Zabiju je
This commit is contained in:
@@ -293,7 +293,35 @@ public class GameClient : IDisposable
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{
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LobbyId = r.LobbyId;
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JoinCode = r.JoinCode;
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CurrentLobbyState = r.LobbyState;
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// Ensure we always have a valid lobby state with the creator as owner
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if (r.LobbyState != null)
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{
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CurrentLobbyState = r.LobbyState;
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if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
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CurrentLobbyState.OwnerId = ClientUuid;
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}
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else
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{
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CurrentLobbyState = new LobbyState
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{
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LobbyId = r.LobbyId ?? "",
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JoinCode = r.JoinCode ?? "",
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OwnerId = ClientUuid
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};
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}
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// Make sure creator appears in the player list
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if (CurrentLobbyState.Players == null)
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CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
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if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
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{
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CurrentLobbyState.Players.Insert(0, new PlayerInfo
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{
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ClientUuid = ClientUuid,
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DisplayName = DisplayName,
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IsOwner = true,
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State = PlayerState.Alive
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});
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}
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}
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break;
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@@ -303,6 +331,22 @@ public class GameClient : IDisposable
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LobbyId = r.LobbyId;
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CurrentLobbyState = r.LobbyState;
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JoinCode = r.LobbyState?.JoinCode;
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// Ensure self is in the player list
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if (CurrentLobbyState != null)
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{
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if (CurrentLobbyState.Players == null)
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CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
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if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
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{
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CurrentLobbyState.Players.Add(new PlayerInfo
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{
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ClientUuid = ClientUuid,
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DisplayName = DisplayName,
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IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
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State = PlayerState.Alive
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});
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}
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}
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}
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break;
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@@ -344,7 +388,6 @@ public class GameClient : IDisposable
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var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
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if (joinedPayload != null && CurrentLobbyState?.Players != null)
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{
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// Check if player already exists
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bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
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if (!exists)
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{
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@@ -352,7 +395,7 @@ public class GameClient : IDisposable
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{
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ClientUuid = joinedPayload.ClientUuid,
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DisplayName = joinedPayload.DisplayName,
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IsOwner = false,
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IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
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IsReady = false,
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State = PlayerState.Alive
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});
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@@ -491,6 +534,7 @@ public class GameClient : IDisposable
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Send(new LeaveLobby());
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LobbyId = null;
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JoinCode = null;
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CurrentLobbyState = null;
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}
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public void StartGame()
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@@ -4,43 +4,53 @@ using Subsystems;
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using System.Collections;
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using System;
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using TMPro;
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/*
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GameManager - hlavní tøida pro správu hry
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GameManager_Network - subsystém pro správu komunikace se serverem
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GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
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GameManager_Map - subsystém pro správu mapy a prostøedí
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GameManager_Input - subsystém pro správu vstupu od hráèe
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GameManager_UI - subsystém pro správu uživatelského rozhraní
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GamaManager_Stats - subsystém pro správu statistik pro server
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*/
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using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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{
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[Header("Subsystems")]
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protected GameManager_Network networkSubsystem;
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protected GameManager_UI uiSubsystem;
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protected GameManager_Map mapSubsystem;
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protected GameManager_Input inputSubsystem;
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// Singleton
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public static GameManager Instance { get; private set; }
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protected GameClient gameClient;
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[Header("Subsystems")]
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public GameManager_Network networkSubsystem;
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public GameManager_UI uiSubsystem;
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public GameManager_Map mapSubsystem;
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public GameManager_Input inputSubsystem;
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public GameManager_Tasks taskSubsystem;
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public GameClient gameClient;
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[Header("Player Info")]
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public string displayName;
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[Header("UI Elements")]
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public Canvas JoinCreateLobby;
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public Canvas InLobby;
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public Canvas LoadingScreen;
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public Canvas GameScreen;
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[Header("Scene Management")]
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[SerializeField] public string firstMenuScene = "main menu asi idk lol";
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[Header("UI Elements (Client.unity)")]
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// Canvas names in Client.unity — found at runtime in OnSceneLoaded
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private const string CanvasNameJoinCreate = "LobbySelector";
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private const string CanvasNameInLobby = "InLobby";
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private const string CanvasNameLoading = "LoadingScreen";
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private const string CanvasNameGame = "InGame";
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[Header("Map")]
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public GameObject MapCenterPoint;
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// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
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// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
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public BuildingSettings buildingSettings;
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public PathwaySettings pathwaySettings;
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public AreaSettings areaSettings;
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[Header("GPS")]
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public GameObject Player;
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[Header("Lobby Settings")]
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public double pendingRadius = 500;
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public int pendingImpostorCount = 1;
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public int pendingTaskCount = 5;
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[Header("Task Minigames (round-robin)")]
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[SerializeField] public string[] minigameScenes = {
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"MiniGame-Kabely",
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"MiniGame-InsertKeys",
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"MiniGame-FlappyBird",
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"MiniGame-ThrowInHole"
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};
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[Header("Debug")]
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public bool testMode = false;
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@@ -49,100 +59,307 @@ public class GameManager : MonoBehaviour
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private GameManager_Network _secondNetwork;
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private GameManager_Network _thirdNetwork;
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void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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void Start()
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{
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DontDestroyOnLoad(this);
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if (displayName == null || displayName == "")
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{
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displayName = GenerateUsername();
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}
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if (string.IsNullOrEmpty(displayName))
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displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
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gameClient = new GameClient(GenerateUUID(), displayName);
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networkSubsystem = new GameManager_Network(gameClient, this);
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mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
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uiSubsystem = new GameManager_UI(gameClient);
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inputSubsystem = new GameManager_Input(gameClient, null, testMode);
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taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
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if (testMode)
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{
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_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
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_secondNetwork = new GameManager_Network(_secondClient);
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_secondNetwork = new GameManager_Network(_secondClient, null);
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_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
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_thirdNetwork = new GameManager_Network(_thirdClient);
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_secondNetwork.OpenConection();
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_thirdNetwork.OpenConection();
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_thirdNetwork = new GameManager_Network(_thirdClient, null);
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_secondNetwork.OpenConnection();
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_thirdNetwork.OpenConnection();
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}
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gameClient = new GameClient(GenerateUUID(), displayName);
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uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
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networkSubsystem = new GameManager_Network(gameClient);
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mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
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inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
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networkSubsystem.OpenConection();
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networkSubsystem.OpenConnection();
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// Load main menu after GameManager is ready
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if (!string.IsNullOrEmpty(firstMenuScene))
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SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
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}
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private void Update()
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{
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if (gameClient.CurrentLobbyState != null)
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{
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uiSubsystem.UpdateLobbyUI();
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}
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try
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{
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if (gameClient.CurrentLobbyState.MapDataReady)
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{
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mapSubsystem.BuildMap();
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gameClient.CurrentLobbyState.MapDataReady = false;
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}
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}
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catch (NullReferenceException ex) { }
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inputSubsystem.positionCheck();
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}
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protected string GenerateUUID()
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{
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string UUID = System.Guid.NewGuid().ToString();
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Debug.Log(UUID);
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return UUID;
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}
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protected string GenerateUsername()
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{
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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();
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Debug.Log(Username);
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return Username;
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}
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public void CreateLobbyButton()
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{
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networkSubsystem.CrateLobby(50.7727264, 15.0719876);
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// Tick the SDK dispatcher so callbacks fire on main thread
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gameClient?.Update();
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if (testMode)
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{
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StartCoroutine(ConnectTestClients());
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_secondClient?.Update();
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_thirdClient?.Update();
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}
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if (gameClient?.CurrentLobbyState != null)
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{
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uiSubsystem?.UpdateLobbyUI();
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taskSubsystem?.UpdateProximity();
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}
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if (gameClient?.MyRole == PlayerRole.Impostor)
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UpdateKillCooldown();
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inputSubsystem?.positionCheck();
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}
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void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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/// <summary>
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/// After Client.unity loads, re-bind all canvas/HUD references because
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/// those GameObjects don't exist in the Art menu scenes.
