conflict resolved

This commit is contained in:
2026-06-04 21:48:23 +02:00
1368 changed files with 332599 additions and 9614 deletions

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using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
public class DraggableObject : MonoBehaviour
{
[Header("Přetahování")]
public float dragSmoothness = 15f;
[Header("Vizuální zpětná vazba")]
public Renderer Renderer;
public Color normalColor = Color.white;
public Color dragColor = new Color(1f, 1f, 0.5f);
public float scaleOnDrag = 1.15f;
private Rigidbody rb;
private Camera mainCamera;
private bool isDragging = false;
private Vector3 targetPosition;
private Vector3 originalScale;
private bool hasBeenScored = false;
private Plane _dragPlane;
private Collider col;
void Awake()
{
rb = GetComponent<Rigidbody>();
col = GetComponent<Collider>();
mainCamera = Camera.main;
originalScale = transform.localScale;
if (Renderer == null)
Renderer = GetComponent<Renderer>();
}
void Start()
{
rb.useGravity = true;
rb.constraints = RigidbodyConstraints.FreezeRotation;
targetPosition = transform.position;
}
void Update()
{
HandleInput();
}
void FixedUpdate()
{
if (isDragging)
{
Vector3 newPos = Vector3.Lerp(rb.position, targetPosition, Time.fixedDeltaTime * dragSmoothness);
rb.MovePosition(newPos);
}
}
void HandleInput()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
//Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
if (touch.phase == TouchPhase.Began)
TryStartDrag(touch.position);
else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
{
if (isDragging) UpdateDrag(touch.position);
}
else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
if (isDragging) EndDrag();
}
}
else
{
//Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
if (Input.GetMouseButtonDown(0))
{
TryStartDrag(Input.mousePosition);
}
else if (Input.GetMouseButton(0) && isDragging)
UpdateDrag(Input.mousePosition);
else if (Input.GetMouseButtonUp(0) && isDragging)
EndDrag();
}
}
void TryStartDrag(Vector3 screenPos)
{
Debug.Log("Trying to start drag at: " + screenPos);
Ray ray = mainCamera.ScreenPointToRay(screenPos);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (hit.collider == col)
{
StartDrag(hit.point);
}
}
}
void StartDrag(Vector3 hitPoint)
{
Debug.Log("Started dragging at: " + hitPoint);
isDragging = true;
rb.isKinematic = false;
rb.linearVelocity = Vector3.zero;
_dragPlane = new Plane(-mainCamera.transform.forward, hitPoint);
targetPosition = new Vector3(this.transform.position.x, hitPoint.y, hitPoint.z);
transform.localScale = originalScale * scaleOnDrag;
if (Renderer != null)
{
Renderer.material.color = dragColor;
}
}
void UpdateDrag(Vector3 screenPos)
{
Ray ray = mainCamera.ScreenPointToRay(screenPos);
float distance;
if (_dragPlane.Raycast(ray, out distance))
{
Vector3 hitPoint = ray.GetPoint(distance);
targetPosition = new Vector3(this.transform.position.x, hitPoint.y, hitPoint.z);
}
}
void EndDrag()
{
Debug.Log("Ended dragging");
isDragging = false;
rb.isKinematic = true;
transform.localScale = originalScale;
if (Renderer != null)
{
Renderer.material.color = normalColor;
}
}
public void OnScored()
{
Debug.Log("Object scored");
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
StartCoroutine(SinkIntoHole());
}
System.Collections.IEnumerator SinkIntoHole()
{
float duration = 0.35f;
float elapsed = 0f;
Vector3 startScale = transform.localScale;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
if (Renderer != null)
Renderer.material.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
yield return null;
}
gameObject.SetActive(false);
LevelManager.Instance?.RegisterItem();
}
}

