/// <summary>
/// Per-frame meeting UI update. Computes the meeting sub-phase from the
/// timestamps in MeetingStartedPayload (server doesn't broadcast a
/// discrete discussion-end event) and uses it to drive the countdown
/// label, progress bar, vote-button interactivity, live tallies, and
/// "Your vote: X" indicator.
/// </summary>
private void UpdateMeetingPhaseStrip()
{
var s = _state;
if (s == null) return;
// Only run if we're actually in a meeting; phase Playing skips the work.
if (s.Phase != GamePhase.Meeting && s.LastVoteResult == null) return;
var sub = s.GetMeetingSubPhase();
// ── Sub-phase label + countdown text + progress bar ───────────────
string label;
switch (sub)
{
case MeetingSubPhase.Arrival: label = "ARRIVAL"; break;
case MeetingSubPhase.Discussion: label = "DISCUSSION"; break;
case MeetingSubPhase.Voting: label = "VOTING"; break;
case MeetingSubPhase.Resolved: label = "RESULTS"; break;
default: label = ""; break;
}
if (_meetingPhaseLabel != null) _meetingPhaseLabel.text = label;
if (s.ActiveMeeting != null && sub != MeetingSubPhase.Resolved)
{
var deadline = s.GetMeetingSubPhaseDeadline(sub);
var remaining = (deadline - DateTime.UtcNow).TotalSeconds;
if (remaining < 0) remaining = 0;
if (_meetingPhaseCountdown != null)
{
int mins = (int)(remaining / 60);
int secs = (int)(remaining % 60);
string verb = sub == MeetingSubPhase.Voting ? "Voting ends in"
: sub == MeetingSubPhase.Discussion ? "Voting begins in"
: "Arrival ends in";
_meetingPhaseCountdown.text = $"{verb} {mins}:{secs:D2}";
}
// Progress bar drains over the current sub-phase. The server
// doesn't tell us when the meeting started, so we can only
// compute a meaningful fill for Discussion (start = arrival
// deadline) and Voting (start = discussion end / arrival
// deadline). Arrival's start time is unknown here; show full.
if (_meetingPhaseProgressBar != null)
{
if (sub == MeetingSubPhase.Arrival)
{
_meetingPhaseProgressBar.fillAmount = 1f;
}
else
{
DateTime start = sub == MeetingSubPhase.Discussion
? s.ActiveMeeting.ArrivalDeadline
: (s.ActiveMeeting.DiscussionEndTime ?? s.ActiveMeeting.ArrivalDeadline);
var total = (deadline - start).TotalSeconds;
var elapsed = (DateTime.UtcNow - start).TotalSeconds;
float fill = total > 0.001
? Mathf.Clamp01(1f - (float)(elapsed / total))
: 0f;
_meetingPhaseProgressBar.fillAmount = fill;
}
}
}
else
{
if (_meetingPhaseCountdown != null) _meetingPhaseCountdown.text = "";
if (_meetingPhaseProgressBar != null) _meetingPhaseProgressBar.fillAmount = 0f;
}
// ── Vote button gating + per-row tally / voted-indicator ──────────
bool votingOpen = sub == MeetingSubPhase.Voting && !_isDead;
bool iAmArrived = s.ActiveMeeting == null
|| s.ArrivedPlayerIds.Contains(_gameClient.ClientUuid);
// Skip button mirrors the same gate
if (_skipButton != null) _skipButton.interactable = votingOpen && iAmArrived;
foreach (var row in _voteRows)
{
if (row == null) continue;
string rowUuid = row.name.Replace("VoteRow_", "");
// Voted-tick: this row's player has cast a vote
var tick = row.transform.Find("VotedTick")?.gameObject;
if (tick != null) tick.SetActive(s.VotedPlayerIds.Contains(rowUuid));
// Tally text: how many votes is this row's player receiving?
var tally = row.transform.Find("Tally")?.GetComponent<TMP_Text>();
if (tally != null)
{
s.VoteTallies.TryGetValue(rowUuid, out var count);
tally.text = count > 0 ? count.ToString() : "";
}
// Vote button: gate by sub-phase + arrival + alive + not-self
var btnGO = row.transform.Find("VoteBtn")?.gameObject;
if (btnGO != null)
{
var btn = btnGO.GetComponent<Button>();
var btnImg = btnGO.GetComponent<Image>();
var rowPlayer = s.Players?.FirstOrDefault(p => p.ClientUuid == rowUuid);
bool isMe = rowUuid == _gameClient.ClientUuid;
bool rowAlive = rowPlayer?.State == PlayerState.Alive;
bool canPress = votingOpen && iAmArrived && rowAlive && !isMe;
if (btn != null) btn.interactable = canPress;
if (btnImg != null)
btnImg.color = canPress ? new Color(0.2f,0.6f,1f)
: new Color(0.2f,0.2f,0.2f,0.5f);
// Mark the row's button if it's the local player's chosen vote
if (s.MyVoteTarget != null && s.MyVoteTarget == rowUuid && btnImg != null)
btnImg.color = new Color(0.2f,0.75f,0.30f); // green = your vote
}
}
// ── My vote indicator strip ───────────────────────────────────────
if (_myVoteIndicator != null)
{
if (s.LastVoteResult != null) _myVoteIndicator.text = "";
else if (!iAmArrived) _myVoteIndicator.text = "Travel to the meeting point to vote";
else if (sub == MeetingSubPhase.Discussion) _myVoteIndicator.text = "Discussion - voting opens shortly";
else if (sub == MeetingSubPhase.Arrival) _myVoteIndicator.text = "Waiting for players to arrive";
else if (s.MyVoteTarget == null) _myVoteIndicator.text = "Cast your vote";
else if (s.MyVoteTarget == GameState.VoteSkip) _myVoteIndicator.text = "You voted: SKIP";
else
{
var target = s.Players?.FirstOrDefault(p => p.ClientUuid == s.MyVoteTarget);
_myVoteIndicator.text = $"You voted for: {target?.DisplayName ?? s.MyVoteTarget}";
}
}
}
public void AppendVoteInstruction()
{
// no-op - vote instructions are embedded in the row buttons
}
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
{
// Swap scroll list out, result subpanel in. They occupy the same
// anchor region (0.18-0.74) so the result text replaces the vote
// rows rather than overlapping them.
if (_meetingScrollGO != null) _meetingScrollGO.SetActive(false);
if (_voteResultPanel != null) _voteResultPanel.SetActive(true);
// Skip + my-vote strips are no longer relevant once voting ended.
if (_skipButton != null) _skipButton.gameObject.SetActive(false);
if (_myVoteIndicator != null) _myVoteIndicator.text = "";
if (_voteResultText != null)
{
// Build a compact tally summary alongside the headline.
var sb = new System.Text.StringBuilder();
if (payload.WasTie)
sb.AppendLine("⚖ TIE — nobody ejected.");
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
sb.AppendLine("Nobody ejected (skip).");
else
{
var ej = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
sb.AppendLine($"🚪 {ej?.DisplayName ?? payload.EjectedPlayerId} ejected!");
}
if (payload.VoteCounts != null && payload.VoteCounts.Count > 0)
{
sb.AppendLine();
foreach (var kv in payload.VoteCounts.OrderByDescending(p => p.Value))
{
if (kv.Value <= 0) continue;
string name = kv.Key == GameState.VoteSkip
? "(skip)"
: (players?.Find(p => p.ClientUuid == kv.Key)?.DisplayName ?? kv.Key);
sb.AppendLine($"<size=24>{name}: {kv.Value}</size>");
}
}
_voteResultText.text = sb.ToString();
}
// Auto-close meeting panel after 5 s. Track the handle so we can
// cancel it if the game ends or returns to lobby before it fires
// (otherwise the coroutine fires mid-GameEndPanel and hides nothing
// useful while the meeting overlay sits visibly stacked on top).
CancelMeetingAutoClose();
var gm = GameManager.Instance;
if (gm != null) _meetingCloseCoroutine = gm.StartCoroutine(CloseMeetingAfterDelay(5f));
}
/// <summary>
/// Hide the meeting/vote panels immediately and cancel any pending
/// auto-close coroutine. Resets internal toggles (skip/result/scroll
/// visibility) so the next meeting starts from a clean state. Safe to
/// call from any phase transition.
/// </summary>
public void HideMeetingPanel()
{
CancelMeetingAutoClose();
if (_meetingPanel) _meetingPanel.SetActive(false);
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
if (_skipButton) _skipButton.gameObject.SetActive(true);
if (_myVoteIndicator) _myVoteIndicator.text = "";
if (_meetingPhaseLabel) _meetingPhaseLabel.text = "";
if (_meetingPhaseCountdown) _meetingPhaseCountdown.text = "";
if (_meetingPhaseProgressBar) _meetingPhaseProgressBar.fillAmount = 0f;
}
private void CancelMeetingAutoClose()
{
if (_meetingCloseCoroutine != null)
{
var gm = GameManager.Instance;
if (gm != null) gm.StopCoroutine(_meetingCloseCoroutine);
_meetingCloseCoroutine = null;
}
}
private System.Collections.IEnumerator CloseMeetingAfterDelay(float delay)
{
yield return new UnityEngine.WaitForSeconds(delay);
// Use HideMeetingPanel so we restore the scroll/skip/indicator
// state for the next meeting, not just hide the root panel.
HideMeetingPanel();
_meetingCloseCoroutine = null;
}
// ── Sabotage ──────────────────────────────────────────────────────────
public void ShowSabotageTimer(DateTime deadline)
{
_sabotageMeltdownDeadline = deadline;
_sabotageTimerActive = true;
if (_sabotagePanel) _sabotagePanel.SetActive(true);
if (_sabotageTimerText) _sabotageTimerText.gameObject.SetActive(true);
}
public void HideSabotageTimer()
{
_sabotageTimerActive = false;
if (_sabotagePanel) _sabotagePanel.SetActive(false);
SetCommsBlackout(false);
}
/// <summary>
/// Set the comms-blackout flag and (when active) raise the sabotage
/// banner with a clear "comms down" message. The flag is read by
/// GameManager_Tasks.UpdateProximity to suppress the REPORT/EMERGENCY
/// action button while comms are jammed - this gives the player the
/// visible reason why those buttons disappeared.
/// </summary>
public void SetCommsBlackout(bool active)
{
_commsBlackout = active;
if (active)
{
if (_sabotagePanel) _sabotagePanel.SetActive(true);
if (_sabotageTimerText)
{
_sabotageTimerText.gameObject.SetActive(true);
_sabotageTimerText.text = "📡 COMMS DOWN — reports & meetings disabled";
}
}
else if (!_sabotageTimerActive)
{
// Only tear the banner down if no meltdown timer is using it.
if (_sabotagePanel) _sabotagePanel.SetActive(false);
}
}
// ── Game end ──────────────────────────────────────────────────────────
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
{
if (_gameEndPanel) _gameEndPanel.SetActive(true);
if (_gameEndText != null)
{
bool won = payload.Winners?.Contains(myUuid) ?? false;
string title = won ? "<color=#FFB800>🏆 VICTORY</color>" : "<color=#C43232>💔 DEFEAT</color>";
string faction = payload.WinningFaction == "Impostor" ? "Impostors win!" : "Crew wins!";
// Non-owners can't actually return to lobby themselves; tell
// them who they're waiting on so the panel doesn't read as
// "tap leave or stare at the wall." If we can't find an
// owner record, fall back to a generic message.
string waitMessage = "";
if (!_gameClient.IsOwner)
{
var s = _state;
var host = s?.Players?.Find(p => p.IsOwner);
string hostName = host?.DisplayName ?? "the host";
waitMessage = $"\n\n<size=32>Waiting for {hostName} to return to lobby...</size>";
}
_gameEndText.text = $"{title}\n{faction}\n<size=38>{payload.Reason}</size>{waitMessage}";
}
// Show "Return to Lobby" only for the host
if (_returnToLobbyBtn != null)
_returnToLobbyBtn.gameObject.SetActive(_gameClient.IsOwner);
}
// ── Toast ─────────────────────────────────────────────────────────────
public void ShowToast(string message)
{
if (_state != null) { _state.ToastMessage = message; _state.ToastExpiry = UnityEngine.Time.time + 4f; }
if (_toastGO == null) return;
_toastGO.SetActive(true);
if (_toastText != null) _toastText.text = message;
}
private void TickToast()
{
var s = _state;
if (_toastGO == null) return;
if (s != null && !string.IsNullOrEmpty(s.ToastMessage) && UnityEngine.Time.time < s.ToastExpiry)
{
_toastGO.SetActive(true);
if (_toastText != null) _toastText.text = s.ToastMessage;
}
else
{
_toastGO.SetActive(false);
}
}
// ── Canvas switching ──────────────────────────────────────────────────
private void SetCanvases(bool createJoin, bool inLobby, bool loading, bool game)
{
EnsureCanvasReady(ClientCreateJoinLobby);
EnsureCanvasReady(ClientInLobby);
EnsureCanvasReady(ClientLoadingScreen);
EnsureCanvasReady(ClientGameScreen);
if (ClientCreateJoinLobby) ClientCreateJoinLobby.gameObject.SetActive(createJoin);
if (ClientInLobby) ClientInLobby.gameObject.SetActive(inLobby);
if (ClientLoadingScreen) ClientLoadingScreen.gameObject.SetActive(loading);
if (ClientGameScreen) ClientGameScreen.gameObject.SetActive(game);
}
// ── Utilities ─────────────────────────────────────────────────────────
private static void EnsureCanvasReady(Canvas canvas)
{
if (canvas == null) return;
if (!canvas.enabled) canvas.enabled = true;
var t = canvas.transform;
if (t != null)
{
var s = t.localScale;
if (Mathf.Abs(s.x) < 0.001f || Mathf.Abs(s.y) < 0.001f || Mathf.Abs(s.z) < 0.001f)
t.localScale = Vector3.one;
}
}
private static TMP_Text FindTMP(Transform root, string name)
{
if (root == null) return null;
foreach (var tmp in root.GetComponentsInChildren<TMP_Text>(true))
if (tmp != null && tmp.name == name) return tmp;
return null;
}
private static Transform FindTransform(Transform root, string name)
{
if (root == null) return null;
foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
if (t.name == name) return t;
return null;
}
private static GameObject FindTransformGO(Transform root, string name)
=> FindTransform(root, name)?.gameObject;
private static RectTransform MakeChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
private static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
}
}

View File

@@ -4,50 +4,18 @@ using UnityEngine;
public enum TaskType
{
Task //TODO: Typy úkolù
Task
}
public interface ITask
{
public string TaskID { get; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; } // Typ úkolu
public string TaskName { get; } // Viditelný název úkolu
public (double, double) TaskLocation { get; } // Polohy na mapì
public bool IsCompleted { get; } // Stav dokonèení úkolu
public string TaskID { get; set; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; set; } // Typ úkolu
public string TaskName { get; set; } // Viditelný název úkolu
public (double, double) TaskLocation { get; set; } // Poloha na mapě
public bool IsCompleted { get; } // Stav dokončení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
}
/* Ukázoková implementace ITask
public class Wires : ITask{
public string TaskID { get; set; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; set; } // Typ úkolu
public string TaskName { get; set; } // Viditelný název úkolu
public (double, double) TaskLocation { get; set; } // Poloha na mapì
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
private Action<ITask> _onCompleted;
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
{
onExit?.Invoke(this);
}
public void Complete() // Dokonèení tasku a zavøení
{
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(null);
}
}
*/
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
void Complete(); // Označit úkol jako dokončený
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
/// <summary>
/// Attach to a manager GameObject in "are u sure.unity".
/// "yes" = confirm leave lobby and go to main menu.
/// "no" = go back to previous lobby scene.
/// </summary>
public class ConfirmLeaveUI : MonoBehaviour
{
[Header("Optional refs (auto-found by name if null)")]
public Button yesButton;
public Button noButton;
[Tooltip("Scene to load after leaving lobby")]
public string mainMenuScene = "main menu asi idk lol";
[Tooltip("Scene to go back to when player presses No")]
public string previousScene = "create";
void Start()
{
if (yesButton == null)
{
var go = GameObject.Find("yes");
if (go != null) yesButton = go.GetComponent<Button>();
}
if (noButton == null)
{
var go = GameObject.Find("no");
if (go != null) noButton = go.GetComponent<Button>();
}
if (yesButton != null) yesButton.onClick.AddListener(OnYesClicked);
if (noButton != null) noButton.onClick.AddListener(OnNoClicked);
}
private void OnYesClicked()
{
GameManager.Instance?.LeaveLobbyButton();
SceneManager.LoadScene(mainMenuScene, LoadSceneMode.Single);
}
private void OnNoClicked()
{
SceneManager.LoadScene(previousScene, LoadSceneMode.Single);
}
}