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/// </summary>
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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if (scene.name == "Client")
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{
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var roots = scene.GetRootGameObjects();
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// Find a root or deep GameObject by name in the loaded scene
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GameObject FindGO(string n) {
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foreach (var go in roots) {
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if (go.name == n) return go;
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var found = go.transform.Find(n);
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if (found != null) return found.gameObject;
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}
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return null;
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}
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Canvas FindCanvas(string n) {
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var go = FindGO(n);
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return go != null ? go.GetComponent<Canvas>() : null;
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}
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// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
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var inGameGO = FindGO("InGame");
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if (inGameGO != null)
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{
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var builder = inGameGO.GetComponent<InGameHUDBuilder>()
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?? inGameGO.AddComponent<InGameHUDBuilder>();
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builder.BuildNow();
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}
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// ── Wire canvases (after HUD is built) ──
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uiSubsystem?.BindClientScene(
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FindCanvas(CanvasNameJoinCreate),
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FindCanvas(CanvasNameInLobby),
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FindCanvas(CanvasNameLoading),
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FindCanvas(CanvasNameGame));
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// ── Wire map center point and player capsule ──
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var mapCenter = FindGO("MapCenterPoint");
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var player = FindGO("Capsule");
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mapSubsystem?.SetMapCenterPoint(mapCenter);
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inputSubsystem?.SetPlayerObject(player);
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// ── Attach camera controller to Main Camera ──
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var mainCamGO = FindGO("Main Camera");
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if (mainCamGO != null)
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{
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var camCtrl = mainCamGO.GetComponent<MapCameraController>()
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?? mainCamGO.AddComponent<MapCameraController>();
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camCtrl.SetTarget(player);
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}
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// If MapDataReady arrived before Client scene finished loading,
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// this will build the map now that scene references are valid.
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networkSubsystem?.OnClientSceneReady();
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}
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else if (scene.name == "create" || scene.name == "join loading")
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{
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// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
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// its Start() has run and registered itself (happens before Update).
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uiSubsystem?.NotifyLobbyChanged();
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}
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}
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public void JoinLobbyButton()
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// ── Kill cooldown ─────────────────────────────────────────────────────────
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private float _killCooldownSeconds = 0f;
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private const float KillCooldownDuration = 20f;
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private void UpdateKillCooldown()
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{
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TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
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if (joinCode.text != null && joinCode.text != "")
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if (_killCooldownSeconds > 0)
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{
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networkSubsystem.JoinLobby(joinCode.text);
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_killCooldownSeconds -= Time.deltaTime;
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uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
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}
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else
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{
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Debug.Log("Join code is empty!");
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uiSubsystem?.SetKillCooldownText("");
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}
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}
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/// <summary>
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/// Called by the ActionButton. Routes to kill / report / emergency / use-task
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/// depending on current proximity state.
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/// </summary>
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public void PerformAction()
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{
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if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
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bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
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// 1. Nearby task → USE
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var nearbyTask = taskSubsystem?.NearbyTask;
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if (nearbyTask != null && !isImpostor)
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{
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taskSubsystem.TriggerNearbyTask();
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return;
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}
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// 2. Nearby body → REPORT
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if (!uiSubsystem.IsCommsBlackout)
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{
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var nearbyBody = gameClient?.FindNearbyBody(5.0);
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if (nearbyBody != null)
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{
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gameClient.ReportBody(nearbyBody.BodyId);
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return;
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}
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// 3. Near map centre → EMERGENCY
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if (gameClient?.CurrentLobbyState?.MapData != null)
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{
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double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
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if (distToCenter <= 5.0)
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{
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gameClient.CallEmergencyMeeting();
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return;
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}
|
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}
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}
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// 4. Impostor kill
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if (isImpostor && _killCooldownSeconds <= 0)
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{
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var targetUuid = gameClient?.FindNearbyPlayer(5.0);
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if (!string.IsNullOrEmpty(targetUuid))
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{
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gameClient.Kill(targetUuid);
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_killCooldownSeconds = KillCooldownDuration;
|
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}
|
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}
|
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}
|
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|
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/// <summary>Called by Impostor sabotage buttons.</summary>
|
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public void StartSabotage(int typeIndex)
|
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{
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gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
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}
|
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|
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/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