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using System.Collections;
using UnityEngine;
[RequireComponent(typeof(CapsuleCollider))]
public class Hole : MonoBehaviour
{
[Header("Nastavení")]
[Tooltip("Poloměr zachycení do kolika jednotek od středu se item 'vtáhne'")]
public float catchRadius = 0.6f;
[Tooltip("Síla vtahování itemu k díře")]
public float pullForce = 4f;
[Header("Vizuál")]
public Renderer glowRenderer;
private Vector3 startPosition;
private bool isGlowing = false;
void Awake()
{
startPosition = transform.position;
CircleCollider2D col = GetComponent<CircleCollider2D>();
if (col != null)
{
col.isTrigger = true;
col.radius = catchRadius;
}
}
void Update()
{
}
void OnTriggerStay(Collider other)
{
Debug.Log($"Trigger stay with: {other.gameObject.name}");
DraggableObject draggable = other.GetComponent<DraggableObject>();
if (draggable == null) return;
Debug.Log($"Draggable object detected: {other.gameObject.name}");
float dist = Vector3.Distance(transform.position, other.transform.position);
Rigidbody rb = other.GetComponent<Rigidbody>();
if (rb != null)
{
Debug.Log($"Rigidbody detected: {other.gameObject.name}, distance: {dist}");
Vector3 dir = (transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode.Impulse);
}
if (dist < catchRadius * 0.4f)
{
draggable.OnScored();
SetGlow(false);
}
}
void OnTriggerEnter(Collider other)
{
Debug.Log($"Collider entered: {other.gameObject.name}");
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
}
void OnTriggerExit(Collider other)
{
Debug.Log($"Collider exited: {other.gameObject.name}");
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
}
void SetGlow(bool active)
{
Debug.Log($"SetGlow: {active}");
isGlowing = active;
if (glowRenderer == null) return;
glowRenderer.enabled = active;
if (active) StartCoroutine(PulseGlow());
}
IEnumerator PulseGlow()
{
while (isGlowing && glowRenderer != null)
{
float t = Mathf.PingPong(Time.time * 3f, 1f);
Color c = glowRenderer.sharedMaterial.color;
glowRenderer.sharedMaterial.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
yield return null;
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, catchRadius);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
}
}

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using UnityEngine;
using UnityEngine.Events;
using System;
public class LevelManager : MonoBehaviour, ITask
{
public static LevelManager Instance;
[Header("Nastavení levelu")]
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
public int itemsToScore = 3;
[Header("Event vyvolá se po trefení všech itemů")]
public UnityEvent OnAllItemsScored;
private int scoredCount = 0;
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; } = false;
protected Action<ITask> OnCompleted;
public void RegisterItem()
{
scoredCount++;
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
if (scoredCount >= itemsToScore)
{
OnAllItemsScored?.Invoke();
}
}
public void ResetCounter()
{
scoredCount = 0;
}
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
public void Initialize(Action<ITask> onCompleted)
{
OnCompleted = onCompleted;
IsCompleted = false;
ResetCounter();
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
OnCompleted?.Invoke(this);
}
}

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using UnityEngine;
using System.Collections.Generic;
public class ObjectSpawner : MonoBehaviour
{
public static ObjectSpawner Instance;
[SerializeField]
private List<GameObject> spawnedHoles = new List<GameObject>();
[Header("Prefaby")]
public GameObject[] objectPrefabs;
[Header("Počty")]
[Tooltip("Kolik předmětů spawnovat")]
public int objectCount = 3;
[Tooltip("Kolik děr spawnovat")]
public int holeCount = 1;
[Header("Pohyb děr")]
public bool holesMove = false;
public float holeMoveSpeed = 2f;
[Header("Spawn hranice (odpovídají kameře)")]
public float minX = 1f;
public float maxX = 1f;
public float minY = 0f;
public float maxY = 1f;
private List<GameObject> spawnedObjects = new List<GameObject>();
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
void Start()
{
Spawn();
}
public void Spawn()
{
Clear();
// LevelManager na aktuální počet
if (LevelManager.Instance != null)
{
LevelManager.Instance.itemsToScore = objectCount;
LevelManager.Instance.ResetCounter();
}
//SpawnHoles();
SpawnObjects();
}
//void SpawnHoles()
//{
// for (int i = 0; i < holeCount; i++)
// {
// Vector2 pos = RandomPos(1f);
// GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
// Hole h = hole.GetComponent<Hole>();
// if (h != null && holesMove)
// {
// h.hasMovement = true;
// h.moveSpeed = holeMoveSpeed;
// h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
// }
// spawnedHoles.Add(hole);
// }
//}
public void SpawnObjects()
{
Debug.Log($"Spawning {objectCount} objects...");
for (int i = 0; i < objectCount; i++)
{
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
Vector3 pos = RandomPos(0.5f);
GameObject obj = Instantiate(prefab, pos, Quaternion.identity);
// Náhodná barva
Renderer sr = obj.GetComponent<Renderer>();
if (sr != null)
sr.sharedMaterial.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
spawnedObjects.Add(obj);
}
Time.timeScale = 1f;
}
public void Clear()
{
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
//foreach (var h in spawnedHoles) if (h != null) Destroy(h);
//spawnedObjects.Clear();
spawnedHoles.Clear();
}
Vector3 RandomPos(float margin)
{
return new Vector3(
Random.Range(-3, -4),
-0.3f,
Random.Range(-2f, 1.5f)
);
}
}