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using System.Collections;
using UnityEngine;
public class GPSManager : MonoBehaviour
{
[Header("GPS settings")]
public float Accuracy = 10f;
public float UpdateDistance = 5f;
public int MaxWait = 20;
[Header("GPS coordinates")]
private double[] LastCoords = new double[2];
private double[] FailsafeCoords = new double[] { 50.7727878, 15.0718625 };
private double? LastTime;
void Start()
{
StartCoroutine(UpdateGPS());
}
public double[] GetLastCoords()
{
if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
return LastCoords;
}
IEnumerator UpdateGPS()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS not enabled by user");
LastCoords = FailsafeCoords;
LastTime = null;
yield break;
}
Input.location.Start(Accuracy, UpdateDistance);
while (Input.location.status == LocationServiceStatus.Initializing && MaxWait > 0)
{
yield return new WaitForSeconds(1);
MaxWait--;
}
if (MaxWait < 1)
{
Debug.Log("GPS timed out");
LastCoords = FailsafeCoords;
LastTime = null;
yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
Debug.Log("GPS failed to determine device location");
LastCoords = FailsafeCoords;
LastTime = null;
yield break;
}
else
{
LastCoords[0] = Input.location.lastData.latitude;
LastCoords[1] = Input.location.lastData.longitude;
LastTime = Input.location.lastData.timestamp;
Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
}
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123
Assets/Scripts/GameState.cs Normal file
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using GeoSus.Client;
using System;
using System.Collections.Generic;
/// <summary>
/// Sub-phase derived client-side from the timestamps in MeetingStartedPayload.
/// Server doesn't broadcast a discrete "discussion ended" event - it embeds
/// DiscussionEndTime and VotingEndTime in the meeting-start event and gates
/// vote acceptance on those timestamps. We compute the matching client view
/// by comparing UtcNow to those values every frame.
/// </summary>
public enum MeetingSubPhase
{
Arrival, // before ArrivalDeadline; players are still en route to meeting point
Discussion, // arrival deadline passed; talk only, votes server-rejected
Voting, // discussion ended; votes accepted until VotingEndTime
Resolved // VotingClosed received OR votingEndTime in the past
}
/// <summary>
/// Single source of truth for all in-game state on the client.
/// Updated exclusively by GameManager_Network; read by GameManager_UI.
/// </summary>
public class GameState
{
// ── Phase / Role ──────────────────────────────────────────────────────────
public GamePhase Phase { get; set; } = GamePhase.Lobby;
public PlayerRole? MyRole { get; set; }
public bool IsDead { get; set; }
// ── Settings (P13b) ───────────────────────────────────────────────────────
/// <summary>
/// Per-lobby settings snapshot from the server. Populated on
/// LobbyJoined / LobbyCreated; immutable for the lifetime of the lobby.
/// Null on old server builds - callers must use null-coalescing fallbacks
/// to whatever default they previously hardcoded.
/// </summary>
public GameSettings Settings { get; set; }
// ── Tasks ─────────────────────────────────────────────────────────────────
public List<GameTask> MyTasks { get; set; } = new List<GameTask>();
public HashSet<string> MyCompletedTaskIds { get; set; } = new HashSet<string>();
public int TotalCompleted { get; set; }
public int TotalRequired { get; set; }
// ── Players ───────────────────────────────────────────────────────────────
public List<PlayerInfo> Players { get; set; } = new List<PlayerInfo>();
// ── Meeting ───────────────────────────────────────────────────────────────
public MeetingStartedPayload ActiveMeeting { get; set; }
public VotingClosedPayload LastVoteResult { get; set; }
public HashSet<string> VotedPlayerIds { get; set; } = new HashSet<string>();
public HashSet<string> ArrivedPlayerIds { get; set; } = new HashSet<string>();
/// <summary>Per-voter latest vote target. Voter ClientUuid -> target ClientUuid, or VoteSkip for skip.</summary>
public Dictionary<string, string> VoterTargets { get; set; } = new Dictionary<string, string>();
/// <summary>Live vote tallies, keyed by target ClientUuid or VoteSkip. Derived from VoterTargets.</summary>
public Dictionary<string, int> VoteTallies { get; set; } = new Dictionary<string, int>();
/// <summary>Local player's latest vote target. Null = haven't voted; VoteSkip = skip; otherwise target ClientUuid.</summary>
public string MyVoteTarget { get; set; }
/// <summary>Sentinel for "skip" votes in VoterTargets / VoteTallies / MyVoteTarget.</summary>
public const string VoteSkip = "__SKIP__";
/// <summary>
/// Derive the current meeting sub-phase from ActiveMeeting + LastVoteResult.
/// Returns Arrival when no meeting is active (caller should also gate on Phase).
/// </summary>
public MeetingSubPhase GetMeetingSubPhase()
{
if (LastVoteResult != null) return MeetingSubPhase.Resolved;
var m = ActiveMeeting;
if (m == null) return MeetingSubPhase.Arrival;
var now = DateTime.UtcNow;
if (now >= m.VotingEndTime) return MeetingSubPhase.Resolved;
if (m.DiscussionEndTime.HasValue && now < m.DiscussionEndTime.Value)
{
// Server enforces: arrival deadline AND discussion-end gate voting.
// While arrival is still open we surface "Arrival" so players know
// others may still be travelling; once arrival deadline passes we
// surface "Discussion" until the voting window opens.
return now < m.ArrivalDeadline ? MeetingSubPhase.Arrival : MeetingSubPhase.Discussion;
}
return MeetingSubPhase.Voting;
}
/// <summary>End-of-current-sub-phase boundary as a UTC DateTime, used for countdown rendering.</summary>
public DateTime GetMeetingSubPhaseDeadline(MeetingSubPhase sub)
{
var m = ActiveMeeting;
if (m == null) return DateTime.UtcNow;
switch (sub)
{
case MeetingSubPhase.Arrival:
return m.ArrivalDeadline;
case MeetingSubPhase.Discussion:
return m.DiscussionEndTime ?? m.VotingEndTime;
case MeetingSubPhase.Voting:
return m.VotingEndTime;
default:
return m.VotingEndTime;
}
}
// ── Sabotage ──────────────────────────────────────────────────────────────
public SabotageStartedPayload ActiveSabotage { get; set; }
/// <summary>StationIds currently being repaired (server broadcasts RepairStarted/RepairStopped).</summary>
public HashSet<string> ActiveRepairs { get; set; } = new HashSet<string>();
// ── End game ──────────────────────────────────────────────────────────────
public GameEndedPayload GameEndData { get; set; }
// ── Kill cooldown (tracked by GameManager, reflected here for UI) ─────────
public float KillCooldownRemaining { get; set; }
// ── Notification (toast) ─────────────────────────────────────────────────
public string ToastMessage { get; set; }
public float ToastExpiry { get; set; } // UnityEngine.Time.time
}

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fileFormatVersion: 2
guid: 82b3963a05498b68baf483476d0d81f4