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public void CastVote(string targetUuid)
|
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{
|
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gameClient?.Vote(targetUuid);
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}
|
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|
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protected string GenerateUUID()
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{
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return System.Guid.NewGuid().ToString();
|
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}
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protected string GenerateUsername()
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{
|
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return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
|
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}
|
||||
|
||||
// Called by HostLobbyUI
|
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public void CreateLobbyButton()
|
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{
|
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// Use current GPS position if available, else hardcoded fallback
|
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double lat = 50.7727264, lon = 15.0719876;
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if (inputSubsystem?.LastKnownPosition != null)
|
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{
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lat = inputSubsystem.LastKnownPosition.Value.Lat;
|
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lon = inputSubsystem.LastKnownPosition.Value.Lon;
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}
|
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networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount);
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if (testMode) StartCoroutine(ConnectTestClients());
|
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}
|
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|
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// Called by JoinLobbyUI with the code from the input field
|
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public void JoinLobbyButton(string code)
|
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{
|
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if (!string.IsNullOrEmpty(code))
|
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networkSubsystem.JoinLobby(code);
|
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else
|
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Debug.LogWarning("Join code is empty!");
|
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}
|
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|
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public void LeaveLobbyButton()
|
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{
|
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networkSubsystem.LeaveLobby();
|
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}
|
||||
|
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public void StartGameButton()
|
||||
{
|
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networkSubsystem.StartGame();
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
gameClient.Disconnect();
|
||||
gameClient?.Disconnect();
|
||||
_secondClient?.Disconnect();
|
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_thirdClient?.Disconnect();
|
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_thirdClient?.Disconnect();
|
||||
}
|
||||
IEnumerator ConnectTestClients()
|
||||
{
|
||||
yield return new WaitForSeconds(2f);
|
||||
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||
|
||||
IEnumerator ConnectTestClients()
|
||||
{
|
||||
// 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 clients: join code not available.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Wait until helper clients are connected and handshake-complete
|
||||
wait = 0f;
|
||||
while (((_secondClient == null || !_secondClient.IsReady) || (_thirdClient == null || !_thirdClient.IsReady)) && wait < 20f)
|
||||
{
|
||||
wait += 0.25f;
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
}
|
||||
|
||||
if (_secondClient == null || _thirdClient == null || !_secondClient.IsReady || !_thirdClient.IsReady)
|
||||
{
|
||||
Debug.LogWarning("[TestMode] Helper clients are not ready, skipping auto-join.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
_secondNetwork?.JoinLobby(joinCode);
|
||||
_thirdNetwork?.JoinLobby(joinCode);
|
||||
Debug.Log($"[TestMode] Helper clients joined lobby with code {joinCode}.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -50,74 +50,131 @@ namespace Subsystems
|
||||
private Position _lastSentPosition;
|
||||
private GameObject _player;
|
||||
private bool _testMode;
|
||||
|
||||
|
||||
private GPSState _GPSState = GPSState.Uninitialized;
|
||||
private float _speed = 0.00001f;
|
||||
private Position _mapCenter;
|
||||
private CoroutineHost _coroutineHost = new CoroutineHost();
|
||||
private CoroutineHost _coroutineHost;
|
||||
|
||||
private int _gpsRetryCount = 0;
|
||||
private const int _maxGpsRetries = 5;
|
||||
private float _lastPositionSendTime;
|
||||
private const float _positionKeepAliveSeconds = 1.0f;
|
||||
|
||||
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
|
||||
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
|
||||
|
||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_player = player;
|
||||
_testMode = testMode;
|
||||
// CoroutineHost needs a MonoBehaviour on a real GameObject
|
||||
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
|
||||
UnityEngine.Object.DontDestroyOnLoad(hostGO);
|
||||
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
||||
}
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
||||
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetPlayerObject(GameObject player) { _player = player; }
|
||||
public void positionCheck()
|
||||
{
|
||||
var state = _gameClient?.CurrentLobbyState;
|
||||
if (state == null || state.Phase != GamePhase.Playing)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
if (_testMode)
|
||||
{
|
||||
if (_testMode)
|
||||
if (_currentPosition == new Position(0, 0))
|
||||
{
|
||||
if (state.MapData == null)
|
||||
return;
|
||||
|
||||
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
||||
{
|
||||
//Init blok
|
||||
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
//Init blok
|
||||
_currentPosition = state.MapData.Center;
|
||||
_mapCenter = state.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
|
||||
TestPlayerPosition();
|
||||
TestPlayerPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Initializing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
EnsureMapCenter();
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
Debug.Log("GPS failed, trying again...");
|
||||
if (_gpsRetryCount < _maxGpsRetries)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Initializing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.Log(ex);
|
||||
}
|
||||
_gpsRetryCount++;
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GPS failed, trying again...");)
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
||||
// Keep _GPSState = Failed so we stop retrying
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException ex) { Debug.Log(ex); }
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureMapCenter()
|
||||
{
|
||||
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
||||
return;
|
||||
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null)
|
||||
_mapCenter = md.Center;
|
||||
}
|
||||
|
||||
private void TrySendCurrentPosition()
|
||||
{
|
||||
bool moved = _currentPosition != _lastSentPosition;
|
||||
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
|
||||
if (!moved && !keepAliveDue)
|
||||
return;
|
||||
|
||||
var previous = _lastSentPosition;
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_lastPositionSendTime = Time.time;
|
||||
|
||||
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
|
||||
return;
|
||||
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.position = localCurrent;
|
||||
|
||||
if (previous.Lat == 0 && previous.Lon == 0)
|
||||
return;
|
||||
|
||||
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading.HasValue)
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
|
||||
}
|
||||
|
||||
private void TestPlayerPosition()
|
||||
{
|
||||
double x = Input.GetAxis("Horizontal");
|
||||
@@ -136,11 +193,7 @@ namespace Subsystems
|
||||
_player.transform.position = localCurrent;
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
catch
|
||||
{
|
||||
@@ -150,63 +203,42 @@ namespace Subsystems
|
||||
}
|
||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||
{
|
||||
double? heading = null;
|
||||
if ((first - second).magnitude == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else if (first.x == second.x && first.z < second.z)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (first.x == second.x && first.z > second.z)
|
||||
{
|
||||
return 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z == second.z)
|
||||
{
|
||||
return 270;
|
||||
}
|
||||
else if (first.x < second.x && first.z == second.z)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
else if (first.x < second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI;
|
||||
}
|
||||
else if (first.x < second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI + 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else if (first.x > second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
return heading;
|
||||
}
|
||||
if ((first - second).magnitude < 0.0001f) return null;
|
||||
float dx = second.x - first.x;
|
||||
float dz = second.z - first.z;
|
||||
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
||||
if (heading < 0) heading += 360f;
|
||||
return heading;
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
||||
|
||||
#if UNITY_ANDROID
|
||||
// Request fine location permission if not already granted
|
||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||
{
|
||||
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
|
||||
// Wait up to 10 seconds for user to respond to the permission dialog
|
||||
float waited = 0f;
|
||||
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
waited += 0.5f;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
// Starts the location service.
|
||||
|
||||
float desiredAccuracyInMeters = 10f;
|
||||
float updateDistanceInMeters = 10f;
|
||||
float desiredAccuracyInMeters = 5f;
|
||||
float updateDistanceInMeters = 1f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
@@ -225,30 +257,34 @@ namespace Subsystems
|
||||
Debug.LogError("Timed out");
|
||||
yield break;
|
||||
}
|
||||
_GPSState = GPSState.Running;
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
// Check if the user has location service enabled.
|
||||
|
||||
|
||||
// If the connection failed this cancels location service use.
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Unable to determine device location");
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
||||
yield return new WaitForSeconds(5f);
|
||||
}
|
||||
|
||||
// Stops the location service if there is no need to query location updates continuously.
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
_GPSState = GPSState.Running;
|
||||
_gpsRetryCount = 0;
|
||||
_coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
while (_GPSState == GPSState.Running)
|
||||
{
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Unable to determine device location");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
||||
var data = Input.location.lastData;
|
||||
_currentPosition = new Position(data.latitude, data.longitude);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,9 +3,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Pseudo;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
@@ -13,8 +11,8 @@ 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;
|
||||
@@ -65,7 +63,14 @@ namespace Subsystems{
|
||||
private BuildingSettings _buildingSettings;
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
private const float _metersPerUnit = 1f;
|
||||
|
||||
// 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;
|
||||
@@ -74,8 +79,25 @@ 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");
|
||||
@@ -139,8 +161,8 @@ 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;
|
||||
@@ -372,5 +394,117 @@ 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;
|
||||
foreach (var task in tasks)
|
||||
{
|
||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
go.name = $"Task_{task.TaskId}";
|
||||
go.transform.parent = _mapCenterPoint.transform;
|
||||
go.transform.position = task.Location.ToLocalVector3(_centerPosition) + Vector3.up * 0.3f;
|
||||
go.transform.localScale = Vector3.one * 0.5f;
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr) mr.material.color = Color.yellow;
|
||||
_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 go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
go.name = $"Body_{bodyId}";
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
go.transform.position = location.ToLocalVector3(_centerPosition) + Vector3.up * 0.15f;
|
||||
go.transform.localScale = new Vector3(0.3f, 0.5f, 0.3f);
|
||||
go.transform.rotation = Quaternion.Euler(90, 0, 0); // lying down
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr) mr.material.color = Color.red;
|
||||
_bodyMarkers[bodyId] = go;
|
||||
}
|
||||
|
||||
public void ClearBodyMarkers()
|
||||
{
|
||||
foreach (var go in _bodyMarkers.Values)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_bodyMarkers.Clear();
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
go.transform.localScale = Vector3.one * 0.4f;
|
||||
_playerAvatars[uuid] = go;
|
||||
}
|
||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition) + Vector3.up * 1f;
|
||||
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr)
|
||||
{
|
||||
if (uuid == myUuid) mr.material.color = Color.green;
|
||||
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)
|
||||
{
|
||||
foreach (var station in stations)
|
||||
{
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
go.name = $"Sabotage_{station.StationId}";
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
go.transform.position = station.Location.ToLocalVector3(_centerPosition) + Vector3.up * 1f;
|
||||
go.transform.localScale = new Vector3(0.5f, 2f, 0.5f);
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr) mr.material.color = new Color(1f, 0.5f, 0f); // orange
|
||||
_sabotageMarkers.Add(go);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearSabotageMarkers()
|
||||
{
|
||||
foreach (var go in _sabotageMarkers)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_sabotageMarkers.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Subsystems;
|
||||
using System.Linq;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
@@ -13,9 +14,20 @@ 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; // may be null for test clients
|
||||
private bool _pendingMapBuild;
|
||||
|
||||
public GameManager_Network(GameClient gameClient, GameManager manager)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_manager = manager;
|
||||
RegisterEventHandlers();
|
||||
}
|
||||
|
||||
public async void OpenConnection()
|
||||
{
|
||||
int retries = 0;
|
||||
int delayMs = 5000;
|
||||
while (true)
|
||||
{
|
||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||
@@ -25,18 +37,18 @@ namespace Subsystems
|
||||
Debug.Log("Connected to server.");
|
||||
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); // exponential backoff, cap 30s
|
||||
}
|
||||
}
|
||||
public GameManager_Network(GameClient gameClient)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
RegisterEventHandlers();
|
||||
}
|
||||
|
||||
public void RegisterEventHandlers()
|
||||
{
|
||||
_gameClient.OnConnected += OnConnected;
|
||||
@@ -45,117 +57,307 @@ namespace Subsystems
|
||||
_gameClient.OnMessage += OnMessage;
|
||||
_gameClient.OnGameEvent += OnGameEvent;
|
||||
}
|
||||
|
||||
private void OnConnected()
|
||||
{
|
||||
Debug.Log("Successfully connected to the server.");
|
||||
}
|
||||
private void OnDisconnected(string reason)
|
||||
{
|
||||
Debug.Log($"Host disconnected due to {reason}");
|
||||
Debug.Log($"Disconnected: {reason}");
|
||||
// Auto-reconnect unless the app is quitting
|
||||
if (reason != "Disposed" && _manager != null)
|
||||
_manager.StartCoroutine(ReconnectAfterDelay(3f));
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator ReconnectAfterDelay(float seconds)
|
||||
{
|
||||
yield return new UnityEngine.WaitForSeconds(seconds);
|
||||
Debug.Log("Attempting to reconnect...");
|
||||
OpenConnection();
|
||||
}
|
||||
private void OnError(string error)
|
||||
{
|
||||
Debug.LogError($"Network error: {error}");
|
||||
}
|
||||
|
||||
private void OnMessage(Message message)
|
||||
{
|
||||
switch (message.Type)
|
||||
{
|
||||
case "GameEvent":
|
||||
OnGameEvent(message as GameEvent);
|
||||
// handled via OnGameEvent
|
||||
break;
|
||||
case "CreateLobbyResponse":
|
||||
Debug.Log("Received CreateLobbyResponse message");
|
||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||
break;
|
||||
case "JoinLobbyResponse":
|
||||
Debug.Log("Received JoinLobbyResponse message");
|
||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||
break;
|
||||
case "PositionBroadcast":
|
||||
HandlePositionBroadcast(message as PositionBroadcast);
|
||||
break;
|
||||
case "Ack":
|
||||
Debug.Log("Received Ack message");
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received message of type: " + message.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGameEvent(GameEvent gameEvent)
|
||||
{
|
||||
switch (gameEvent.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||
break;
|
||||
case "PlayerLeft":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||
case "HostChanged":
|
||||
// SDK already updates CurrentLobbyState; just refresh UI
|
||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
||||
break;
|
||||
|
||||
case "GameStarting":
|
||||
Debug.Log("Game is starting!");
|
||||
break;
|
||||
case "GameStarted":
|
||||
Debug.Log("Game started");
|
||||
HandleGameStarting();
|
||||
break;
|
||||
|
||||
case "MapDataReady":
|
||||
Debug.Log("Map data ready");
|
||||
HandleMapDataReady();
|
||||
break;
|
||||
case "PlayerMapDataReceived":
|
||||
Debug.Log("Player map data recieved");
|
||||
|
||||
case "GameStarted":
|
||||
HandleGameStarted();
|
||||
break;
|
||||
|
||||
case "RoleAssigned":
|
||||
HandleRoleAssigned(gameEvent);
|
||||
break;
|
||||
|
||||
case "TaskCompleted":
|
||||
HandleTaskCompleted(gameEvent);
|
||||
break;
|
||||
|
||||
case "PlayerKilled":
|
||||
HandlePlayerKilled(gameEvent);
|
||||
break;
|
||||
|
||||
case "BodyReported":
|
||||
case "EmergencyMeetingCalled":
|
||||
HandleMeetingCalled(gameEvent);
|
||||
break;
|
||||
|
||||
case "MeetingStarted":
|
||||
HandleMeetingStarted(gameEvent);
|
||||
break;
|
||||
|
||||
case "VotingClosed":
|
||||
HandleVotingClosed(gameEvent);
|
||||
break;
|
||||
|
||||
case "GameEnded":
|
||||
HandleGameEnded(gameEvent);
|
||||
break;
|
||||
|
||||
case "ReturnedToLobby":
|
||||
HandleReturnedToLobby();
|
||||
break;
|
||||
|
||||
case "SabotageStarted":
|
||||
HandleSabotageStarted(gameEvent);
|
||||
break;
|
||||
|
||||
case "SabotageRepaired":
|
||||
case "SabotageMeltdown":
|
||||
_manager?.uiSubsystem?.HideSabotageTimer();
|
||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
||||
break;
|
||||
|
||||
case "MapDataError":
|
||||
Debug.Log("Received MapData server error");
|
||||
Debug.LogError("Server could not generate map data.");
|
||||
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}, ID: {message.LobbyId}");
|
||||
// Navigate to the create/waiting scene
|
||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
||||
// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
|
||||
_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}");
|
||||
SceneManager.LoadScene("join loading", LoadSceneMode.Single);
|
||||
// Mark lobby UI dirty so LobbyDisplayUI refreshes once the scene is loaded
|
||||
_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 events ──────────────────────────────────────────────────
|
||||
|
||||
private void HandleGameStarting()
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon));
|
||||
_pendingMapBuild = false;
|
||||
// SDK sets Phase = Loading; load Client.unity
|
||||
SceneManager.LoadScene("Client", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
private void HandleMapDataReady()
|
||||
{
|
||||
_pendingMapBuild = true;
|
||||
TryBuildMapAndMarkers();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from GameManager.OnSceneLoaded("Client") after scene objects are bound.
|
||||
/// Ensures map construction still happens even if MapDataReady arrived earlier.