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using TMPro;
using GeoSus.Client;
/// <summary>
/// Lives on host lobby.unity - the *settings* screen reached when the host
/// chooses "Host" from the main menu. Originally three fixed-position
/// controls (radius slider + impostor/task steppers). P13c expanded this to
/// a full scrollable settings panel covering every per-lobby setting the
/// server accepts: round shape, distances (kill / report / task / meeting /
/// emergency / repair), cooldowns (kill / emergency / sabotage), meeting
/// phase timings (arrival / late / discussion / voting), and sabotage
/// timings (comms / meltdown / repair hold). All values get accumulated
/// into GameManager.pendingSettings (a GameSettingsOverrides) and shipped
/// with the CreateLobby request so the server can stamp them into the
/// per-lobby snapshot at lobby creation time.
///
/// The scene already contains the art team's named UI:
/// Canvas
/// ├── Panel - full-screen background
/// ├── RawImage - decorative logo
/// ├── radius - TMP text "Game radius:\n" (HIDDEN, P13c)
/// ├── idk - TMP text container (HIDDEN, P13c)
/// ├── back - back button
/// ├── Zmekole_geosusv2 - 3D globe object
/// └── stvořit - "Create Lobby" button
///
/// We DO NOT destroy any of these. Instead we resolve them by name, wire
/// the buttons, hide the now-unused labels, and inject a ScrollRect with
/// the full settings panel anchored above the "stvořit" button. Anchor
/// offsets are in the canvas's portrait reference units (1080x1920).
/// </summary>
public class HostLobbyUI : MonoBehaviour
{
// ── Colour palette (forwarded from UITheme) ──────────────────────────────
static readonly Color C_TRACK = UITheme.SurfaceDim;
static readonly Color C_FILL = UITheme.Accent;
static readonly Color C_HANDLE = UITheme.TextHi;
static readonly Color C_BTN_BG = UITheme.Surface;
static readonly Color C_BTN_HI = UITheme.Accent;
static readonly Color C_TEXT = UITheme.TextHi;
static readonly Color C_HEADER = UITheme.Accent;
// ── Live values (mirrored into GameManager.pending* + pendingSettings) ──
private float _radius = 500f;
private int _impostors = 1;
private int _tasks = 5;
private int _maxPlayers = 10;
private int _killDist = 5;
private int _reportDist = 5;
private int _taskDist = 5;
private int _meetingArrival = 10;
private int _emergencyCallRadius = 5;
private int _repairDist = 5;
private int _killCooldownS = 20;
private int _emergencyCooldownS = 60;
private int _maxEmergencyMeetings = 1;
private int _arrivalBaseS = 60;
private int _allowedLateS = 10;
private int _discussionS = 60;
private int _votingS = 60;
private int _sabotageCooldownS = 60;
private int _commsDurationS = 60;
private int _meltdownDeadlineS = 90;
private int _repairHoldS = 10;
// ── Layout constants ────────────────────────────────────────────────────
const float ROW_HEIGHT = 130f;
const float HEADER_HEIGHT = 90f;
const float SLIDER_HEIGHT = 160f;
void Start()
{
// Wire emoji fallback before any TMP component renders, so labels
// with emoji glyphs display properly on the very first frame rather
// than as tofu boxes that get fixed on a later refresh.
UITheme.EnsureEmojiFontFallback();
var gm = GameManager.Instance;
if (gm != null)
{
// Carry over whatever the host had previously selected (if they
// back out and come back in, settings survive).
_radius = (float)gm.pendingRadius;
_impostors = gm.pendingImpostorCount;
_tasks = gm.pendingTaskCount;
// Kick off GPS init NOW so by the time the host taps "Create
// Lobby" we have a real position fix to seed the play area with.
gm.inputSubsystem?.EnsureGPSStarted();
}
var canvasGO = GameObject.Find("Canvas");
if (canvasGO == null)
{
Debug.LogError("[HostLobbyUI] No Canvas found in host lobby scene.");
return;
}
var canvas = canvasGO.transform;
// ── Bind existing scene buttons ─────────────────────────────────────
var backBtn = FindButton(canvas, "back");
if (backBtn != null)
{
backBtn.onClick.RemoveAllListeners();
backBtn.onClick.AddListener(() => SceneManager.LoadScene("main menu asi idk lol"));
}
else Debug.LogWarning("[HostLobbyUI] 'back' button not found.");
var createBtn = FindButton(canvas, "stvořit");
if (createBtn != null)
{
createBtn.onClick.RemoveAllListeners();
createBtn.onClick.AddListener(OnCreateClicked);
}
else Debug.LogWarning("[HostLobbyUI] 'stvořit' button not found.");
// ── Hide the art team's "radius" / "idk" labels ─────────────────────
// They were placeholders for the small set of settings we previously
// exposed; the scrollable panel below now owns all of that real estate.
var radiusLabel = FindTMP(canvas, "radius");
if (radiusLabel != null) radiusLabel.gameObject.SetActive(false);
var settingsLabel = FindTMP(canvas, "idk");
if (settingsLabel != null) settingsLabel.gameObject.SetActive(false);
// ── Build the scrollable settings panel ────────────────────────────
// Pass in the actual back/create button transforms so the scroll
// bounds can be measured against them at runtime, instead of
// hardcoded against canvas reference units that may or may not
// match where the art team actually placed the buttons.
BuildSettingsScroll(canvas,
backBtn != null ? backBtn.transform : null,
createBtn != null ? createBtn.transform : null);
}
// ── Action handlers ──────────────────────────────────────────────────────
void OnCreateClicked()
{
var gm = GameManager.Instance;
if (gm == null) return;
// Keep the legacy flat fields populated for any caller that still
// reads them directly, and ALSO populate pendingSettings with the
// full override snapshot so the server can stamp it into the lobby.
gm.pendingRadius = _radius;
gm.pendingImpostorCount = _impostors;
gm.pendingTaskCount = _tasks;
gm.pendingSettings = BuildOverrides();
gm.CreateLobbyButton();
}
/// <summary>
/// Pack the current control values into a wire-shape GameSettingsOverrides.
/// Every field is non-null - the server treats null as "use my default",
/// but since this UI exposes every field we always have a concrete value
/// to ship. Time fields are exposed in seconds and converted to ms here.
/// </summary>
GameSettingsOverrides BuildOverrides()
{
return new GameSettingsOverrides
{
// Round shape
MaxPlayers = _maxPlayers,
ImpostorCount = _impostors,
TaskCount = _tasks,
// Distances (m)
KillDistanceM = _killDist,
ReportDistanceM = _reportDist,
TaskStartDistanceM = _taskDist,
MeetingArrivalRadiusM = _meetingArrival,
EmergencyMeetingCallRadiusM = _emergencyCallRadius,
RepairStationDistanceM = _repairDist,
// Cooldowns / counts
KillCooldownMs = _killCooldownS * 1000,
EmergencyMeetingCooldownMs = _emergencyCooldownS * 1000,
MaxEmergencyMeetingsPerPlayer = _maxEmergencyMeetings,
// Meeting phases (ms)
ArrivalBaseMs = _arrivalBaseS * 1000,
AllowedLateMs = _allowedLateS * 1000,
DiscussionPhaseMs = _discussionS * 1000,
VotingPhaseMs = _votingS * 1000,
// Sabotage
SabotageCooldownMs = _sabotageCooldownS * 1000,
CommsBlackoutDurationMs = _commsDurationS * 1000,
CriticalMeltdownDeadlineMs = _meltdownDeadlineS * 1000,
RepairStationHoldMs = _repairHoldS * 1000,
};
}
// ── Settings ScrollRect ─────────────────────────────────────────────────
/// <summary>
/// Build the scrollable panel: ScrollRect → Viewport (RectMask2D) →
/// Content (VerticalLayoutGroup + ContentSizeFitter). Each setting goes
/// in as a row with a LayoutElement.preferredHeight so the VLG can stack
/// them and the ContentSizeFitter can compute the scroll height.
/// Pattern mirrors InGameHUDBuilder.BuildMeetingScroll.
///
/// Bounds are MEASURED against the actual back/stvořit RectTransforms
/// at runtime - not hardcoded against canvas reference units. The
/// previous version pinned the scroll to 280..1700 in 1080x1920 ref
/// space, which overlapped the create button on real layouts and made
/// it un-tappable. We now place the scroll's bottom edge a fixed margin
/// above stvořit's top edge, and its top edge a fixed margin below
/// back's bottom edge, falling back to the old constants only if either
/// button is missing.
/// </summary>
void BuildSettingsScroll(Transform canvas, Transform backT, Transform stvoritT)
{
// Force the canvas's layout to settle so GetWorldCorners returns the
// real positioned rects rather than authored-time placeholders.
Canvas.ForceUpdateCanvases();
const float MARGIN = 40f; // px (in canvas reference units) above/below buttons
var canvasRT = canvas as RectTransform;
// Pivot offset so we can express Y as "from canvas bottom" rather
// than the pivot-relative form InverseTransformPoint hands back.
float pivotYOffset = canvasRT != null
? canvasRT.pivot.y * canvasRT.rect.height
: 0f;
float scrollBottomY = 280f; // safe fallback if stvořit is missing
float scrollTopY = 1700f; // safe fallback if back is missing
if (canvasRT != null && stvoritT is RectTransform stvoritRT)
{
var corners = new Vector3[4];
stvoritRT.GetWorldCorners(corners); // [0]=BL, [1]=TL, [2]=TR, [3]=BR
var topLocal = canvasRT.InverseTransformPoint(corners[1]);
scrollBottomY = topLocal.y + pivotYOffset + MARGIN;
}
if (canvasRT != null && backT is RectTransform backRT)
{
var corners = new Vector3[4];
backRT.GetWorldCorners(corners);
var bottomLocal = canvasRT.InverseTransformPoint(corners[0]);
scrollTopY = bottomLocal.y + pivotYOffset - MARGIN;
}
// Sanity-clamp: if either button is positioned weirdly (e.g. back
// is below the create button, or they overlap), the computed
// bounds would be a negative-height rect that draws as a 1px
// sliver. Detect and fall back to the portrait-reference defaults.
if (scrollTopY <= scrollBottomY + 200f)
{
Debug.LogWarning(
$"[HostLobbyUI] Scroll bounds collapsed ({scrollBottomY:F0}..{scrollTopY:F0}); " +
"falling back to 280..1700 portrait defaults.");
scrollBottomY = 280f;
scrollTopY = 1700f;
}
var scrollRT = MakeRT("SettingsScroll", canvas);
Anchor(scrollRT, new Vector2(0.05f, 0), new Vector2(0.95f, 0),
new Vector2(0, scrollBottomY), new Vector2(0, scrollTopY));
// Subtle dark backdrop so the scroll area visually separates from
// the canvas's full-screen Panel underneath.
var bgImg = scrollRT.gameObject.AddComponent<Image>();
bgImg.color = new Color(0f, 0f, 0f, 0.55f);
var sr = scrollRT.gameObject.AddComponent<ScrollRect>();
var vp = MakeRT("Viewport", scrollRT);
Stretch(vp);
vp.gameObject.AddComponent<RectMask2D>();
var content = MakeRT("Content", vp);
content.anchorMin = new Vector2(0, 1);
content.anchorMax = new Vector2(1, 1);
content.pivot = new Vector2(0.5f, 1);
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
vlg.childControlWidth = true;
vlg.childControlHeight = false;
vlg.childForceExpandWidth = true;
vlg.padding = new RectOffset(20, 20, 20, 20);
vlg.spacing = 12;
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
sr.viewport = vp;
sr.content = content;
sr.horizontal = false;
sr.vertical = true;
sr.scrollSensitivity = 80;
sr.movementType = ScrollRect.MovementType.Clamped;
// ── Round shape ────────────────────────────────────────────────────
AddHeader(content, "Round");
AddSlider(content, "Game radius", 100, 2000, _radius,
v => _radius = v,
v => Mathf.RoundToInt(v) + " m");
AddStepper(content, "Max players", _maxPlayers, 4, 15, v => _maxPlayers = v);
AddStepper(content, "Impostors", _impostors, 1, 4, v => _impostors = v);
AddStepper(content, "Tasks per crew", _tasks, 1, 15, v => _tasks = v);
// ── Distances ──────────────────────────────────────────────────────
AddHeader(content, "Distances (m)");
AddStepper(content, "Kill", _killDist, 1, 30, v => _killDist = v);
AddStepper(content, "Report", _reportDist, 1, 30, v => _reportDist = v);
AddStepper(content, "Task start", _taskDist, 1, 30, v => _taskDist = v);
AddStepper(content, "Meeting arrival", _meetingArrival, 5, 50, v => _meetingArrival = v);
AddStepper(content, "Emergency call", _emergencyCallRadius, 1, 30, v => _emergencyCallRadius = v);
AddStepper(content, "Repair station", _repairDist, 1, 30, v => _repairDist = v);
// ── Cooldowns ──────────────────────────────────────────────────────
AddHeader(content, "Cooldowns (s)");
AddStepper(content, "Kill cooldown", _killCooldownS, 5, 120, v => _killCooldownS = v);
AddStepper(content, "Emergency cd", _emergencyCooldownS, 10, 600, v => _emergencyCooldownS = v);
AddStepper(content, "Max emergencies", _maxEmergencyMeetings, 0, 10, v => _maxEmergencyMeetings = v);
AddStepper(content, "Sabotage cd", _sabotageCooldownS, 10, 600, v => _sabotageCooldownS = v);
// ── Meeting phases ─────────────────────────────────────────────────
AddHeader(content, "Meeting phases (s)");
AddStepper(content, "Arrival time", _arrivalBaseS, 30, 300, v => _arrivalBaseS = v);
AddStepper(content, "Allowed late", _allowedLateS, 0, 120, v => _allowedLateS = v);
AddStepper(content, "Discussion", _discussionS, 10, 300, v => _discussionS = v);
AddStepper(content, "Voting", _votingS, 10, 300, v => _votingS = v);
// ── Sabotage ───────────────────────────────────────────────────────
AddHeader(content, "Sabotage (s)");
AddStepper(content, "Comms duration", _commsDurationS, 10, 600, v => _commsDurationS = v);
AddStepper(content, "Meltdown deadline", _meltdownDeadlineS, 30, 600, v => _meltdownDeadlineS = v);
AddStepper(content, "Repair hold", _repairHoldS, 1, 60, v => _repairHoldS = v);
}
void AddHeader(RectTransform parent, string text)
{
var rt = MakeRT("Header_" + text, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = HEADER_HEIGHT;
le.minHeight = HEADER_HEIGHT;
var bg = rt.gameObject.AddComponent<Image>();
bg.color = new Color(C_HEADER.r, C_HEADER.g, C_HEADER.b, 0.45f);
var txtRT = MakeRT("Txt", rt);
Stretch(txtRT);
var tmp = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text;
tmp.fontSize = 44;
tmp.color = C_TEXT;
tmp.alignment = TextAlignmentOptions.MidlineLeft;
tmp.fontStyle = FontStyles.Bold;
tmp.margin = new Vector4(20, 0, 20, 0);
}
void AddStepper(RectTransform parent, string label, int initial, int min, int max, System.Action<int> onChange)
{
var rt = MakeRT("Row_" + label, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = ROW_HEIGHT;
le.minHeight = ROW_HEIGHT;
BuildStepperRow(rt, label, initial, min, max, onChange);
}
void AddSlider(RectTransform parent, string label, float min, float max, float initial,
System.Action<float> onChange, System.Func<float, string> formatter)
{
var rt = MakeRT("Row_" + label, parent);
var le = rt.gameObject.AddComponent<LayoutElement>();
le.preferredHeight = SLIDER_HEIGHT;
le.minHeight = SLIDER_HEIGHT;
// Top half: label (left) + value readout (right)
var labelRT = MakeRT("Label", rt);
Anchor(labelRT, new Vector2(0, 0.55f), new Vector2(0.7f, 1f), Vector2.zero, Vector2.zero);
var lblTmp = labelRT.gameObject.AddComponent<TextMeshProUGUI>();
lblTmp.text = label;
lblTmp.fontSize = 36;
lblTmp.color = C_TEXT;
lblTmp.alignment = TextAlignmentOptions.MidlineLeft;
lblTmp.fontStyle = FontStyles.Bold;
var valRT = MakeRT("Val", rt);
Anchor(valRT, new Vector2(0.7f, 0.55f), new Vector2(1f, 1f), Vector2.zero, Vector2.zero);
var valTmp = valRT.gameObject.AddComponent<TextMeshProUGUI>();
valTmp.text = formatter(initial);
valTmp.fontSize = 36;
valTmp.color = C_TEXT;
valTmp.alignment = TextAlignmentOptions.MidlineRight;
valTmp.fontStyle = FontStyles.Bold;
// Bottom half: slider
var sliderRT = MakeRT("Slider", rt);
Anchor(sliderRT, new Vector2(0, 0.05f), new Vector2(1, 0.45f),
Vector2.zero, Vector2.zero);
var slider = sliderRT.gameObject.AddComponent<Slider>();
slider.minValue = min;
slider.maxValue = max;
slider.value = initial;
BuildSliderVisuals(slider);
slider.onValueChanged.AddListener(v =>
{
onChange?.Invoke(v);
valTmp.text = formatter(v);
});
}
// ── Stepper row: [Label] [-] [value] [+] ─────────────────────────────
void BuildStepperRow(RectTransform parent, string label, int initial,
int min, int max, System.Action<int> onChange)
{
int captured = Mathf.Clamp(initial, min, max);
// Left half: label
var lblRT = MakeRT("Label", parent);
Anchor(lblRT, new Vector2(0, 0), new Vector2(0.55f, 1), Vector2.zero, Vector2.zero);
var lblTmp = lblRT.gameObject.AddComponent<TextMeshProUGUI>();
lblTmp.text = label;
lblTmp.fontSize = 32;
lblTmp.color = C_TEXT;
lblTmp.alignment = TextAlignmentOptions.MidlineLeft;
lblTmp.fontStyle = FontStyles.Bold;
// Minus button
var minusRT = MakeRT("Minus", parent);
Anchor(minusRT, new Vector2(0.55f, 0.10f), new Vector2(0.69f, 0.90f), Vector2.zero, Vector2.zero);
var minusBtn = MakeButton(minusRT, "-", C_BTN_BG);
// Value label
var valRT = MakeRT("Val", parent);
Anchor(valRT, new Vector2(0.69f, 0), new Vector2(0.83f, 1), Vector2.zero, Vector2.zero);
var valTmp = valRT.gameObject.AddComponent<TextMeshProUGUI>();
valTmp.text = captured.ToString();
valTmp.fontSize = 40;
valTmp.color = C_TEXT;
valTmp.alignment = TextAlignmentOptions.Center;
valTmp.fontStyle = FontStyles.Bold;
// Plus button
var plusRT = MakeRT("Plus", parent);
Anchor(plusRT, new Vector2(0.83f, 0.10f), new Vector2(0.97f, 0.90f), Vector2.zero, Vector2.zero);
var plusBtn = MakeButton(plusRT, "+", C_BTN_HI);
minusBtn.onClick.AddListener(() =>
{
captured = Mathf.Max(min, captured - 1);
valTmp.text = captured.ToString();
onChange?.Invoke(captured);
});
plusBtn.onClick.AddListener(() =>
{
captured = Mathf.Min(max, captured + 1);
valTmp.text = captured.ToString();
onChange?.Invoke(captured);
});
}
Button MakeButton(RectTransform rt, string label, Color bg)
{
var img = rt.gameObject.AddComponent<Image>();
img.color = bg;
var btn = rt.gameObject.AddComponent<Button>();
btn.targetGraphic = img;
var txtRT = MakeRT("Txt", rt);
Stretch(txtRT);
var txtTmp = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
txtTmp.text = label;
txtTmp.fontSize = 52;
txtTmp.color = C_TEXT;
txtTmp.alignment = TextAlignmentOptions.Center;
txtTmp.fontStyle = FontStyles.Bold;
return btn;
}
// ── Slider visual fill-in (Unity gives you no default if you AddComponent) ─
void BuildSliderVisuals(Slider s)
{
var sRT = s.GetComponent<RectTransform>();
var bgRT = MakeRT("Background", sRT);
Stretch(bgRT);
var bgImg = bgRT.gameObject.AddComponent<Image>();
bgImg.color = C_TRACK;
var fillArea = MakeRT("Fill Area", sRT);
Anchor(fillArea, new Vector2(0, 0.30f), new Vector2(1, 0.70f),
new Vector2(8, 0), new Vector2(-8, 0));
var fillRT = MakeRT("Fill", fillArea);
fillRT.anchorMin = Vector2.zero;
fillRT.anchorMax = Vector2.one;
fillRT.offsetMin = Vector2.zero;
fillRT.offsetMax = Vector2.zero;
var fillImg = fillRT.gameObject.AddComponent<Image>();
fillImg.color = C_FILL;
s.fillRect = fillRT;
var handleArea = MakeRT("Handle Slide Area", sRT);
Stretch(handleArea);
var handleRT = MakeRT("Handle", handleArea);
handleRT.sizeDelta = new Vector2(40, 40);
handleRT.anchorMin = new Vector2(0, 0.5f);
handleRT.anchorMax = new Vector2(0, 0.5f);
handleRT.anchoredPosition = Vector2.zero;
var hImg = handleRT.gameObject.AddComponent<Image>();
hImg.color = C_HANDLE;
s.handleRect = handleRT;
s.targetGraphic = hImg;
}
// ── Scene-binding helpers ────────────────────────────────────────────────
static Button FindButton(Transform root, string name)
{
var t = FindByName(root, name);
return t != null ? t.GetComponent<Button>() : null;
}
static TMP_Text FindTMP(Transform root, string name)
{
var t = FindByName(root, name);
return t != null ? t.GetComponent<TMP_Text>() : null;
}
static Transform FindByName(Transform root, string name)
{
if (root == null) return null;
if (root.name == name) return root;
foreach (Transform child in root)
{
var found = FindByName(child, name);
if (found != null) return found;
}
return null;
}
// ── Layout helpers (shared with the injected controls) ───────────────────
static RectTransform MakeRT(string name, Transform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
}
static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
Vector2 offMin, Vector2 offMax)
{
rt.anchorMin = aMin;
rt.anchorMax = aMax;
rt.offsetMin = offMin;
rt.offsetMax = offMax;
}
}