|
||||
/// </summary>
|
||||
public void OnClientSceneReady()
|
||||
{
|
||||
TryBuildMapAndMarkers();
|
||||
}
|
||||
|
||||
private void TryBuildMapAndMarkers()
|
||||
{
|
||||
if (!_pendingMapBuild) return;
|
||||
if (_manager?.mapSubsystem == null) return;
|
||||
if (!_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 and task markers refreshed.");
|
||||
}
|
||||
|
||||
private void HandleGameStarted()
|
||||
{
|
||||
Debug.Log("Game started");
|
||||
// Phase is now Playing; GPS loop will start sending positions
|
||||
}
|
||||
|
||||
private void HandleRoleAssigned(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<RoleAssignedPayload>();
|
||||
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
|
||||
Debug.Log($"Role: {payload.Role}, Tasks: {payload.Tasks?.Count ?? 0}");
|
||||
_manager?.taskSubsystem?.Initialize(_gameClient.MyTasks);
|
||||
}
|
||||
|
||||
private void HandleTaskCompleted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<TaskCompletedPayload>();
|
||||
if (payload == null) return;
|
||||
_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)
|
||||
_manager?.uiSubsystem?.OnLocalPlayerDied();
|
||||
}
|
||||
|
||||
private void HandleMeetingCalled(GameEvent evt)
|
||||
{
|
||||
_manager?.uiSubsystem?.ShowMeetingAlert();
|
||||
}
|
||||
|
||||
private void HandleMeetingStarted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<MeetingStartedPayload>();
|
||||
if (payload == null) return;
|
||||
_manager?.uiSubsystem?.ShowMeetingPanel(_gameClient.CurrentLobbyState?.Players, payload);
|
||||
}
|
||||
|
||||
private void HandleVotingClosed(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<VotingClosedPayload>();
|
||||
if (payload == null) return;
|
||||
_manager?.uiSubsystem?.ShowVoteResult(payload, _gameClient.CurrentLobbyState?.Players);
|
||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
||||
}
|
||||
|
||||
private void HandleGameEnded(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<GameEndedPayload>();
|
||||
if (payload == null) return;
|
||||
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
|
||||
}
|
||||
|
||||
private void HandleReturnedToLobby()
|
||||
{
|
||||
if (_gameClient.IsOwner)
|
||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
||||
else
|
||||
SceneManager.LoadScene("join loading", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
private void HandleSabotageStarted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<SabotageStartedPayload>();
|
||||
if (payload == null) return;
|
||||
_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 HandlePositionBroadcast(PositionBroadcast broadcast)
|
||||
{
|
||||
if (broadcast == null) return;
|
||||
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
|
||||
}
|
||||
|
||||
// ── Send helpers ──────────────────────────────────────────────────────
|
||||
|
||||
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5)
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius);
|
||||
}
|
||||
|
||||
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();
|
||||
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
_gameClient.StartGame();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
213
Assets/GameManager/GameManager_Tasks.cs
Normal file
213
Assets/GameManager/GameManager_Tasks.cs
Normal file
@@ -0,0 +1,213 @@
|
||||
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;
|
||||
|
||||
// Proximity state (checked every frame in UpdateProximity)
|
||||
public GeoSus.Client.GameTask NearbyTask { get; private set; }
|
||||
|
||||
private const float ProximityRadius = 5f; // metres / Unity units
|
||||
|
||||
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;
|
||||
|
||||
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 <= ProximityRadius)
|
||||
{
|
||||
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(ProximityRadius);
|
||||
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 <= ProximityRadius)
|
||||
{
|
||||
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Impostor kill
|
||||
if (isImpostor)
|
||||
{
|
||||
var target = _gameClient.FindNearbyPlayer(ProximityRadius);
|
||||
if (!string.IsNullOrEmpty(target))
|
||||
{
|
||||
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Nothing nearby
|
||||
ui.SetActionButton("", false);
|
||||
}
|
||||
|
||||
/// <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}'");
|
||||
|
||||
// Inform server that task started
|
||||
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
|
||||
|
||||
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
|
||||
yield return op;
|
||||
|
||||
_loadedMinigameScene = entry.MinigameScene;
|
||||
|
||||
// Find the ITask component in the newly loaded scene
|
||||
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
|
||||
ITask taskComponent = null;
|
||||
foreach (var root in scene.GetRootGameObjects())
|
||||
{
|
||||
taskComponent = root.GetComponentInChildren<ITask>();
|
||||
if (taskComponent != null) break;
|
||||
}
|
||||
|
||||
if (taskComponent == null)
|
||||
{
|
||||
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. Auto-completing.");
|
||||
yield return FinishMinigame(entry, true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Set task metadata
|
||||
taskComponent.TaskID = entry.ServerTask.TaskId;
|
||||
taskComponent.TaskName = entry.ServerTask.Name;
|
||||
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
|
||||
|
||||
bool done = false;
|
||||
bool exited = false;
|
||||
taskComponent.Initialize(t => { done = true; });
|
||||
taskComponent.ExitTask(t => { exited = true; });
|
||||
|
||||
// Wait for completion or exit
|
||||
yield return new WaitUntil(() => done || exited);
|
||||
|
||||
yield return FinishMinigame(entry, done);
|
||||
}
|
||||
|
||||
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
|
||||
{
|
||||
if (completed)
|
||||
{
|
||||
entry.Completed = true;
|
||||
_gameClient.CompleteTask(entry.ServerTask.TaskId);
|
||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
|
||||
}
|
||||
|
||||
// Unload minigame scene
|
||||
if (!string.IsNullOrEmpty(_loadedMinigameScene))
|
||||
{
|
||||
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
|
||||
yield return unload;
|
||||
_loadedMinigameScene = null;
|
||||
}
|
||||
|
||||
_minigameOpen = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/GameManager/GameManager_Tasks.cs.meta
Normal file
11
Assets/GameManager/GameManager_Tasks.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27a123dbda9eef8ba4815c0c0d30b6fb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,71 +1,346 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.ComponentModel;
|
||||
using System.Threading;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using TMPro;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages UI for the GameManager. Canvas references are only valid in Client.unity;
|
||||
/// Art-menu scenes use their own lightweight UI scripts that read from GameManager.Instance.
|
||||
/// </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)
|
||||
|
||||
// Set by GameManager after Client.unity loads (called from GameManager.OnSceneLoaded)
|
||||
public Canvas ClientCreateJoinLobby; // fallback join-code canvas in Client.unity
|
||||
public Canvas ClientInLobby; // InLobby canvas in Client.unity (unused now, kept compat)
|
||||
public Canvas ClientLoadingScreen;
|
||||
public Canvas ClientGameScreen; // parent of all HUD elements
|
||||
|
||||
// HUD elements (children of ClientGameScreen, resolved at runtime)
|
||||
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 GameObject _gameEndPanel;
|
||||
private TMP_Text _gameEndText;
|
||||
|
||||
// Runtime state
|
||||
private bool _isDead;
|
||||
private bool _commsBlackout;
|
||||
private DateTime _sabotageMeltdownDeadline;
|
||||
private bool _sabotageTimerActive;
|
||||
|
||||
// Lobby-changed flag — set from network thread, consumed in Update
|
||||
private volatile bool _lobbyDirty;
|
||||
|
||||
public GameManager_UI(GameClient gameClient)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_CreateJoinLobby = CreateJoinLobby;
|
||||
_LoadingScreen = LoadingScreen;
|
||||
_GameScreen = GameScreen;
|
||||
_InLobby = InLobby;
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
}
|
||||
|
||||
/// <summary>Called by Network subsystem when lobby player list changes.</summary>
|
||||
public void NotifyLobbyChanged() => _lobbyDirty = true;
|
||||
|
||||
// ── Called from GameManager after Client.unity loads ──────────────────
|
||||
|
||||
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
|
||||
{
|
||||
ClientCreateJoinLobby = createJoin;
|
||||
ClientInLobby = inLobby;
|
||||
ClientLoadingScreen = loading;
|
||||
ClientGameScreen = game;
|
||||
|
||||
EnsureCanvasReady(createJoin);
|
||||
EnsureCanvasReady(inLobby);
|
||||
EnsureCanvasReady(loading);
|
||||
EnsureCanvasReady(game);
|
||||
|
||||
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)
|
||||
{
|
||||
_roleText = FindTMP(game.transform, "Role");
|
||||
_taskListText = FindTMP(game.transform, "TaskList");
|
||||
_taskProgressText = FindTMP(game.transform, "TaskProgress");
|
||||
_killCooldownText = FindTMP(game.transform, "KillCooldown");
|
||||
_sabotageTimerText = FindTMP(game.transform, "SabotageTimer");
|
||||
_gameEndText = FindTMP(game.transform, "GameEndText");
|
||||
|
||||
var actionGO = game.transform.Find("ActionButton");
|
||||
if (actionGO != null)
|
||||
{
|
||||
_actionButton = actionGO.GetComponent<Button>();
|
||||
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
|
||||
}
|
||||
|
||||
var sabGO = game.transform.Find("SabotagePanel");
|
||||
_sabotagePanel = sabGO?.gameObject;
|
||||
|
||||
var meetGO = game.transform.Find("MeetingPanel");
|
||||
_meetingPanel = meetGO?.gameObject;
|
||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
||||
|
||||
var endGO = game.transform.Find("GameEndPanel");
|
||||
_gameEndPanel = endGO?.gameObject;
|
||||
if (_gameEndPanel) _gameEndPanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Main update (called every frame from GameManager.Update) ──────────
|
||||
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState == null)
|
||||
var state = _gameClient.CurrentLobbyState;
|
||||
if (state == null) return;
|
||||
|
||||
// Update any LobbyDisplayUI listeners in the current scene
|
||||
if (_lobbyDirty)
|
||||
{
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
return;
|
||||
_lobbyDirty = false;
|
||||
LobbyDisplayUI.RefreshAll(state);
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||
|
||||
// Only do canvas switches if we are in Client.unity (canvases assigned)
|
||||
if (ClientGameScreen == null) return;
|
||||
|
||||
switch (state.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:
|
||||
// GameEndPanel shown by HandleGameEnded
|
||||
break;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||
}
|
||||
|
||||
private void UpdateGameHUD()
|
||||
{
|
||||
if (_roleText != null) _roleText.text = _gameClient.MyRole?.ToString() ?? "";
|
||||
|
||||
// Task list
|
||||
if (_taskListText != 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)
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var t in _gameClient.MyTasks)
|
||||
sb.AppendLine(t.Name);
|
||||
_taskListText.text = sb.ToString();
|
||||
}
|
||||
|
||||
// Kill cooldown (managed by GameManager_Tasks via Update)
|
||||
// Sabotage timer
|
||||
if (_sabotageTimerActive && _sabotageTimerText != null)
|
||||
{
|
||||
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
|
||||
_sabotageTimerText.text = remaining > 0 ? $"MELTDOWN: {remaining:F0}s" : "MELTDOWN!";
|
||||
}
|
||||
}
|
||||
|
||||
// ── Helpers called by Network handlers ────────────────────────────────
|
||||
|
||||
public void SetKillCooldownText(string text)
|
||||
{
|
||||
if (_killCooldownText != null)
|
||||
{
|
||||
_killCooldownText.text = text;
|
||||
_killCooldownText.gameObject.SetActive(!string.IsNullOrEmpty(text));
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTaskProgress(int completed, int total)
|
||||
{
|
||||
if (_taskProgressText != null)
|
||||
_taskProgressText.text = $"Tasks: {completed}/{total}";
|
||||
}
|
||||
|
||||
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
|
||||
{
|
||||
if (_actionButton == null) return;
|
||||
_actionButton.gameObject.SetActive(visible);
|
||||
if (_actionButtonText != null) _actionButtonText.text = label;
|
||||
if (onClick != null)
|
||||
{
|
||||
_actionButton.onClick.RemoveAllListeners();
|
||||
_actionButton.onClick.AddListener(onClick);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnLocalPlayerDied()
|
||||
{
|
||||
_isDead = true;
|
||||
if (_roleText != null) _roleText.text = "GHOST";
|
||||
}
|
||||
|
||||
public void ShowMeetingAlert()
|
||||
{
|
||||
Debug.Log("Meeting called! Run to meeting point.");
|
||||
}
|
||||
|
||||
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
|
||||
{
|
||||
if (_meetingPanel == null) return;
|
||||
_meetingPanel.SetActive(true);
|
||||
|
||||
var header = FindTMP(_meetingPanel.transform, "MeetingHeader");
|
||||
if (header != null)
|
||||
header.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
|
||||
|
||||
// Build simple text list of players — full vote buttons need prefabs in Unity Editor
|
||||
var playerList = FindTMP(_meetingPanel.transform, "MeetingPlayerList");
|
||||
if (playerList != null && players != null)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var p in players)
|
||||
sb.AppendLine($"{p.DisplayName} [{p.State}]");
|
||||
playerList.text = sb.ToString();
|
||||
}
|
||||
|
||||
// Wire skip button if it exists
|
||||
var skipBtn = _meetingPanel.transform.Find("SkipButton")?.GetComponent<Button>();
|
||||
if (skipBtn != null)
|
||||
{
|
||||
skipBtn.onClick.RemoveAllListeners();
|
||||
skipBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(null));
|
||||
}
|
||||
}
|
||||
|
||||
public void AppendVoteInstruction()
|
||||
{
|
||||
var playerList = FindTMP(_meetingPanel?.transform, "MeetingPlayerList");
|
||||
if (playerList != null)
|
||||
playerList.text += "\n[Tap a name] then press VOTE — or press SKIP";
|
||||
}
|
||||
|
||||
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
|
||||
{
|
||||
if (_meetingPanel == null) return;
|
||||
|
||||
var resultText = FindTMP(_meetingPanel.transform, "VoteResult");
|
||||
if (resultText != null)
|
||||
{
|
||||
if (payload.WasTie)
|
||||
{
|
||||
playerList.text += player.DisplayName + "\n";
|
||||
resultText.text = "TIE — nobody ejected.";
|
||||
}
|
||||
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
|
||||
{
|
||||
resultText.text = "Skip — nobody ejected.";
|
||||
}
|
||||
else
|
||||
{
|
||||
var ejected = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
|
||||
resultText.text = $"{ejected?.DisplayName ?? payload.EjectedPlayerId} ejected!";
|
||||
}
|
||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
|
||||
// Close panel after 5 seconds — use coroutine via GameManager
|
||||
GameManager.Instance?.StartCoroutine(CloseMeetingPanelAfterDelay(5f));
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator CloseMeetingPanelAfterDelay(float delay)
|
||||
{
|
||||
yield return new UnityEngine.WaitForSeconds(delay);
|
||||
if (_meetingPanel != null) _meetingPanel.SetActive(false);
|
||||
}
|
||||
|
||||
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
|
||||
{
|
||||
if (_gameEndPanel != null) _gameEndPanel.SetActive(true);
|
||||
bool won = payload.Winners != null && payload.Winners.Contains(myUuid);
|
||||
if (_gameEndText != null)
|
||||
_gameEndText.text = $"{(won ? "VICTORY" : "DEFEAT")}\n{payload.WinningFaction} wins!\n{payload.Reason}";
|
||||
}
|
||||
|
||||
public void ShowSabotageTimer(DateTime deadline)
|
||||
{
|
||||
_sabotageMeltdownDeadline = deadline;
|
||||
_sabotageTimerActive = true;
|
||||
if (_sabotageTimerText != null) _sabotageTimerText.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void HideSabotageTimer()
|
||||
{
|
||||
_sabotageTimerActive = false;
|
||||
if (_sabotageTimerText != null) _sabotageTimerText.gameObject.SetActive(false);
|
||||
SetCommsBlackout(false);
|
||||
}
|
||||
|
||||
public void SetCommsBlackout(bool active)
|
||||
{
|
||||
_commsBlackout = active;
|
||||
}
|
||||
|
||||
public bool IsCommsBlackout => _commsBlackout;
|
||||
public bool IsPlayerDead => _isDead;
|
||||
|
||||
// ── Utilities ─────────────────────────────────────────────────────────
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
private static void EnsureCanvasReady(Canvas canvas)
|
||||
{
|
||||
if (canvas == null) return;
|
||||
|
||||
if (!canvas.enabled)
|
||||
canvas.enabled = true;
|
||||
|
||||
// Some scene canvases are saved with zero scale, which makes UI invisible.