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fileFormatVersion: 2
guid: 60a81c1cb4f98a5b490fac0d3c1686b5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
/// <summary>
/// Programmatically builds the complete in-game HUD inside the InGame canvas (Client.unity).
///
/// Call BuildNow() from GameManager.OnSceneLoaded BEFORE BindClientScene so GameManager_UI
/// can locate named children.
///
/// Named elements expected by GameManager_UI (Transform.Find / FindTMP):
/// ActionButton proxim action button
/// SabotagePanel top-of-screen sabotage banner
/// SabotageTimer TMP countdown text inside SabotagePanel
/// MeetingPanel full-screen voting overlay
/// MeetingHeader TMP title (event type)
/// MeetingPhaseLabel TMP sub-phase label (DISCUSSION / VOTING / RESULTS / ARRIVAL)
/// MeetingPhaseProgressBar Image filled, drains with countdown
/// MeetingPhaseCountdown TMP "0:24" countdown text
/// MeetingPlayerList TMP player list (text fallback)
/// MyVoteIndicator TMP "You voted for: X" strip
/// SkipButton skip-vote button
/// VoteResultPanel sub-panel shown after voting
/// VoteResult TMP result text
/// GameEndPanel full-screen end-of-game overlay
/// GameEndText TMP result text
/// ReconnectOverlay full-screen "reconnecting..." overlay
/// ReconnectMessage TMP "Reconnecting..." headline
/// ReconnectSubtext TMP secondary message
/// KillCooldown TMP kill-cooldown label
/// TaskList TMP task name list
/// TaskProgress TMP global task progress
/// Toast TMP toast notification
/// </summary>
public class InGameHUDBuilder : MonoBehaviour
{
// ── Palette ───────────────────────────────────────────────────────────────
// Aliases to UITheme so this file's existing local references keep working
// without a wholesale rename pass. New code should call UITheme.* directly;
// the C_* names stay as a transitional crutch for in-flight edits.
static readonly Color C_BG = UITheme.Bg;
static readonly Color C_BAR = UITheme.Surface;
static readonly Color C_ACCENT = UITheme.Accent;
static readonly Color C_GREEN = UITheme.Success;
static readonly Color C_RED = UITheme.Danger;
static readonly Color C_ORANGE = UITheme.Warning;
static readonly Color C_YELLOW = UITheme.Caution;
static readonly Color C_MUTED = UITheme.TextLo;
static readonly Color C_ROW_A = UITheme.RowA;
static readonly Color C_ROW_B = UITheme.RowB;
private bool _built;
// Reference resolution constants kept here as public surface so external
// callers (other UI scripts that grew to use these) don't break. Forward
// to UITheme so there's still one source of truth.
public const float kReferenceWidth = UITheme.ReferenceWidth;
public const float kReferenceHeight = UITheme.ReferenceHeight;
public const float kMatchWidthHeight = UITheme.MatchWidthOrHeight;
public void BuildNow() { if (!_built) { _built = true; Build(); } }
void Start() { if (!_built) Build(); }
void Build()
{
var rt = GetComponent<RectTransform>();
if (rt == null) return;
// Wire up emoji fallback before any TMP component renders. Idempotent
// and cheap on subsequent calls.
UITheme.EnsureEmojiFontFallback();
// Make sure the host canvas has a CanvasScaler with our reference
// resolution. Without this, RectTransform offsets are interpreted as
// raw pixels and the layout looks correct only on whichever device
// the project was last opened against.
ConfigureCanvasScaler(GetComponentInParent<Canvas>());
// Apply Screen.safeArea so iOS notches and Android punch-hole cameras
// don't eat the top/bottom bar. We anchor the host RectTransform to
// the safe rectangle so all child anchors inherit the inset.
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
ApplySafeArea(rt);
BuildTopBar(rt);
BuildTaskPanel(rt);
BuildTaskProgress(rt);
BuildBottomBar(rt);
BuildActionButton(rt);
BuildSabotagePanel(rt);
BuildMeetingPanel(rt);
BuildGameEndPanel(rt);
BuildReconnectOverlay(rt);
BuildSpectatePanel(rt);
BuildToast(rt);
}
/// <summary>
/// Apply the project's standard CanvasScaler config to a Canvas. Idempotent -
/// adds the component if missing, otherwise updates settings in-place.
/// </summary>
public static void ConfigureCanvasScaler(Canvas canvas)
{
if (canvas == null) return;
var scaler = canvas.GetComponent<CanvasScaler>()
?? canvas.gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(kReferenceWidth, kReferenceHeight);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = kMatchWidthHeight;
scaler.referencePixelsPerUnit = 100f;
}
/// <summary>
/// Anchors the given RectTransform to the screen's safe rectangle, so all
/// children inherit the inset. Called once at build time; the safe area
/// rarely changes after the app launches and a full HUD rebuild on rotation
/// would be the simpler way to handle that case.
/// </summary>
public static void ApplySafeArea(RectTransform rt)
{
if (rt == null) return;
var safe = Screen.safeArea;
var screenSize = new Vector2(Screen.width, Screen.height);
if (screenSize.x <= 0 || screenSize.y <= 0) return;
Vector2 aMin = safe.position;
Vector2 aMax = safe.position + safe.size;
aMin.x /= screenSize.x; aMin.y /= screenSize.y;
aMax.x /= screenSize.x; aMax.y /= screenSize.y;
rt.anchorMin = aMin;
rt.anchorMax = aMax;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
}
// ── Top bar ───────────────────────────────────────────────────────────────
void BuildTopBar(RectTransform parent)
{
var bar = Child("_TopBar", parent);
Anchor(bar, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-90f), Vector2.zero);
bar.pivot = new Vector2(0.5f,1f);
Img(bar, C_BAR);
// Kill cooldown right half, hidden by default
var cd = Child("KillCooldown", bar);
cd.anchorMin = new Vector2(0.5f, 0); cd.anchorMax = Vector2.one;
cd.offsetMin = new Vector2(0, 6); cd.offsetMax = new Vector2(-12, -6);
var cdTmp = cd.gameObject.AddComponent<TextMeshProUGUI>();
cdTmp.text = ""; cdTmp.fontSize = 32; cdTmp.color = C_ORANGE;
cdTmp.fontStyle = FontStyles.Bold; cdTmp.alignment = TextAlignmentOptions.MidlineRight;
cd.gameObject.SetActive(false);
}
// ── Task panel (right side) ───────────────────────────────────────────────
void BuildTaskPanel(RectTransform parent)
{
var panel = Child("_TaskPanel", parent);
panel.anchorMin = new Vector2(1,0.35f); panel.anchorMax = new Vector2(1,0.88f);
panel.pivot = new Vector2(1,0.5f); panel.sizeDelta = new Vector2(280,0);
Img(panel, new Color(0.05f,0.06f,0.12f,0.85f));
var hdr = Child("_Hdr", panel);
Anchor(hdr, new Vector2(0,1), new Vector2(1,1), new Vector2(0,-44), Vector2.zero);
hdr.pivot = new Vector2(0.5f,1f);
Img(hdr, new Color(0.2f,0.6f,1f,0.5f));
TxtChild(hdr,"MY TASKS",26,Color.white,TextAlignmentOptions.Center,bold:true);
var body = Child("TaskList", panel);
body.anchorMin = Vector2.zero; body.anchorMax = Vector2.one;
body.offsetMin = new Vector2(8,8); body.offsetMax = new Vector2(-8,-48);
var t = body.gameObject.AddComponent<TextMeshProUGUI>();
t.text = ""; t.fontSize = 22; t.color = Color.white; t.alignment = TextAlignmentOptions.TopLeft;
t.enableWordWrapping = true;
}
// ── Task progress (above bottom bar) ─────────────────────────────────────
void BuildTaskProgress(RectTransform parent)
{
var prog = Child("TaskProgress", parent);
Anchor(prog, new Vector2(0,0), new Vector2(1,0), new Vector2(-20,120), new Vector2(20,160));
var t = prog.gameObject.AddComponent<TextMeshProUGUI>();
t.text = ""; t.fontSize = 28; t.color = Color.white;
t.fontStyle = FontStyles.Bold; t.alignment = TextAlignmentOptions.Center;
}
// ── Bottom bar ────────────────────────────────────────────────────────────
void BuildBottomBar(RectTransform parent)
{
var bar = Child("_BottomBar", parent);
Anchor(bar, Vector2.zero, new Vector2(1,0), Vector2.zero, new Vector2(0,110));
bar.pivot = new Vector2(0.5f,0);
Img(bar, C_BAR);
var recBtn = Child("_RecenterBtn", bar);
recBtn.anchorMin = new Vector2(0.82f,0.08f); recBtn.anchorMax = new Vector2(0.98f,0.92f);
var recBg = Img(recBtn, C_ACCENT);
var recButton = recBtn.gameObject.AddComponent<Button>();
recButton.targetGraphic = recBg;
recButton.onClick.AddListener(() => MapCameraController.Instance?.Recenter());
TxtChild(recBtn,"⊙",42,Color.white,TextAlignmentOptions.Center,bold:true);
}
// ── Action button (DIRECT child so Transform.Find works) ─────────────────
void BuildActionButton(RectTransform parent)
{
var btn = Child("ActionButton", parent);
Anchor(btn, new Vector2(0.15f,0), new Vector2(0.80f,0), new Vector2(0,12), new Vector2(0,102));
btn.pivot = new Vector2(0.5f,0);
var bg = Img(btn, C_GREEN);
var button = btn.gameObject.AddComponent<Button>();
button.targetGraphic = bg;
var txtRt = Child("Text", btn);
Stretch(txtRt);
var tmp = txtRt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = "ACTION"; tmp.fontSize = 44; tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
btn.gameObject.SetActive(false);
}
// ── Sabotage panel (top strip) ────────────────────────────────────────────
void BuildSabotagePanel(RectTransform parent)
{
var panel = Child("SabotagePanel", parent);
panel.anchorMin = new Vector2(0,1); panel.anchorMax = new Vector2(1,1);
panel.pivot = new Vector2(0.5f,1f); panel.sizeDelta = new Vector2(0,80);
Img(panel, new Color(0.76f,0.19f,0.19f,0.92f));
var timer = Child("SabotageTimer", panel);
Stretch(timer);
var t = timer.gameObject.AddComponent<TextMeshProUGUI>();
t.text = "SABOTAGE!"; t.fontSize = 48; t.fontStyle = FontStyles.Bold;
t.color = Color.white; t.alignment = TextAlignmentOptions.Center;
panel.gameObject.SetActive(false);
}
// ── Meeting panel (full screen overlay) ───────────────────────────────────
//
// Layout (vertical, top to bottom):
// 0.90 - 1.00 MeetingHeader - "EMERGENCY MEETING" / "BODY REPORTED"
// 0.83 - 0.90 MeetingPhaseLabel - "ARRIVAL" / "DISCUSSION" / "VOTING" / "RESULTS"
// 0.79 - 0.83 MeetingPhaseProgressBar - thin fill bar that drains as countdown runs
// 0.74 - 0.79 MeetingPhaseCountdown - "0:24" countdown text
// 0.18 - 0.74 _MeetingScroll - vote rows (or VoteResultPanel when resolved)
// 0.14 - 0.18 MyVoteIndicator - "You voted for: X" or "Voting hasn't started"
// 0.04 - 0.14 SkipButton - skip vote (will move into the row list in P2.7)
void BuildMeetingPanel(RectTransform parent)
{
var panel = Child("MeetingPanel", parent);
Stretch(panel);
Img(panel, new Color(0.04f,0.05f,0.14f,0.97f));
// Title
var hdr = Child("MeetingHeader", panel);
Anchor(hdr, new Vector2(0,0.90f), new Vector2(1,1), Vector2.zero, Vector2.zero);
var hdrTmp = hdr.gameObject.AddComponent<TextMeshProUGUI>();
hdrTmp.text = "EMERGENCY MEETING"; hdrTmp.fontSize = 52;
hdrTmp.fontStyle = FontStyles.Bold; hdrTmp.color = C_ORANGE;
hdrTmp.alignment = TextAlignmentOptions.Center;
// Sub-phase label (DISCUSSION / VOTING / RESULTS / ARRIVAL)
var phaseLbl = Child("MeetingPhaseLabel", panel);
Anchor(phaseLbl, new Vector2(0,0.83f), new Vector2(1,0.90f), Vector2.zero, Vector2.zero);
var phaseLblTmp = phaseLbl.gameObject.AddComponent<TextMeshProUGUI>();
phaseLblTmp.text = ""; phaseLblTmp.fontSize = 32;
phaseLblTmp.fontStyle = FontStyles.Bold; phaseLblTmp.color = C_ACCENT;
phaseLblTmp.alignment = TextAlignmentOptions.Center;
// Phase progress bar (drains as countdown elapses)
var progBg = Child("MeetingPhaseProgressBg", panel);
Anchor(progBg, new Vector2(0.10f,0.79f), new Vector2(0.90f,0.83f), Vector2.zero, Vector2.zero);
Img(progBg, new Color(0.10f,0.13f,0.22f,1f));
var progFill = Child("MeetingPhaseProgressBar", progBg);
progFill.anchorMin = new Vector2(0,0); progFill.anchorMax = new Vector2(1,1);
progFill.offsetMin = Vector2.zero; progFill.offsetMax = Vector2.zero;
var fillImg = progFill.gameObject.AddComponent<Image>();
fillImg.color = C_ACCENT;
fillImg.type = Image.Type.Filled;
fillImg.fillMethod = Image.FillMethod.Horizontal;
fillImg.fillAmount = 0f;
// Countdown text under the bar
var cd = Child("MeetingPhaseCountdown", panel);
Anchor(cd, new Vector2(0,0.74f), new Vector2(1,0.79f), Vector2.zero, Vector2.zero);
var cdTmp = cd.gameObject.AddComponent<TextMeshProUGUI>();
cdTmp.text = ""; cdTmp.fontSize = 28;
cdTmp.color = new Color(0.8f,0.85f,0.95f);
cdTmp.alignment = TextAlignmentOptions.Center;
// Scrollable player vote list
var scrollArea = Child("_MeetingScroll", panel);
Anchor(scrollArea, new Vector2(0,0.18f), new Vector2(1,0.74f), Vector2.zero, Vector2.zero);
BuildMeetingScroll(scrollArea);
// Text fallback (hidden by default; shown if scroll build fails)
var fallback = Child("MeetingPlayerList", panel);
Anchor(fallback, new Vector2(0,0.18f), new Vector2(1,0.74f), new Vector2(8,0), new Vector2(-8,0));
var fallbackTmp = fallback.gameObject.AddComponent<TextMeshProUGUI>();
fallbackTmp.text = ""; fallbackTmp.fontSize = 28; fallbackTmp.color = Color.white;
fallbackTmp.alignment = TextAlignmentOptions.TopLeft;
fallback.gameObject.SetActive(false); // hidden - scroll list used instead
// "Your vote: X" indicator strip
var myVote = Child("MyVoteIndicator", panel);
Anchor(myVote, new Vector2(0.05f,0.14f), new Vector2(0.95f,0.18f), Vector2.zero, Vector2.zero);
var myVoteTmp = myVote.gameObject.AddComponent<TextMeshProUGUI>();
myVoteTmp.text = ""; myVoteTmp.fontSize = 26;
myVoteTmp.color = new Color(0.73f,0.8f,0.88f);
myVoteTmp.alignment = TextAlignmentOptions.Center;
// Skip button (will be merged into the vote list as a row in P2.7)
var skip = Child("SkipButton", panel);
Anchor(skip, new Vector2(0.05f,0.04f), new Vector2(0.95f,0.14f), Vector2.zero, Vector2.zero);
var skipBg = Img(skip, C_MUTED);
var skipBtn = skip.gameObject.AddComponent<Button>();
skipBtn.targetGraphic = skipBg;
skipBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(null));
TxtChild(skip, "⏭ SKIP", 36, Color.white, TextAlignmentOptions.Center, bold: true);
// Vote-result sub-panel - now sized to *replace* the scroll area when
// results arrive, instead of squeezing into the bottom strip alongside
// skip/my-vote (which caused the previous overlap).
var resultPanel = Child("VoteResultPanel", panel);
Anchor(resultPanel, new Vector2(0,0.18f), new Vector2(1,0.74f), Vector2.zero, Vector2.zero);
Img(resultPanel, new Color(0.05f,0.05f,0.15f,0.95f));
var resultText = Child("VoteResult", resultPanel);
Stretch(resultText);
var rtTmp = resultText.gameObject.AddComponent<TextMeshProUGUI>();
rtTmp.text = ""; rtTmp.fontSize = 34; rtTmp.color = C_YELLOW;
rtTmp.fontStyle = FontStyles.Bold; rtTmp.alignment = TextAlignmentOptions.Center;
resultPanel.gameObject.SetActive(false);
panel.gameObject.SetActive(false);
}
void BuildMeetingScroll(RectTransform rt)
{
var sr = rt.gameObject.AddComponent<ScrollRect>();
var vp = Child("Viewport", rt);
Stretch(vp);
vp.gameObject.AddComponent<RectMask2D>();
var content = Child("MeetingContent", vp);
content.anchorMin = new Vector2(0,1); content.anchorMax = new Vector2(1,1);
content.pivot = new Vector2(0.5f,1);
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
vlg.childControlWidth = true; vlg.childControlHeight = false;
vlg.childForceExpandWidth = true; vlg.spacing = 4;
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
sr.viewport = vp; sr.content = content;
sr.horizontal = false; sr.vertical = true; sr.scrollSensitivity = 60;
}
// ── Game-end panel ────────────────────────────────────────────────────────
void BuildGameEndPanel(RectTransform parent)
{
var panel = Child("GameEndPanel", parent);
Stretch(panel);
Img(panel, new Color(0,0,0,0.90f));
// Result text (upper half)
var txt = Child("GameEndText", panel);
Anchor(txt, new Vector2(0,0.4f), new Vector2(1,0.9f), Vector2.zero, Vector2.zero);
var tmp = txt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = ""; tmp.fontSize = 72; tmp.fontStyle = FontStyles.Bold;
tmp.color = Color.white; tmp.alignment = TextAlignmentOptions.Center;
// "Return to lobby" button owner only (GameManager_UI shows/hides it)
var retBtn = Child("ReturnToLobbyButton", panel);
Anchor(retBtn, new Vector2(0.15f,0.22f), new Vector2(0.85f,0.36f), Vector2.zero, Vector2.zero);
var retBg = Img(retBtn, C_GREEN);
var retButton = retBtn.gameObject.AddComponent<Button>();
retButton.targetGraphic = retBg;
retButton.onClick.AddListener(() => GameManager.Instance?.gameClient?.ReturnToLobby());
TxtChild(retBtn, "▶ RETURN TO LOBBY", 38, Color.white, TextAlignmentOptions.Center, bold: true);
retBtn.gameObject.SetActive(false); // shown only for host
// "Leave" button
var leaveBtn = Child("LeaveGameButton", panel);
Anchor(leaveBtn, new Vector2(0.3f,0.08f), new Vector2(0.7f,0.20f), Vector2.zero, Vector2.zero);
var leaveBg = Img(leaveBtn, C_RED);
var leaveButton = leaveBtn.gameObject.AddComponent<Button>();
leaveButton.targetGraphic = leaveBg;
leaveButton.onClick.AddListener(() => GameManager.Instance?.LeaveLobbyButton());
TxtChild(leaveBtn, "✕ LEAVE", 34, Color.white, TextAlignmentOptions.Center, bold: true);
panel.gameObject.SetActive(false);
}
// ── Reconnect overlay (visible while the socket is dropping/reconnecting) ─
void BuildReconnectOverlay(RectTransform parent)
{
var panel = Child("ReconnectOverlay", parent);
Stretch(panel);
Img(panel, new Color(0.04f,0.05f,0.14f,0.90f));
var msg = Child("ReconnectMessage", panel);
Anchor(msg, new Vector2(0,0.45f), new Vector2(1,0.65f), Vector2.zero, Vector2.zero);
var msgTmp = msg.gameObject.AddComponent<TextMeshProUGUI>();
msgTmp.text = "Reconnecting..."; msgTmp.fontSize = 56;
msgTmp.fontStyle = FontStyles.Bold; msgTmp.color = C_YELLOW;
msgTmp.alignment = TextAlignmentOptions.Center;
var sub = Child("ReconnectSubtext", panel);
Anchor(sub, new Vector2(0,0.35f), new Vector2(1,0.45f), Vector2.zero, Vector2.zero);
var subTmp = sub.gameObject.AddComponent<TextMeshProUGUI>();
subTmp.text = "Server keeps your slot for up to 60 seconds.";
subTmp.fontSize = 28; subTmp.color = new Color(0.73f,0.8f,0.88f);
subTmp.alignment = TextAlignmentOptions.Center;
panel.gameObject.SetActive(false);
}
// ── Spectate panel (visible after death; dim banner so the player still
// sees the live map but understands they're spectating) ────────────────
void BuildSpectatePanel(RectTransform parent)
{
var panel = Child("SpectatePanel", parent);
// Top strip only - we don't want to occlude the map. Just enough to
// communicate "you're dead, watching live."
panel.anchorMin = new Vector2(0, 1); panel.anchorMax = new Vector2(1, 1);
panel.pivot = new Vector2(0.5f, 1f); panel.sizeDelta = new Vector2(0, 96);
Img(panel, new Color(0f, 0f, 0f, 0.65f));
var label = Child("SpectateLabel", panel);
Stretch(label);
var t = label.gameObject.AddComponent<TextMeshProUGUI>();
UITheme.StyleText(t, UITheme.FontTitle, UITheme.TextHi,
TextAlignmentOptions.Center, bold: true);
t.text = "👻 YOU ARE DEAD - SPECTATING";
var sub = Child("SpectateSub", panel);
Anchor(sub, new Vector2(0, 0), new Vector2(1, 0.45f), Vector2.zero, Vector2.zero);
var st = sub.gameObject.AddComponent<TextMeshProUGUI>();
UITheme.StyleText(st, UITheme.FontSmall, UITheme.TextMid,
TextAlignmentOptions.Center);
st.text = "Crew can finish tasks as ghosts. Impostors cannot kill you.";
panel.gameObject.SetActive(false);
}
// ── Toast notification ────────────────────────────────────────────────────
void BuildToast(RectTransform parent)
{
var toast = Child("Toast", parent);
Anchor(toast, new Vector2(0.05f,0.88f), new Vector2(0.95f,0.94f), Vector2.zero, Vector2.zero);
Img(toast, new Color(0.1f,0.1f,0.2f,0.92f));
TxtChild(toast, "", 30, C_YELLOW, TextAlignmentOptions.Center, bold: true);
toast.gameObject.SetActive(false);
}
// ── Helpers ───────────────────────────────────────────────────────────────
RectTransform Child(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
Image Img(RectTransform rt, Color c)
{
var img = rt.gameObject.AddComponent<Image>();
img.color = c;
return img;
}
void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
// min/max by anchor + absolute offset corners
void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax, Vector2 offsetMin, Vector2 offsetMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offsetMin; rt.offsetMax = offsetMax;
}
TextMeshProUGUI TxtChild(RectTransform parent, string text, float size, Color color,
TextAlignmentOptions align, bool bold = false)
{
var rt = Child("Txt", parent);
Stretch(rt);
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
tmp.text = text; tmp.fontSize = size; tmp.color = color; tmp.alignment = align;
if (bold) tmp.fontStyle = FontStyles.Bold;
return tmp;
}
}

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fileFormatVersion: 2
guid: f269d8f8742088e5fbad88cd1d352180

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
/// <summary>
/// Attach to any manager GO in join lobby.unity.
/// Converts the "code" button GO into a working TMP_InputField at runtime
/// and wires the join button to call GameManager.JoinLobbyButton().
/// </summary>
public class JoinLobbyUI : MonoBehaviour
{
private TMP_InputField _codeInput;
private TMP_Text _errorText;
void Start()
{
// ── Build proper code input from the "code" Button GO ─────────────────
var codeGO = GameObject.Find("code");
if (codeGO != null)
{
var rt = codeGO.GetComponent<RectTransform>();
if (rt != null)
{
// Remove Button — it swallows click events before input field can act
var btn = codeGO.GetComponent<Button>();
if (btn != null) DestroyImmediate(btn);
var oldField = codeGO.GetComponent<TMP_InputField>();
if (oldField != null) DestroyImmediate(oldField);
// Clear art-team child text labels
var kill = new System.Collections.Generic.List<GameObject>();
foreach (Transform child in rt) kill.Add(child.gameObject);
foreach (var go in kill) DestroyImmediate(go);
// Background
var img = codeGO.GetComponent<Image>();
if (img == null) img = codeGO.AddComponent<Image>();
img.color = new Color(0.08f, 0.10f, 0.20f, 0.92f);
// Viewport > Placeholder + Text
var vpRT = MakeChild("Text Area", rt);
vpRT.anchorMin = Vector2.zero;
vpRT.anchorMax = Vector2.one;
vpRT.offsetMin = new Vector2(18f, 6f);
vpRT.offsetMax = new Vector2(-18f, -6f);
vpRT.gameObject.AddComponent<RectMask2D>();
var phRT = MakeChild("Placeholder", vpRT);
Stretch(phRT);
var ph = phRT.gameObject.AddComponent<TextMeshProUGUI>();
ph.text = "Enter lobby code...";
ph.fontSize = 48;
ph.color = new Color(0.55f, 0.60f, 0.70f, 0.85f);
ph.fontStyle = FontStyles.Italic;
ph.alignment = TextAlignmentOptions.Center;
var txtRT = MakeChild("Text", vpRT);
Stretch(txtRT);
var txt = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
txt.text = "";
txt.fontSize = 52;
txt.color = Color.white;
txt.fontStyle = FontStyles.Bold;
txt.alignment = TextAlignmentOptions.Center;
txt.characterSpacing = 8f;
_codeInput = codeGO.AddComponent<TMP_InputField>();
_codeInput.textViewport = vpRT;
_codeInput.textComponent = txt;
_codeInput.placeholder = ph;
_codeInput.targetGraphic = img;
_codeInput.characterLimit = 8;
_codeInput.characterValidation = TMP_InputField.CharacterValidation.Alphanumeric;
_codeInput.keyboardType = TouchScreenKeyboardType.Default;
_codeInput.shouldHideMobileInput = false;
// Auto-uppercase as user types
_codeInput.onValueChanged.AddListener(v =>
_codeInput.SetTextWithoutNotify(v.ToUpperInvariant()));
}
}
// ── Wire the join button ───────────────────────────────────────────────
// Art team named the button "připojit" with literal quote marks in the name
var joinBtnGO = FindGOByNameContains("ipojit");
if (joinBtnGO != null)
{
var joinBtn = joinBtnGO.GetComponent<Button>();
if (joinBtn == null) joinBtn = joinBtnGO.AddComponent<Button>();
joinBtn.onClick.AddListener(OnJoinClicked);
}
// ── Error label (optional) ─────────────────────────────────────────────
var errGO = GameObject.Find("error") ?? GameObject.Find("ErrorText");
if (errGO != null)
{
_errorText = errGO.GetComponent<TMP_Text>();
if (_errorText != null) _errorText.gameObject.SetActive(false);
}
}
void OnJoinClicked()
{
var gm = GameManager.Instance;
if (gm == null) return;
string code = _codeInput != null ? _codeInput.text.Trim() : "";
if (string.IsNullOrEmpty(code))
{
ShowError("Enter a lobby code!");
return;
}
if (_errorText != null) _errorText.gameObject.SetActive(false);
gm.JoinLobbyButton(code);
}
void ShowError(string msg)
{
if (_errorText == null) return;
_errorText.text = msg;
_errorText.gameObject.SetActive(true);
}
// Finds a GO whose name contains the substring (handles Art-team quoted names)
GameObject FindGOByNameContains(string substring)
{
foreach (var go in FindObjectsOfType<GameObject>())
if (go.name.Contains(substring)) return go;
return null;
}
RectTransform MakeChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = rt.offsetMax = Vector2.zero;
}
}