|
||||
var t = canvas.transform;
|
||||
if (t != 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() ;
|
||||
return;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
}
|
||||
8
Assets/Materials.meta
Normal file
8
Assets/Materials.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2230bf768ecb84610af77bea6cdd7074
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Materials/Map.meta
Normal file
8
Assets/Materials/Map.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 16e75919ca33104489742cddec34a46f
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
38
Assets/Materials/Map/Area_Default.mat
Normal file
38
Assets/Materials/Map/Area_Default.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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||||
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m_PrefabAsset: {fileID: 0}
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|
||||
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|
||||
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|
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8
Assets/Materials/Map/Area_Default.mat.meta
Normal file
8
Assets/Materials/Map/Area_Default.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
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|
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||||
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38
Assets/Materials/Map/Area_Forest.mat
Normal file
38
Assets/Materials/Map/Area_Forest.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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m_Name: Area_Forest
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|
||||
- _Metallic: 0
|
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|
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- _Color: {r: 0.15, g: 0.45, b: 0.15, a: 1}
|
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|
||||
m_BuildTextureStacks: []
|
||||
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|
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8
Assets/Materials/Map/Area_Forest.mat.meta
Normal file
8
Assets/Materials/Map/Area_Forest.mat.meta
Normal file
@@ -0,0 +1,8 @@
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||||
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38
Assets/Materials/Map/Area_Park.mat
Normal file
38
Assets/Materials/Map/Area_Park.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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m_Name: Area_Park
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8
Assets/Materials/Map/Area_Park.mat.meta
Normal file
8
Assets/Materials/Map/Area_Park.mat.meta
Normal file
@@ -0,0 +1,8 @@
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38
Assets/Materials/Map/Area_Water.mat
Normal file
38
Assets/Materials/Map/Area_Water.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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8
Assets/Materials/Map/Area_Water.mat.meta
Normal file
8
Assets/Materials/Map/Area_Water.mat.meta
Normal file
@@ -0,0 +1,8 @@
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38
Assets/Materials/Map/Building_Commercial.mat
Normal file
38
Assets/Materials/Map/Building_Commercial.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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Assets/Materials/Map/Building_Commercial.mat.meta
Normal file
8
Assets/Materials/Map/Building_Commercial.mat.meta
Normal file
@@ -0,0 +1,8 @@
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38
Assets/Materials/Map/Building_Default.mat
Normal file
38
Assets/Materials/Map/Building_Default.mat
Normal file
@@ -0,0 +1,38 @@
|
||||
%YAML 1.1
|
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49
Assets/Scripts/ConfirmLeaveUI.cs
Normal file
49
Assets/Scripts/ConfirmLeaveUI.cs
Normal file
@@ -0,0 +1,49 @@
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
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||||
/// <summary>
|
||||
/// Attach to a manager GameObject in "are u sure.unity".
|
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/// "yes" = confirm leave lobby and go to main menu.
|
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/// "no" = go back to previous lobby scene.
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{
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|
||||
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|
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|
||||
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[Tooltip("Scene to go back to when player presses No")]
|
||||
public string previousScene = "create";
|
||||
|
||||
void Start()
|
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{
|
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if (yesButton == null)
|
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{
|
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var go = GameObject.Find("yes");
|
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if (go != null) yesButton = go.GetComponent<Button>();
|
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}
|
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if (noButton == null)
|
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{
|
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var go = GameObject.Find("no");
|
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if (go != null) noButton = go.GetComponent<Button>();
|
||||
}
|
||||
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if (yesButton != null) yesButton.onClick.AddListener(OnYesClicked);
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if (noButton != null) noButton.onClick.AddListener(OnNoClicked);
|
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}
|
||||
|
||||
private void OnYesClicked()
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{
|
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GameManager.Instance?.LeaveLobbyButton();
|
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SceneManager.LoadScene(mainMenuScene, LoadSceneMode.Single);
|
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}
|
||||
|
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private void OnNoClicked()
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{
|
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SceneManager.LoadScene(previousScene, LoadSceneMode.Single);
|
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}
|
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}
|
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11
Assets/Scripts/ConfirmLeaveUI.cs.meta
Normal file
11
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Normal file
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using System.Collections;
|
||||
using UnityEngine;
|
||||
|
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public class GPSManager : MonoBehaviour
|
||||
{
|
||||
[Header("GPS settings")]
|
||||
public float Accuracy = 10f;
|
||||
public float UpdateDistance = 5f;
|
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public int MaxWait = 20;
|
||||
|
||||
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|
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|
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private double[] FailsafeCoords = new double[] { 50.7727878, 15.0718625 };
|
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private double? LastTime;
|
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|
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void Start()
|
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{
|
||||
StartCoroutine(UpdateGPS());
|
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}
|
||||
|
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public double[] GetLastCoords()
|
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{
|
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if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
|
||||
return LastCoords;
|
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|
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IEnumerator UpdateGPS()
|
||||
{
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.Log("GPS not enabled by user");
|
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LastCoords = FailsafeCoords;
|
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LastTime = null;
|
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yield break;
|
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}
|
||||
|
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Input.location.Start(Accuracy, UpdateDistance);
|
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|
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while (Input.location.status == LocationServiceStatus.Initializing && MaxWait > 0)
|
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{
|
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yield return new WaitForSeconds(1);
|
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|
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|
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|
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|
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{
|
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|
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|
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LastTime = null;
|
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yield break;
|
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}
|
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if (Input.location.status == LocationServiceStatus.Failed)
|
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{
|
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Debug.Log("GPS failed to determine device location");
|
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LastCoords = FailsafeCoords;
|
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LastTime = null;
|
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yield break;
|
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}
|
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else
|
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{
|
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LastCoords[0] = Input.location.lastData.latitude;
|
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LastCoords[1] = Input.location.lastData.longitude;
|
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LastTime = Input.location.lastData.timestamp;
|
||||
|
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Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
|
||||
}
|
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yield return StartCoroutine(UpdateGPS());
|
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|
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65
Assets/Scripts/HostLobbyUI.cs
Normal file
65
Assets/Scripts/HostLobbyUI.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
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using TMPro;
|
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|
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/// <summary>
|
||||
/// Attach to a manager GameObject in host lobby.unity.
|
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/// Reads radius from the "radius" slider/input and triggers CreateLobby.
|
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/// Also wires the "vytvořit" button.
|
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/// </summary>
|
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public class HostLobbyUI : MonoBehaviour
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{
|
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[Header("Optional refs (auto-found by name if null)")]
|
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public Slider radiusSlider;
|
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|
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public Button createButton;
|
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|
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void Start()
|
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{
|
||||
if (radiusSlider == null)
|
||||
{
|
||||
var go = GameObject.Find("radius");
|
||||
if (go != null) radiusSlider = go.GetComponent<Slider>();
|
||||
}
|
||||
if (radiusInput == null)
|
||||
{
|
||||
var go = GameObject.Find("radius");
|
||||
if (go != null) radiusInput = go.GetComponent<TMP_InputField>();
|
||||
}
|
||||
|
||||
if (createButton == null)
|
||||
{
|
||||
// Try all name variants used by the Art team
|
||||
var go = GameObject.Find("stvo\u0159it") // stvořit
|
||||
?? GameObject.Find("stvorit")
|
||||
?? GameObject.Find("vytvo\u0159it") // vytvořit
|
||||
?? GameObject.Find("vytvorit");
|
||||
if (go != null)
|
||||
{
|
||||
createButton = go.GetComponent<Button>();
|
||||
// Disable the Art team's direct scene-changer so only our
|
||||
// wired OnCreateClicked fires (navigation is handled by
|
||||
// HandleCreateLobbyResponse after the server confirms).
|
||||
var sceneChanger = go.GetComponent<CudlikZmenaSceny>();
|
||||
if (sceneChanger != null) sceneChanger.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (createButton != null)
|
||||
createButton.onClick.AddListener(OnCreateClicked);
|
||||
}
|
||||
|
||||
private void OnCreateClicked()
|
||||
{
|
||||
var gm = GameManager.Instance;
|
||||
if (gm == null) return;
|
||||
|
||||
// Read radius from slider or input field
|
||||
if (radiusSlider != null)
|
||||
gm.pendingRadius = radiusSlider.value;
|
||||
else if (radiusInput != null && float.TryParse(radiusInput.text, out float r))
|
||||
gm.pendingRadius = r;
|
||||
|
||||
gm.CreateLobbyButton();
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/HostLobbyUI.cs.meta
Normal file
11
Assets/Scripts/HostLobbyUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60a81c1cb4f98a5b490fac0d3c1686b5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
318
Assets/Scripts/InGameHUDBuilder.cs
Normal file
318
Assets/Scripts/InGameHUDBuilder.cs
Normal file
@@ -0,0 +1,318 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
/// <summary>
|
||||
/// Programmatically builds the complete in-game HUD inside the InGame canvas (Client.unity).
|
||||
///
|
||||
/// Call BuildNow() explicitly from GameManager.OnSceneLoaded BEFORE BindClientScene(),
|
||||
/// so that GameManager_UI can find the newly created elements by name.