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fileFormatVersion: 2
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using GeoSus.Client;
/// <summary>
/// Lives on create.unity, the post-creation lobby view. The scene already
/// contains the art team's named UI:
///
/// Canvas
/// ├── Panel - full-screen background
/// ├── max players - TMP "Max players: " label (we append the count)
/// ├── lobby code - TMP "Lobby code: " label (we append the code)
/// ├── smazatbutton - "delete/leave" button
/// ├── lobby info - info button (currently no-op)
/// ├── player list neglow - decorative glow behind the player list
/// ├── player list - container for the player list (originally held
/// │ a single placeholder text child)
/// ├── tuff jmeno - hardcoded player slot 1 (placeholder)
/// ├── netuff jmeno - hardcoded player slot 2 (placeholder)
/// └── stvořit - "Start Game" button
///
/// We DO NOT destroy any of these. Instead we resolve them by name, wire the
/// buttons, update text labels live, hide the placeholder slots, and inject
/// a ScrollRect inside the existing 'player list' container so any number of
/// players can be displayed.
///
/// GameManager_UI calls RefreshAll(LobbyState) when the lobby state changes;
/// we cache the latest state and apply it on the next Update so all scene
/// references stay on the main thread.
/// </summary>
public class LobbyDisplayUI : MonoBehaviour
{
// ── Static hub so GameManager_UI can push state updates ──────────────────
private static readonly HashSet<LobbyDisplayUI> _all = new HashSet<LobbyDisplayUI>();
public static void RefreshAll(LobbyState state)
{
foreach (var ui in _all) ui._pending = state;
}
// ── Resolved scene refs ──────────────────────────────────────────────────
private TMP_Text _codeLabel; // "lobby code" - prefix + JoinCode appended
private TMP_Text _maxPlayersLabel; // "max players" - prefix + count appended
private Button _leaveBtn; // "smazatbutton"
private Button _infoBtn; // "lobby info"
private Button _startBtn; // "stvořit"
private RectTransform _playerListRT; // "player list" container - scroll lives inside
private TMP_Text _waitingForHostText; // injected; visible to non-host only
// ── Injected scroll list (added once at Start, populated on every refresh) ─
private RectTransform _scrollContent;
private readonly List<GameObject> _rows = new List<GameObject>();
private LobbyState _pending;
// ── Colour palette (forwarded from UITheme) ──────────────────────────────
static readonly Color C_ROW_A = UITheme.RowA;
static readonly Color C_ROW_B = UITheme.RowB;
static readonly Color C_DIVIDER = UITheme.SurfaceAlt;
static readonly Color C_ACCENT = UITheme.Accent;
static readonly Color C_GOLD = UITheme.Caution;
static readonly Color C_WHITE = UITheme.TextHi;
static readonly Color C_SOFT = UITheme.TextMid;
void OnEnable() => _all.Add(this);
void OnDisable() => _all.Remove(this);
void Start()
{
// Wire emoji fallback ASAP so player-list rows with emoji glyphs
// (host crown, "you" badge, etc.) render correctly on the first
// refresh.
UITheme.EnsureEmojiFontFallback();
var canvasGO = GameObject.Find("Canvas");
if (canvasGO == null)
{
Debug.LogError("[LobbyDisplayUI] No Canvas found in create scene.");
return;
}
var canvas = canvasGO.transform;
// ── Bind existing scene elements ────────────────────────────────────
_codeLabel = FindTMP(canvas, "lobby code");
_maxPlayersLabel = FindTMP(canvas, "max players");
_leaveBtn = FindButton(canvas, "smazatbutton");
_infoBtn = FindButton(canvas, "lobby info");
_startBtn = FindButton(canvas, "stvořit");
var listGO = FindByName(canvas, "player list");
_playerListRT = listGO != null ? listGO as RectTransform : null;
// ── Wire buttons (preserve existing AudioSource OnClick by appending) ──
if (_leaveBtn != null)
{
// Don't clear; the art team's AudioSource.Play hook should still
// fire alongside the leave action.
_leaveBtn.onClick.AddListener(() => GameManager.Instance?.LeaveLobbyButton());
}
else Debug.LogWarning("[LobbyDisplayUI] 'smazatbutton' not found.");
if (_infoBtn != null)
{
// Tap-to-copy the lobby code to clipboard. Cheap useful action that
// gives the existing info button real behavior.
_infoBtn.onClick.AddListener(() =>
{
var code = GameManager.Instance?.gameClient?.CurrentLobbyState?.JoinCode;
if (!string.IsNullOrEmpty(code)) GUIUtility.systemCopyBuffer = code;
});
}
if (_startBtn != null)
{
_startBtn.onClick.AddListener(() => GameManager.Instance?.StartGameButton());
}
else Debug.LogWarning("[LobbyDisplayUI] 'stvořit' not found.");
// ── Hide the hardcoded placeholder slots ────────────────────────────
// These were kept in the scene as visual previews of what filled rows
// would look like; with a working scrollable list they're redundant.
var tuff = FindByName(canvas, "tuff jmeno");
var netuff = FindByName(canvas, "netuff jmeno");
if (tuff) tuff.gameObject.SetActive(false);
if (netuff) netuff.gameObject.SetActive(false);
// ── Override the player list's RectTransform to a sensible portrait
// layout. The art team's anchored position + size were calibrated
// for a different reference resolution and the element only filled
// a third of the viewable area at 1080x1920. Stretch it to fill
// the central portion of the screen with even insets.
if (_playerListRT != null)
{
_playerListRT.anchorMin = new Vector2(0, 0);
_playerListRT.anchorMax = new Vector2(1, 1);
_playerListRT.pivot = new Vector2(0.5f, 0.5f);
// Top inset = 320 (room for header / lobby code), bottom inset =
// 380 (room for the start button or waiting message), 60px sides.
_playerListRT.offsetMin = new Vector2(60, 380);
_playerListRT.offsetMax = new Vector2(-60, -320);
_playerListRT.anchoredPosition = Vector2.zero;
BuildScrollList(_playerListRT);
}
else
{
Debug.LogWarning("[LobbyDisplayUI] 'player list' container not found - " +
"falling back to no list rendering.");
}
// Also re-anchor the "player list neglow" decoration to track the new
// player list region, so the glow doesn't float empty offscreen.
var neglow = FindByName(canvas, "player list neglow") as RectTransform;
if (neglow != null)
{
neglow.anchorMin = new Vector2(0, 0);
neglow.anchorMax = new Vector2(1, 1);
neglow.pivot = new Vector2(0.5f, 0.5f);
neglow.offsetMin = new Vector2(40, 360);
neglow.offsetMax = new Vector2(-40, -300);
}
// ── Inject "Waiting for host..." text for non-host players ──────────
// Visible only when the local player isn't the lobby owner; sits in
// the same vertical strip as the start button so the screen has a
// single consistent action zone for both roles.
var waitGO = MakeRT("WaitingForHost", canvas);
Anchor(waitGO,
new Vector2(0.05f, 0), new Vector2(0.95f, 0),
new Vector2(0, 60), new Vector2(0, 240));
_waitingForHostText = waitGO.gameObject.AddComponent<TextMeshProUGUI>();
_waitingForHostText.text = "⌛ Waiting for host to start the game...";
_waitingForHostText.fontSize = 38;
_waitingForHostText.color = new Color(0.73f, 0.80f, 0.88f);
_waitingForHostText.fontStyle = FontStyles.Italic;
_waitingForHostText.alignment = TextAlignmentOptions.Center;
_waitingForHostText.gameObject.SetActive(false); // toggled per refresh
}
void Update()
{
var gm = GameManager.Instance;
if (gm?.gameClient?.CurrentLobbyState != null)
_pending = gm.gameClient.CurrentLobbyState;
if (_pending != null)
{
Refresh(_pending);
_pending = null;
}
}
// ── Scroll list construction ─────────────────────────────────────────────
void BuildScrollList(RectTransform listRoot)
{
// Strip any existing children of `player list` (typically one
// placeholder TMP). Don't touch the listRoot itself - it has the art
// team's anchoring + glow pairing we want to preserve.
var kill = new List<GameObject>();
foreach (Transform child in listRoot) kill.Add(child.gameObject);
foreach (var go in kill) DestroyImmediate(go);
// ScrollRect on the list root
var sr = listRoot.gameObject.GetComponent<ScrollRect>()
?? listRoot.gameObject.AddComponent<ScrollRect>();
sr.horizontal = false; sr.vertical = true;
sr.movementType = ScrollRect.MovementType.Elastic;
sr.elasticity = 0.1f;
sr.scrollSensitivity = 80f;
// Viewport (with mask for clipping)
var viewport = MakeRT("Viewport", listRoot);
Stretch(viewport);
var vpImg = viewport.gameObject.AddComponent<Image>();
vpImg.color = new Color(0,0,0,0);
viewport.gameObject.AddComponent<RectMask2D>();
// Content - populated from State.Players
var content = MakeRT("Content", viewport);
content.anchorMin = new Vector2(0, 1);
content.anchorMax = new Vector2(1, 1);
content.pivot = new Vector2(0.5f, 1);
content.sizeDelta = Vector2.zero;
content.anchoredPosition = Vector2.zero;
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
vlg.childControlWidth = true;
vlg.childControlHeight = false;
vlg.childForceExpandWidth = true;
vlg.childForceExpandHeight = false;
vlg.spacing = 4;
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
sr.viewport = viewport;
sr.content = content;
_scrollContent = content;
}
// ── State refresh ────────────────────────────────────────────────────────
void Refresh(LobbyState state)
{
// Lobby code label (preserve art team prefix)
if (_codeLabel != null)
{
const string prefix = "Lobby code: ";
_codeLabel.text = prefix + (state.JoinCode ?? "------");
}
// Max players label - we use this for live player count too. The art
// team's prefix "Max players: " gets appended with current/max.
if (_maxPlayersLabel != null)
{
int n = state.Players != null ? state.Players.Count : 0;
_maxPlayersLabel.text = $"Players: {n}";
}
// Unified screen for both owner and joiner. Host gets the start
// button + working settings; non-host gets a clear "waiting" message
// in the same screen real estate so the layout stays consistent.
bool isHost = GameManager.Instance?.gameClient?.IsOwner ?? false;
if (_startBtn != null)
_startBtn.gameObject.SetActive(isHost);
if (_waitingForHostText != null)
{
_waitingForHostText.gameObject.SetActive(!isHost);
_waitingForHostText.text = state.Phase == GamePhase.Loading
? "⏳ Downloading map data..."
: "⌛ Waiting for host to start the game...";
}
if (_scrollContent == null) return;
// Clear and rebuild rows. Player count is small (<= 15 per server
// config), so a full rebuild every refresh is cheap and avoids the
// bookkeeping of incremental updates.
foreach (var row in _rows) Destroy(row);
_rows.Clear();
if (state.Players == null) return;
string myId = GameManager.Instance?.gameClient?.ClientUuid ?? "";
for (int i = 0; i < state.Players.Count; i++)
{
var p = state.Players[i];
bool isMe = p.ClientUuid == myId;
var row = BuildRow(p.DisplayName ?? "???", isMe, p.IsOwner,
i % 2 == 0 ? C_ROW_A : C_ROW_B);
row.transform.SetParent(_scrollContent, false);
_rows.Add(row);
}
}
GameObject BuildRow(string playerName, bool isMe, bool isHostPlayer, Color bg)
{
const float ROW_H = 130f;
var go = new GameObject("PlayerRow");
var rt = go.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(0f, ROW_H);
var le = go.AddComponent<LayoutElement>();
le.minHeight = ROW_H;
le.preferredHeight = ROW_H;
var bgImg = go.AddComponent<Image>();
bgImg.color = bg;
// Bottom divider line
var divRT = MakeRT("Div", rt);
divRT.anchorMin = new Vector2(0, 0); divRT.anchorMax = new Vector2(1, 0);
divRT.pivot = new Vector2(0.5f, 0);
divRT.offsetMin = new Vector2(20, 0); divRT.offsetMax = new Vector2(-20, 2);
var divImg = divRT.gameObject.AddComponent<Image>();
divImg.color = C_DIVIDER;
float nameLeft = 24f;
if (isHostPlayer)
{
var crownRT = MakeRT("Crown", rt);
crownRT.anchorMin = new Vector2(0, 0.5f); crownRT.anchorMax = new Vector2(0, 0.5f);
crownRT.pivot = new Vector2(0, 0.5f);
crownRT.sizeDelta = new Vector2(90, 90);
crownRT.anchoredPosition = new Vector2(18, 0);
var crownTmp = crownRT.gameObject.AddComponent<TextMeshProUGUI>();
crownTmp.text = "👑"; crownTmp.fontSize = 52;
crownTmp.color = C_GOLD; crownTmp.alignment = TextAlignmentOptions.Center;
nameLeft = 118f;
}
// Name label
float nameMaxX = isMe ? 0.68f : 1f;
var nameRT = MakeRT("Name", rt);
nameRT.anchorMin = new Vector2(0, 0); nameRT.anchorMax = new Vector2(nameMaxX, 1);
nameRT.offsetMin = new Vector2(nameLeft, 6); nameRT.offsetMax = new Vector2(-10, -6);
var nt = nameRT.gameObject.AddComponent<TextMeshProUGUI>();
nt.text = playerName; nt.fontSize = 48;
nt.color = isMe ? C_WHITE : C_SOFT;
nt.alignment = TextAlignmentOptions.MidlineLeft;
nt.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
nt.overflowMode = TextOverflowModes.Ellipsis;
// "YOU" badge
if (isMe)
{
var badgeRT = MakeRT("YouBadge", rt);
badgeRT.anchorMin = new Vector2(0.68f, 0.22f);
badgeRT.anchorMax = new Vector2(1f, 0.78f);
badgeRT.offsetMin = Vector2.zero;
badgeRT.offsetMax = new Vector2(-20f, 0);
var badgeImg = badgeRT.gameObject.AddComponent<Image>();
badgeImg.color = C_ACCENT;
var badgeTxtRT = MakeRT("Txt", badgeRT);
Stretch(badgeTxtRT);
var badgeTmp = badgeTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
badgeTmp.text = "YOU"; badgeTmp.fontSize = 30;
badgeTmp.color = C_WHITE; badgeTmp.fontStyle = FontStyles.Bold;
badgeTmp.alignment = TextAlignmentOptions.Center;
}
return go;
}
// ── Scene-binding helpers ────────────────────────────────────────────────
static Button FindButton(Transform root, string name)
{
var t = FindByName(root, name);
return t != null ? t.GetComponent<Button>() : null;
}
static TMP_Text FindTMP(Transform root, string name)
{
var t = FindByName(root, name);
if (t == null) return null;
return t.GetComponent<TMP_Text>() ?? t.GetComponentInChildren<TMP_Text>();
}
static Transform FindByName(Transform root, string name)
{
if (root == null) return null;
if (root.name == name) return root;
foreach (Transform child in root)
{
var found = FindByName(child, name);
if (found != null) return found;
}
return null;
}
// ── Layout helpers ───────────────────────────────────────────────────────
static RectTransform MakeRT(string name, Transform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
Vector2 offMin, Vector2 offMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offMin; rt.offsetMax = offMax;
}
}

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using UnityEngine;
/// <summary>
/// Attach to Main Camera in Client.unity.
/// Top-down perspective camera that follows the local player capsule.
///
/// Features:
/// • Auto-follow player when tracking (can be paused by dragging)
/// • Single-finger touch drag (or mouse drag) to pan
/// • Pinch gesture (or mouse scroll wheel) to zoom (changes camera height)
/// • Double-tap anywhere to instantly recenter on player
/// • Static Recenter() method called by the HUD recenter button
/// </summary>
public class MapCameraController : MonoBehaviour
{
// ── Singleton (weak — no DontDestroyOnLoad needed, camera lives in Client.unity) ──
public static MapCameraController Instance { get; private set; }
// ── Public API ────────────────────────────────────────────────────────────
public void SetTarget(GameObject target) { _target = target; }
public void Recenter() { _isTracking = true; _resumeTimer = 0f; }
// ── Tuning ────────────────────────────────────────────────────────────────
private const float FollowSmoothing = 8f; // lerp speed when tracking
private const float DefaultHeight = 150f; // camera Y (metres above ground)
private const float MinHeight = 30f; // closest zoom
private const float MaxHeight = 350f; // furthest zoom
private const float PinchZoomSens = 1.2f; // multiplier for pinch speed
private const float ScrollZoomSens = 30f; // world-units per scroll tick
private const float ResumeDelay = 3.5f; // s after drag ends before auto-tracking resumes
private const float DoubleTapWindow = 0.32f; // s between taps to count as double
private const float DragThreshold = 8f; // pixels moved before drag starts
// ── Runtime state ─────────────────────────────────────────────────────────
private Camera _cam;
private GameObject _target;
private float _currentHeight;
private bool _isTracking = true;
private float _resumeTimer;
// Drag
private bool _dragActive;
private Vector2 _lastDragScreen;
// Pinch
private float _pinchStartDist = -1f;
private float _pinchStartHeight;
// Double-tap
private int _tapCount;
private float _tapTimer;
// ── MonoBehaviour ─────────────────────────────────────────────────────────
void Awake()
{
Instance = this;
_cam = GetComponent<Camera>();
if (_cam == null) { Debug.LogError("[MapCamera] No Camera component!"); return; }
// Keep existing perspective mode — just ensure straight-down orientation
transform.rotation = Quaternion.Euler(90f, 0f, 0f);
_currentHeight = transform.position.y > 1f ? transform.position.y : DefaultHeight;
transform.position = new Vector3(transform.position.x, _currentHeight, transform.position.z);
}
void OnEnable() { Instance = this; }
void LateUpdate()
{
HandleInput();
FollowTarget();
}
// ── Target following ──────────────────────────────────────────────────────
void FollowTarget()
{
if (!_isTracking || _target == null) return;
Vector3 tp = _target.transform.position;
Vector3 dest = new Vector3(tp.x, _currentHeight, tp.z);
transform.position = Vector3.Lerp(transform.position, dest, Time.deltaTime * FollowSmoothing);
}
// ── Input ─────────────────────────────────────────────────────────────────
void HandleInput()
{
// Auto-resume tracking after a period of no dragging
if (!_isTracking)
{
_resumeTimer += Time.deltaTime;
if (_resumeTimer >= ResumeDelay) _isTracking = true;
}
// Double-tap timer
_tapTimer += Time.deltaTime;
if (_tapTimer > DoubleTapWindow) _tapCount = 0;
int tc = Input.touchCount;
if (tc == 2)
{
HandlePinch();
return;
}
_pinchStartDist = -1f; // reset pinch when not 2 fingers
if (tc == 1)
{
Touch t = Input.GetTouch(0);
switch (t.phase)
{
case TouchPhase.Began:
OnPointerDown(t.position);
break;
case TouchPhase.Moved:
case TouchPhase.Stationary:
OnPointerDrag(t.position);
break;
case TouchPhase.Ended:
case TouchPhase.Canceled:
OnPointerUp();
break;
}
return;
}
// Mouse fallback (editor / desktop)
if (Input.GetMouseButtonDown(0)) OnPointerDown(Input.mousePosition);
else if (Input.GetMouseButton(0)) OnPointerDrag(Input.mousePosition);
else if (Input.GetMouseButtonUp(0)) OnPointerUp();
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.001f)
{
_currentHeight = Mathf.Clamp(_currentHeight - scroll * ScrollZoomSens, MinHeight, MaxHeight);
transform.position = new Vector3(transform.position.x, _currentHeight, transform.position.z);
}
}
void OnPointerDown(Vector2 screenPos)
{
_lastDragScreen = screenPos;
_dragActive = false;
// Double-tap detection
_tapCount++;
_tapTimer = 0f;
if (_tapCount >= 2)
{
_tapCount = 0;
Recenter();
}
}
void OnPointerDrag(Vector2 screenPos)
{
Vector2 screenDelta = screenPos - _lastDragScreen;
if (!_dragActive && screenDelta.magnitude > DragThreshold)
{
_dragActive = true;
_isTracking = false;
_resumeTimer = 0f;
}
if (_dragActive)
{
// Pan: move camera so that the world point under the finger stays fixed.
// Because the camera faces straight down, we can use a simpler formula:
// pixels → world = (camera height / focal length in pixels) ratio.
// For perspective: visible half-height at ground = height * tan(fov/2)
// world_per_pixel = 2 * height * tan(fov/2) / screenHeight
float halfFovRad = _cam.fieldOfView * 0.5f * Mathf.Deg2Rad;
float worldPerPixelY = 2f * _currentHeight * Mathf.Tan(halfFovRad) / Screen.height;
float worldPerPixelX = worldPerPixelY * ((float)Screen.width / Screen.height);
// Flip: dragging right moves world right (camera moves left)
transform.position += new Vector3(
-screenDelta.x * worldPerPixelX,
0f,
-screenDelta.y * worldPerPixelY
);
}
_lastDragScreen = screenPos;
}
void OnPointerUp()
{
_dragActive = false;
}
// ── Pinch zoom ────────────────────────────────────────────────────────────
void HandlePinch()
{
Touch t0 = Input.GetTouch(0);
Touch t1 = Input.GetTouch(1);
if (t0.phase == TouchPhase.Began || t1.phase == TouchPhase.Began)
{
_pinchStartDist = Vector2.Distance(t0.position, t1.position);
_pinchStartHeight = _currentHeight;
return;
}
if (_pinchStartDist <= 0f) return;
float currentDist = Vector2.Distance(t0.position, t1.position);
if (currentDist < 1f) return;
// Closer fingers = zoom in (lower height)
float ratio = _pinchStartDist / currentDist;
_currentHeight = Mathf.Clamp(_pinchStartHeight * ratio * PinchZoomSens, MinHeight, MaxHeight);
transform.position = new Vector3(transform.position.x, _currentHeight, transform.position.z);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Xml;
using UnityEngine;
using UnityEngine.Networking;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class MapRenderer : MonoBehaviour
{
[Header("Overpass settings")]
public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
public float queryRadiusMeters = 200f; // radius around lat/lon to query
[Header("Location (lat, lon)")]
public GPSManager gpsManager;
private double latitude = 50.7727878;
private double longitude = 15.0718625;
[Header("Building settings")]
public Material buildingMaterial;
public float defaultFloorHeight = 3.0f; // meters per level
public float defaultBuildingHeight = 6.0f; // if no tags
[Header("Road settings")]
public Material roadMaterial;
public float defaultRoadWidth = 4.0f; // meters
public float motorwayWidth = 10.0f;
public float primaryWidth = 8.0f;
public float secondaryWidth = 6.0f;
public float tertiaryWidth = 5.0f;
[Header("Misc")]
public float _metersPerUnit = 1f; // scale: 1 unit = 1 meter
[Header("Storage")]
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
List<Way> parsedWays = new List<Way>();
void Start()
{
StartCoroutine(RenderMap());
}
IEnumerator RenderMap()
{
ClearChildren();
double[] GPS = gpsManager.GetLastCoords();
latitude = GPS[0];
longitude = GPS[1];
string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
WWWForm form = new WWWForm();
form.AddField("data", q);
using (UnityWebRequest www = UnityWebRequest.Post(overpassUrl, form))
{
www.downloadHandler = new DownloadHandlerBuffer();
yield return www.SendWebRequest();
if (www.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Overpass request failed: " + www.error);
yield break;
}
string xml = www.downloadHandler.text;
ParseOverpassXml(xml);
GameObject buildingsRoot = new GameObject("Buildings");
buildingsRoot.transform.parent = this.transform;
GameObject roadsRoot = new GameObject("Roads");
roadsRoot.transform.parent = this.transform;
foreach (var w in parsedWays)
{
if (w.tags.ContainsKey("building"))
{
GameObject b = BuildBuildingMesh(w);
b.transform.parent = buildingsRoot.transform;
}
else if (w.tags.ContainsKey("highway"))
{
GameObject r = BuildRoadMesh(w);
r.transform.parent = roadsRoot.transform;
}
}
Debug.Log("Map generation complete: " + parsedWays.Count + " ways, " + nodes.Count + " nodes.");
}
yield return StartCoroutine(RenderMap());
}
void ClearChildren()
{
List<GameObject> toDestroy = new List<GameObject>();
foreach (Transform t in transform)
toDestroy.Add(t.gameObject);
foreach (var g in toDestroy)
DestroyImmediate(g);
}
#region Overpass XML parsing
class Way
{
public long id;
public List<long> nodeRefs = new List<long>();
public Dictionary<string, string> tags = new Dictionary<string, string>();
}
void ParseOverpassXml(string xmlText)
{
nodes.Clear();
parsedWays.Clear();
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlText);
XmlNode osm = doc.SelectSingleNode("/osm");
if (osm == null) return;
// parse nodes
foreach (XmlNode node in osm.SelectNodes("node"))
{
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
nodes[id] = new Vector2((float)lat, (float)lon);
}
// parse ways
foreach (XmlNode wayNode in osm.SelectNodes("way"))
{
Way w = new Way();
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
foreach (XmlNode child in wayNode.ChildNodes)
{
if (child.Name == "nd")
{
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
w.nodeRefs.Add(r);
}
else if (child.Name == "tag")
{
string k = child.Attributes["k"].Value;
string v = child.Attributes["v"].Value;
w.tags[k] = v;
}
}
parsedWays.Add(w);
}
}
#endregion
#region Utilities: latlon to local meters
// Convert latitude/longitude to local XY meters relative to center point
Vector3 LatLonToLocal(double lat, double lon)
{
// Use simple equirectangular projection around center (latitude, longitude)
double lat0 = latitude;
double lon0 = longitude;
double dLat = (lat - lat0) * Mathf.Deg2Rad;
double dLon = (lon - lon0) * Mathf.Deg2Rad;
double R = 6378137.0; // Earth radius in meters
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
double y = R * dLat;
return new Vector3((float)x / _metersPerUnit, 0f, (float)y / _metersPerUnit);
}
Vector3 NodeIdToLocal(long nodeId)
{
if (!nodes.ContainsKey(nodeId))
return Vector3.zero;
Vector2 latlon = nodes[nodeId];
return LatLonToLocal(latlon.x, latlon.y);
}
#endregion
#region Mesh builders
GameObject BuildBuildingMesh(Way w)
{
// gather polygon points
List<Vector3> poly = new List<Vector3>();
foreach (var id in w.nodeRefs)
{
Vector3 p = NodeIdToLocal(id);
poly.Add(p);
}
// ensure closed
if (poly.Count < 3) return null;
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
poly.Add(poly[0]);
// determine height
float height = defaultBuildingHeight;
if (w.tags.ContainsKey("height"))
{
if (TryParseHeight(w.tags["height"], out float h)) height = h;
}
else if (w.tags.ContainsKey("building:levels"))
{
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
else if (w.tags.ContainsKey("levels"))
{
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
// create GameObject
GameObject go = new GameObject("Building_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = buildingMaterial;
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
Mesh mesh = new Mesh();
mesh.name = "BuildingMesh_" + w.id;
// Convert poly to 2D points (XZ plane)
List<Vector2> poly2D = new List<Vector2>();
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
// triangulate roof
List<int> roofTris = Triangulate(poly2D);
if (roofTris == null || roofTris.Count == 0)
{
Debug.LogWarning("Triangulation failed for building " + w.id);
return go;
}
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
int n = poly2D.Count;
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
List<Vector3> verts = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// Roof triangles - each triangle gets its own vertices
for (int i = 0; i < roofTris.Count; i += 3)
{
int idx0 = roofTris[i];
int idx1 = roofTris[i + 1];
int idx2 = roofTris[i + 2];
Vector2 p0 = poly2D[idx0];
Vector2 p1 = poly2D[idx1];
Vector2 p2 = poly2D[idx2];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y));
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y));
verts.Add(new Vector3(p2.x, height / _metersPerUnit, p2.y));
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
uvs.Add(new Vector2(p0.x, p0.y));
uvs.Add(new Vector2(p1.x, p1.y));
uvs.Add(new Vector2(p2.x, p2.y));
}
// Walls - each quad gets its own 4 vertices
for (int i = 0; i < n; i++)
{
int iNext = (i + 1) % n;
Vector2 p0 = poly2D[i];
Vector2 p1 = poly2D[iNext];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y)); // top left
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y)); // top right
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx + 3);
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(1, 0));
uvs.Add(new Vector2(1, 1));
}
mesh.SetVertices(verts);
mesh.SetTriangles(triangles, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
// Center object (using first roof vertex as reference)
Vector3 centroid = Vector3.zero;
for (int i = 0; i < roofTris.Count; i += 3)
{
centroid += verts[i];
}
centroid /= (roofTris.Count / 3);
go.transform.position = centroid * -1f;
// Move the roof/walls vertices back to local space
Vector3[] adjustedVerts = mesh.vertices;
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
mesh.vertices = adjustedVerts;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return go;
}
GameObject BuildRoadMesh(Way w)
{
// build polyline
List<Vector3> pts = new List<Vector3>();
foreach (var id in w.nodeRefs)
pts.Add(NodeIdToLocal(id));
if (pts.Count < 2) return null;
float width = defaultRoadWidth;
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
width = wv;
else if (w.tags.ContainsKey("highway"))
{
// simple heuristic
string h = w.tags["highway"];
if (h == "motorway") width = motorwayWidth;
else if (h == "primary") width = primaryWidth;
else if (h == "secondary") width = secondaryWidth;
else if (h == "tertiary") width = tertiaryWidth;
else width = defaultRoadWidth;
}
GameObject go = new GameObject("Road_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = roadMaterial;
Mesh mesh = new Mesh();
mesh.name = "RoadMesh_" + w.id;
List<Vector3> verts = new List<Vector3>();
List<int> tris = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// build quad strip
for (int i = 0; i < pts.Count; i++)
{
Vector3 p = pts[i];
Vector3 dir;
if (i == 0) dir = (pts[i + 1] - p).normalized;
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
else dir = (pts[i + 1] - pts[i - 1]).normalized;
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
Vector3 left = p + normal * (width * 0.5f / _metersPerUnit);
Vector3 right = p - normal * (width * 0.5f / _metersPerUnit);
verts.Add(left);
verts.Add(right);
uvs.Add(new Vector2(0, i));
uvs.Add(new Vector2(1, i));
if (i > 0)
{
int baseIdx = verts.Count - 4;
tris.Add(baseIdx + 0);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 3);
}
}
mesh.SetVertices(verts);
mesh.SetTriangles(tris, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
go.transform.position = Vector3.zero;
return go;
}
#endregion
#region Helpers
bool TryParseHeight(string s, out float meters)
{
// try to parse heights like "12", "12.5m", "40 ft"
s = s.Trim();
meters = 0f;
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
{
meters = v;
return true;
}
// fallback: try to extract number
StringBuilder num = new StringBuilder();
foreach (char c in s)
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
{
meters = v; return true;
}
return false;
}
// Basic ear clipping triangulation for simple polygons (2D)
List<int> Triangulate(List<Vector2> poly)
{
List<int> indices = new List<int>();
int n = poly.Count;
if (n < 3) return indices;
List<int> V = new List<int>();
for (int i = 0; i < n; i++) V.Add(i);
int guard = 0;
while (V.Count > 3 && guard < 10000)
{
bool earFound = false;
for (int i = 0; i < V.Count; i++)
{
int prev = V[(i - 1 + V.Count) % V.Count];
int curr = V[i];
int next = V[(i + 1) % V.Count];
Vector2 a = poly[prev];
Vector2 b = poly[curr];
Vector2 c = poly[next];
if (!IsConvex(a, b, c)) continue;
bool hasPointInside = false;
for (int j = 0; j < V.Count; j++)
{
int vi = V[j];
if (vi == prev || vi == curr || vi == next) continue;
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
}
if (hasPointInside) continue;
// ear found
indices.Add(prev);
indices.Add(curr);
indices.Add(next);
V.RemoveAt(i);
earFound = true;
break;
}
if (!earFound) break;
guard++;
}
if (V.Count == 3)
{
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
}
return indices;
}
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
{
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
}
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
{
float area = TriangleArea(a, b, c);
float area1 = TriangleArea(p, b, c);
float area2 = TriangleArea(a, p, c);
float area3 = TriangleArea(a, b, p);
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
}
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
{
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
}
#endregion
}

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fileFormatVersion: 2
guid: 54e66fbdb6a33134a934139bbf7252ef

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
/// <summary>
/// Attach to any GO in the main menu scene (e.g. UIManage).
/// Finds the "name" canvas button at runtime and converts it into a
/// fully functional TMP_InputField — preserving its RectTransform position/size.
/// </summary>
public class PlayerNameInput : MonoBehaviour
{
void Start()
{
var nameGO = GameObject.Find("name");
if (nameGO == null) { Debug.LogError("[PlayerNameInput] 'name' GO not found."); return; }
var rt = nameGO.GetComponent<RectTransform>();
if (rt == null) { Debug.LogError("[PlayerNameInput] 'name' has no RectTransform."); return; }
// Remove incompatible components (Button blocks input; old broken TMP_InputField)
var btn = nameGO.GetComponent<Button>();
if (btn != null) DestroyImmediate(btn);
var oldField = nameGO.GetComponent<TMP_InputField>();
if (oldField != null) DestroyImmediate(oldField);
// Remove all child GOs (Art-team text label children)
var kill = new System.Collections.Generic.List<GameObject>();
foreach (Transform child in rt) kill.Add(child.gameObject);
foreach (var go in kill) DestroyImmediate(go);
// Keep / ensure background Image
var img = nameGO.GetComponent<Image>();
if (img == null) img = nameGO.AddComponent<Image>();
img.color = new Color(0.08f, 0.10f, 0.20f, 0.92f);
// Build viewport > (Placeholder + Text) child hierarchy required by TMP_InputField
var viewportRT = MakeChild("Text Area", rt);
viewportRT.anchorMin = Vector2.zero;
viewportRT.anchorMax = Vector2.one;
viewportRT.offsetMin = new Vector2(14f, 4f);
viewportRT.offsetMax = new Vector2(-14f, -4f);
viewportRT.gameObject.AddComponent<RectMask2D>();
var phRT = MakeChild("Placeholder", viewportRT);
Stretch(phRT);
var ph = phRT.gameObject.AddComponent<TextMeshProUGUI>();
ph.text = "Enter your name...";
ph.fontSize = 40;
ph.color = new Color(0.55f, 0.60f, 0.70f, 0.85f);
ph.fontStyle = FontStyles.Italic;
ph.alignment = TextAlignmentOptions.MidlineLeft;
var txtRT = MakeChild("Text", viewportRT);
Stretch(txtRT);
var txt = txtRT.gameObject.AddComponent<TextMeshProUGUI>();
txt.text = "";
txt.fontSize = 40;
txt.color = Color.white;
txt.alignment = TextAlignmentOptions.MidlineLeft;
// Add TMP_InputField and wire all required references
var field = nameGO.AddComponent<TMP_InputField>();
field.textViewport = viewportRT;
field.textComponent = txt;
field.placeholder = ph;
field.targetGraphic = img;
field.characterLimit = 32;
field.keyboardType = TouchScreenKeyboardType.Default;
field.shouldHideMobileInput = false;
// Restore saved name
string saved = PlayerPrefs.GetString("PlayerName", "");
if (!string.IsNullOrEmpty(saved))
field.SetTextWithoutNotify(saved);
field.onValueChanged.AddListener(OnNameChanged);
// Write initial value to GameManager if present
if (!string.IsNullOrEmpty(saved))
OnNameChanged(saved);
}
void OnNameChanged(string value)
{
PlayerPrefs.SetString("PlayerName", value);
PlayerPrefs.Save();
var gm = GameManager.Instance;
if (gm == null) return;
gm.displayName = value;
if (gm.gameClient != null)
gm.gameClient.DisplayName = value;
}
RectTransform MakeChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = rt.offsetMax = Vector2.zero;
}
}

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fileFormatVersion: 2
guid: a1305c74eacfaf90fd98134860492d46
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

324
Assets/Scripts/UITheme.cs Normal file
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
/// <summary>
/// Centralized design tokens + styling helpers for every Canvas in the game.
/// One source of truth for color, typography, spacing, animation timing, and
/// emoji-capable font configuration. Replaces the per-file palette duplication
/// that scattered across InGameHUDBuilder, HostLobbyUI, LobbyDisplayUI etc.
///
/// Why this exists (P10):
/// - "UI looks tiny on phone, bleeds off-screen during voting, font drops
/// emoji glyphs" - all symptoms of palette/typography/sizing values being
/// defined per-file with no shared scale. Centralizing fixes the
/// whole-app inconsistency, not just the worst offender.
/// - Emoji rendering on Android needs TMP_Settings.fallbackFontAssets
/// pointed at a Noto Color Emoji TMP_FontAsset. We do this at runtime
/// so the host project doesn't need a pre-baked TMP_Settings asset
/// change (which would touch a binary scriptable object).
///
/// Visual direction:
/// - Dark base (#0A0E1A near-black) with one strong accent (teal-cyan
/// #00C8C8). Readable in sunlight, doesn't clash with the orange/red
/// impostor signals or the green map.
/// - Typography ramp: one display weight, one body, one mono for codes.
/// Sizes follow a major-third scale (1.25x ratio) so headlines
/// dominate without shouting.
/// - Spacing on an 8pt grid. Touch targets minimum 88pt (44pt @ 2x).
/// - Animation: subtle. Fade 150ms, slide 200ms, ease-out. Game's tense -
/// UI shouldn't be cute.
/// </summary>
public static class UITheme
{
// ── Palette ───────────────────────────────────────────────────────────────
// Names follow purpose, not literal color. Adding a new component? Use
// Bg/Surface/Accent/Success/Danger/Warning/Muted - not raw hex.
public static readonly Color Bg = H("#0A0E1A"); // page background
public static readonly Color Surface = H("#121829"); // cards, panels
public static readonly Color SurfaceAlt = H("#1A2138"); // elevated/active
public static readonly Color SurfaceDim = H("#0E1322"); // recessed (input)
public static readonly Color RowA = H("#1A2035"); // alt row
public static readonly Color RowB = H("#161C2E"); // alt row
public static readonly Color Border = new Color(1f, 1f, 1f, 0.10f);
public static readonly Color Accent = H("#00C8C8"); // teal-cyan, primary CTA
public static readonly Color AccentDim = H("#0A8A8A"); // pressed state
public static readonly Color Success = H("#2DB84B"); // task done, you-voted
public static readonly Color Danger = H("#E04040"); // impostor, eject, kill
public static readonly Color Warning = H("#F08C1A"); // sabotage, meltdown
public static readonly Color Caution = H("#FFB800"); // reconnect, info
public static readonly Color TextHi = new Color(0.96f, 0.97f, 0.99f); // primary
public static readonly Color TextMid = new Color(0.78f, 0.83f, 0.91f); // secondary
public static readonly Color TextLo = new Color(0.55f, 0.62f, 0.75f); // tertiary/disabled
public static readonly Color TextOnAccent= H("#001818"); // black-ish on bright accent
static Color H(string hex)
{
ColorUtility.TryParseHtmlString(hex, out var c);
return c;
}
// ── Typography ────────────────────────────────────────────────────────────
// Sizes are in TMP "px" units which scale with the CanvasScaler reference.
// Our reference is 1080x1920 portrait; these values produce the intended
// physical size on a typical 6" phone (~5mm tall body text).
public const float FontDisplay = 64f; // hero (game-end win/loss)
public const float FontHeadline = 44f; // section header
public const float FontTitle = 32f; // panel header
public const float FontBody = 26f; // standard text
public const float FontSmall = 22f; // captions, helper text
public const float FontTiny = 18f; // tiny meta, debug
// Action button text scales separately because thumb-zone CTAs need to
// dominate visually even on a small screen.
public const float FontActionBtn= 40f;
// ── Spacing (8pt grid) ────────────────────────────────────────────────────
public const float S1 = 4f;
public const float S2 = 8f;
public const float S3 = 12f;
public const float S4 = 16f;
public const float S5 = 24f;
public const float S6 = 32f;
public const float S7 = 48f;
public const float S8 = 64f;
public const float S9 = 96f;
// ── Touch targets ─────────────────────────────────────────────────────────
// Minimum heights tuned for 1080x1920 reference. CanvasScaler keeps these
// visually consistent across phone sizes.
public const float MinTapHeight = 88f; // 44pt @ 2x
public const float StandardBtn = 110f; // typical button height
public const float HeroBtn = 140f; // primary CTA
public const float VoteRowMin = 96f;
public const float VoteRowMax = 144f;
// ── Corner radii (target value; needs an Image with a rounded sprite to
// realize, but keeping the token here lets future polish hit one place) ──
public const float Radius1 = 8f;
public const float Radius2 = 14f;
public const float Radius3 = 22f;
// ── Animation timing ──────────────────────────────────────────────────────
public const float DurFade = 0.15f;
public const float DurSlide = 0.20f;
public const float DurSnappy = 0.10f;
public const float DurAmbient = 0.40f; // slow ambient pulses
// ── Canvas reference (mirrored from InGameHUDBuilder for consistency) ────
public const float ReferenceWidth = 1080f;
public const float ReferenceHeight = 1920f;
public const float MatchWidthOrHeight = 0.5f;
// ── Emoji font fallback ───────────────────────────────────────────────────
// Tracks whether we've already tried to wire a Noto Color Emoji fallback
// into TMP_Settings. Once attempted (success or fail), we don't keep
// re-poking - mobile resource lookups aren't free.
static bool _emojiFallbackAttempted;
/// <summary>
/// Configures the project's TMP fallback font chain so emoji codepoints
/// (📡 ⚙️ 🗳️ 👥 etc.) used throughout the UI render properly. Looks for a
/// TMP_FontAsset named "NotoColorEmoji" (or "EmojiFallback") under
/// `Resources/Fonts/` first; if that's missing, walks the OS font cache
/// the platform exposes via Font.OSFontNames as a last-resort fallback.
///
/// Idempotent + cheap on subsequent calls. Callers don't need to gate.
/// </summary>
public static void EnsureEmojiFontFallback()
{
if (_emojiFallbackAttempted) return;
_emojiFallbackAttempted = true;
// Primary: explicit Resources lookup. Drop a pre-built
// `NotoColorEmoji.asset` (TMP_FontAsset) into Assets/Resources/Fonts/
// for Android/iOS - that's the production path.
TMP_FontAsset emoji = Resources.Load<TMP_FontAsset>("Fonts/NotoColorEmoji");
if (emoji == null) emoji = Resources.Load<TMP_FontAsset>("Fonts/EmojiFallback");
if (emoji != null)
{
var def = TMP_Settings.defaultFontAsset;
if (def != null)
{
if (def.fallbackFontAssetTable == null)
def.fallbackFontAssetTable = new List<TMP_FontAsset>();
if (!def.fallbackFontAssetTable.Contains(emoji))
{
def.fallbackFontAssetTable.Add(emoji);
Debug.Log("[UITheme] Emoji fallback wired: " + emoji.name);
}
}
return;
}
// No bundled emoji font. Log once so the user knows to either drop
// one in or strip emojis from labels - silent failure here means
// missing-glyph rectangles surface in the UI without explanation.
Debug.LogWarning(
"[UITheme] No NotoColorEmoji TMP_FontAsset found under Resources/Fonts/. " +
"Emoji glyphs in UI text will render as tofu boxes. " +
"Drop a TMP-baked Noto Color Emoji asset at " +
"Assets/Resources/Fonts/NotoColorEmoji.asset (any TMP_FontAsset name " +
"containing 'Emoji' also matches via the secondary lookup).");
}
// ── Style helpers ─────────────────────────────────────────────────────────
// Apply consistent styling without repeating every property. Keep these
// single-purpose; if you find yourself adding flags, that's a sign you
// should add a new helper instead.
/// <summary>Solid Image with theme-consistent color. Returns the Image.</summary>
public static Image Surf(RectTransform rt, Color color)
{
var img = rt.gameObject.GetComponent<Image>() ?? rt.gameObject.AddComponent<Image>();
img.color = color;
return img;
}
/// <summary>Stretches a RectTransform to fill its parent.</summary>
public static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
/// <summary>Apply the project's standard CanvasScaler config.</summary>
public static void ConfigureCanvasScaler(Canvas canvas)
{
if (canvas == null) return;
var scaler = canvas.GetComponent<CanvasScaler>()
?? canvas.gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(ReferenceWidth, ReferenceHeight);
scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
scaler.matchWidthOrHeight = MatchWidthOrHeight;
scaler.referencePixelsPerUnit = 100f;
}
/// <summary>
/// Anchor a RectTransform to the screen's safe rectangle (notch/punch-hole
/// safe). Children inherit the inset.
/// </summary>
public static void ApplySafeArea(RectTransform rt)
{
if (rt == null) return;
var safe = Screen.safeArea;
var screenSize = new Vector2(Screen.width, Screen.height);
if (screenSize.x <= 0 || screenSize.y <= 0) return;
Vector2 aMin = safe.position;
Vector2 aMax = safe.position + safe.size;
aMin.x /= screenSize.x; aMin.y /= screenSize.y;
aMax.x /= screenSize.x; aMax.y /= screenSize.y;
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
}
/// <summary>
/// Style a TMP text field as a labeled text element. Sets size, color,
/// alignment, weight - and ensures the emoji fallback chain is wired so
/// any emoji glyphs in the text render properly on the first frame.
/// </summary>
public static void StyleText(TMP_Text tmp, float size, Color color,
TextAlignmentOptions align, bool bold = false, FontStyles extra = FontStyles.Normal)
{
if (tmp == null) return;
EnsureEmojiFontFallback();
tmp.fontSize = size;
tmp.color = color;
tmp.alignment = align;
tmp.fontStyle = (bold ? FontStyles.Bold : FontStyles.Normal) | extra;
tmp.enableWordWrapping = true;
}
/// <summary>Standard primary CTA button styling - bg, text, target graphic.</summary>
public static Button StylePrimaryButton(RectTransform rt, string label,
Color? bgColor = null, Color? textColor = null, float? fontSize = null)
{
var bg = Surf(rt, bgColor ?? Accent);
var btn = rt.gameObject.GetComponent<Button>() ?? rt.gameObject.AddComponent<Button>();
btn.targetGraphic = bg;
// Color block: dim for pressed/disabled states.
var cb = btn.colors;
cb.normalColor = bgColor ?? Accent;
cb.highlightedColor = Color.Lerp(bgColor ?? Accent, TextHi, 0.10f);
cb.pressedColor = Color.Lerp(bgColor ?? Accent, Bg, 0.30f);
cb.disabledColor = new Color(0.30f, 0.34f, 0.42f, 0.70f);
cb.selectedColor = bgColor ?? Accent;
btn.colors = cb;
// Label child
var labelRt = NewChild("Label", rt);
Stretch(labelRt);
var tmp = labelRt.gameObject.AddComponent<TextMeshProUGUI>();
StyleText(tmp, fontSize ?? FontActionBtn,
textColor ?? TextOnAccent, TextAlignmentOptions.Center, bold: true);
tmp.text = label;
// Padding so the text doesn't kiss the button edges.
labelRt.offsetMin = new Vector2(S4, S2);
labelRt.offsetMax = new Vector2(-S4, -S2);
return btn;
}
/// <summary>Secondary (outlined / muted) button styling.</summary>
public static Button StyleSecondaryButton(RectTransform rt, string label,
float? fontSize = null)
{
return StylePrimaryButton(rt, label,
bgColor: SurfaceAlt, textColor: TextHi, fontSize: fontSize);
}
/// <summary>Danger (eject/leave/kill confirmation) button styling.</summary>
public static Button StyleDangerButton(RectTransform rt, string label,
float? fontSize = null)
{
return StylePrimaryButton(rt, label,
bgColor: Danger, textColor: TextHi, fontSize: fontSize);
}
/// <summary>
/// Create a child RectTransform under the given parent. Centralized so
/// every UI builder doesn't reinvent the GameObject + RectTransform
/// boilerplate.
/// </summary>
public static RectTransform NewChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
/// <summary>Anchor a RectTransform with absolute corner offsets.</summary>
public static void Anchor(RectTransform rt, Vector2 aMin, Vector2 aMax,
Vector2 offsetMin, Vector2 offsetMax)
{
rt.anchorMin = aMin; rt.anchorMax = aMax;
rt.offsetMin = offsetMin; rt.offsetMax = offsetMax;
}
/// <summary>
/// Add a TMP text label as a child of `parent`, fully filling it. Common
/// pattern for buttons and panel headers.
/// </summary>
public static TextMeshProUGUI TxtChild(RectTransform parent, string text,
float size, Color color, TextAlignmentOptions align, bool bold = false)
{
var rt = NewChild("Txt", parent);
Stretch(rt);
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
StyleText(tmp, size, color, align, bold);
tmp.text = text;
return tmp;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c1ba695cb5aeb1d468b2eb2b5032d830

View File

@@ -38,17 +38,18 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private bool _isPaused = false;
void Start()
{
Time.timeScale = 1f;
_isPaused = false;
score = 0;
UpdateScore();
if (scoreText != null) UpdateScore();
}
void Update()
{
if (isDead) return;
if (isDead || _isPaused) return;
HandleInput();
HandleSpawning();
@@ -99,6 +100,10 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
{
score++;
UpdateScore();
if (score >= 10)
{
Complete();
}
}
void UpdateScore()
@@ -110,14 +115,16 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
public void GameOver()
{
isDead = true;
gameOverPanel.SetActive(true);
Time.timeScale = 0f;
_isPaused = true;
if (gameOverPanel != null) gameOverPanel.SetActive(true);
// NOTE: do NOT set Time.timeScale — GPS and network must keep running
}
public void Restart()
{
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
// TaskManager will unload and reload via additive loading
// Calling ExitTask lets TaskManager handle scene lifecycle
ExitTask(_onExit);
}

View File

@@ -1,7 +1,8 @@
using UnityEngine;
using UnityEngine.Events;
using System;
public class LevelManager : MonoBehaviour
public class LevelManager : MonoBehaviour, ITask
{
public static LevelManager Instance;
@@ -14,6 +15,40 @@ public class LevelManager : MonoBehaviour
private int scoredCount = 0;
// ── 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;
@@ -39,3 +74,4 @@ public class LevelManager : MonoBehaviour
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
}

View File

@@ -37,6 +37,9 @@ public class DraggableKey : MonoBehaviour,
{
IsCompleted = false;
_onCompleted = onCompleted;
// Register ourselves with the manager so CheckWin can call Complete()
if (KeyminigameManager.Instance != null)
KeyminigameManager.Instance.taskRef = this;
}
public void Complete()

View File

@@ -8,6 +8,9 @@ public class KeyminigameManager : MonoBehaviour
private int correctCount = 0;
public int totalKeys = 3;
/// <summary>Set by DraggableKey.Initialize() so CheckWin can fire Complete().</summary>
[HideInInspector] public ITask taskRef;
private void Awake()
{
Instance = this;
@@ -16,15 +19,19 @@ public class KeyminigameManager : MonoBehaviour
public void CheckWin()
{
correctCount++;
Debug.Log($"Keys inserted: {correctCount}/{totalKeys}");
if (correctCount >= totalKeys)
{
Debug.Log("WIN");
Debug.Log("All keys inserted — task complete!");
taskRef?.Complete();
}
}
public void Fail()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
Debug.Log("Wrong slot — exiting task.");
taskRef?.ExitTask(null);
// TaskManager handles unloading; no SceneManager.LoadScene here
}
}
}

View File

@@ -250,7 +250,13 @@ public class CableMiniGame : MonoBehaviour, ITask
IEnumerator BlinkAndExit(Cable cable)
{
if (cable.lineImage == null) CreateLineUI(cable);
if (cable.lineObject == null) CreateLineUI(cable);
if (cable.lineImage == null)
{
Debug.LogWarning("[BlinkAndExit] No lineImage, skipping blink.");
ExitTask(_onExit);
yield break;
}
Debug.Log("[BlinkAndExit] Wrong attempt, blinking...");
Color original = cable.lineImage.color;
@@ -262,8 +268,7 @@ public class CableMiniGame : MonoBehaviour, ITask
Debug.Log("[BlinkAndExit] Restored original color, exiting task.");
ExitTask(_onExit);
if (!string.IsNullOrEmpty(previousSceneName))
SceneManager.LoadScene(previousSceneName);
// NOTE: no SceneManager.LoadScene here — TaskManager handles unloading
}
void PrintAllCableStates(string context)

View File

@@ -0,0 +1,46 @@
using System;
using System.Collections;
using UnityEngine;
/// <summary>
/// Satellite minigame — auto-completes after 1 second.
/// Students can replace this with real gameplay via a PR.
/// </summary>
public class SatelitTask : MonoBehaviour, 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;
StartCoroutine(AutoComplete());
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
private IEnumerator AutoComplete()
{
Debug.Log("[SatelitTask] Satellite task started — auto-completing in 1s.");
yield return new WaitForSeconds(1f);
Complete();
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 375a1ddbfc192413b48906965449af87
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -2,20 +2,24 @@
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF Material
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
m_ShaderKeywords:
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@@ -148,6 +153,8 @@ Material:
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
m_BuildTextureStacks: []
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@@ -161,11 +168,6 @@ MonoBehaviour:
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@@ -188,57 +190,8 @@ MonoBehaviour:
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m_TabWidth: 24
m_GlyphTable: []
m_CharacterTable: []
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@@ -258,6 +211,36 @@ MonoBehaviour:
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includeFontFeatures: 1
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m_FallbackFontAssetTable: []
m_FontWeightTable:
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italicTypeface: {fileID: 0}
@@ -306,6 +289,33 @@ MonoBehaviour:
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italicStyle: 35
tabSize: 10
m_fontInfo:
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PointSize: 86
Scale: 1
CharacterCount: 250
LineHeight: 98.90625
Baseline: 0
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