|
||||
///
|
||||
/// Named GameObjects created as direct children of InGame canvas (required by Transform.Find):
|
||||
/// • ActionButton — Button + TMP child; shown/hidden by GameManager_Tasks.UpdateProximity()
|
||||
/// • SabotagePanel — warning banner at top (contains "SabotageTimer" TMP_Text)
|
||||
/// • MeetingPanel — voting/meeting overlay (populated by GameManager_UI.ShowMeetingPanel)
|
||||
/// • GameEndPanel — end-of-game overlay (contains "GameEndText" TMP_Text)
|
||||
///
|
||||
/// Named TMP_Text descendants (found by GameManager_UI.FindTMP — any depth):
|
||||
/// • KillCooldown — shown to impostors during kill cooldown
|
||||
/// • TaskList — crewmate task names
|
||||
/// • TaskProgress — global task completion "X/Y tasks"
|
||||
/// • SabotageTimer — countdown inside SabotagePanel
|
||||
/// • GameEndText — win/lose result text inside GameEndPanel
|
||||
/// • (Role already exists in the scene)
|
||||
///
|
||||
/// Additional elements managed by this script:
|
||||
/// • RecenterBtn — calls MapCameraController.Instance.Recenter()
|
||||
/// </summary>
|
||||
public class InGameHUDBuilder : MonoBehaviour
|
||||
{
|
||||
// ── Color palette ─────────────────────────────────────────────────────────
|
||||
private static readonly Color C_BG = new Color(0.05f, 0.06f, 0.12f, 0.80f);
|
||||
private static readonly Color C_BAR_BG = new Color(0.03f, 0.04f, 0.08f, 0.90f);
|
||||
private static readonly Color C_ACCENT = new Color(0.20f, 0.60f, 1.00f, 1.00f);
|
||||
private static readonly Color C_GREEN = new Color(0.18f, 0.75f, 0.30f, 1.00f);
|
||||
private static readonly Color C_RED = new Color(0.76f, 0.19f, 0.19f, 1.00f);
|
||||
private static readonly Color C_ORANGE = new Color(0.95f, 0.55f, 0.10f, 1.00f);
|
||||
|
||||
private bool _built;
|
||||
|
||||
// ── Entry points ──────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Called from GameManager.OnSceneLoaded before BindClientScene.</summary>
|
||||
public void BuildNow()
|
||||
{
|
||||
if (_built) return;
|
||||
_built = true;
|
||||
Build();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (!_built) Build(); // safety fallback
|
||||
}
|
||||
|
||||
// ── Build ─────────────────────────────────────────────────────────────────
|
||||
void Build()
|
||||
{
|
||||
var rt = GetComponent<RectTransform>();
|
||||
if (rt == null) return;
|
||||
|
||||
// ── Top bar: role is already in scene, add kill-cooldown ─────────────
|
||||
BuildTopBar(rt);
|
||||
|
||||
// ── Right task panel ──────────────────────────────────────────────────
|
||||
BuildTaskPanel(rt);
|
||||
|
||||
// ── Task progress (above bottom bar) ─────────────────────────────────
|
||||
BuildTaskProgress(rt);
|
||||
|
||||
// ── Bottom bar: action button + recenter ──────────────────────────────
|
||||
BuildBottomBar(rt);
|
||||
|
||||
// ── Action button (DIRECT child — Transform.Find requirement) ─────────
|
||||
BuildActionButton(rt);
|
||||
|
||||
// ── Sabotage panel (DIRECT child) ─────────────────────────────────────
|
||||
BuildSabotagePanel(rt);
|
||||
|
||||
// ── Meeting panel (DIRECT child) ──────────────────────────────────────
|
||||
BuildMeetingPanel(rt);
|
||||
|
||||
// ── Game-end panel (DIRECT child) ─────────────────────────────────────
|
||||
BuildGameEndPanel(rt);
|
||||
}
|
||||
|
||||
// ── Section builders ──────────────────────────────────────────────────────
|
||||
|
||||
void BuildTopBar(RectTransform parent)
|
||||
{
|
||||
// Thin semi-transparent header at very top
|
||||
var bar = AddChild("_TopBar", parent);
|
||||
Anchor(bar, new Vector2(0f, 1f), new Vector2(1f, 1f));
|
||||
bar.sizeDelta = new Vector2(0f, 90f);
|
||||
bar.anchoredPosition = new Vector2(0f, 0f);
|
||||
bar.pivot = new Vector2(0.5f, 1f);
|
||||
AddImage(bar.gameObject, C_BAR_BG);
|
||||
|
||||
// Kill cooldown (right side) — starts hidden
|
||||
var cd = AddChild("KillCooldown", bar);
|
||||
Anchor(cd, new Vector2(0.5f, 0f), new Vector2(1f, 1f));
|
||||
cd.offsetMin = new Vector2(0f, 6f);
|
||||
cd.offsetMax = new Vector2(-12f, -6f);
|
||||
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);
|
||||
}
|
||||
|
||||
void BuildTaskPanel(RectTransform parent)
|
||||
{
|
||||
// Right-side floating panel (always visible during game)
|
||||
var panel = AddChild("_TaskPanel", parent);
|
||||
Anchor(panel, new Vector2(1f, 0.35f), new Vector2(1f, 0.88f));
|
||||
panel.pivot = new Vector2(1f, 0.5f);
|
||||
panel.sizeDelta = new Vector2(280f, 0f);
|
||||
panel.anchoredPosition = Vector2.zero;
|
||||
AddImage(panel.gameObject, C_BG);
|
||||
|
||||
// "MY TASKS" header
|
||||
var hdr = AddChild("_Header", panel);
|
||||
Anchor(hdr, new Vector2(0f, 1f), new Vector2(1f, 1f));
|
||||
hdr.pivot = new Vector2(0.5f, 1f);
|
||||
hdr.sizeDelta = new Vector2(0f, 44f);
|
||||
hdr.anchoredPosition = Vector2.zero;
|
||||
AddImage(hdr.gameObject, C_ACCENT * new Color(1, 1, 1, 0.6f));
|
||||
var hdrTmp = AddTextChild(hdr, "_HeaderTxt", "MY TASKS", 26, FontStyles.Bold, TextAlignmentOptions.Center);
|
||||
hdrTmp.color = Color.white;
|
||||
|
||||
// Task list body
|
||||
var body = AddChild("TaskList", panel);
|
||||
Anchor(body, new Vector2(0f, 0f), new Vector2(1f, 1f));
|
||||
body.offsetMin = new Vector2(8f, 8f);
|
||||
body.offsetMax = new Vector2(-8f, -48f);
|
||||
var taskTmp = body.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
taskTmp.text = "";
|
||||
taskTmp.fontSize = 22;
|
||||
taskTmp.color = Color.white;
|
||||
taskTmp.alignment = TextAlignmentOptions.TopLeft;
|
||||
}
|
||||
|
||||
void BuildTaskProgress(RectTransform parent)
|
||||
{
|
||||
var prog = AddChild("TaskProgress", parent);
|
||||
Anchor(prog, new Vector2(0f, 0f), new Vector2(1f, 0f));
|
||||
prog.pivot = new Vector2(0.5f, 0f);
|
||||
prog.sizeDelta = new Vector2(-20f, 40f);
|
||||
prog.anchoredPosition = new Vector2(0f, 120f); // above bottom bar
|
||||
var tmp = prog.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = "";
|
||||
tmp.fontSize = 28;
|
||||
tmp.color = Color.white;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
}
|
||||
|
||||
void BuildBottomBar(RectTransform parent)
|
||||
{
|
||||
var bar = AddChild("_BottomBar", parent);
|
||||
Anchor(bar, new Vector2(0f, 0f), new Vector2(1f, 0f));
|
||||
bar.pivot = new Vector2(0.5f, 0f);
|
||||
bar.sizeDelta = new Vector2(0f, 110f);
|
||||
bar.anchoredPosition = Vector2.zero;
|
||||
AddImage(bar.gameObject, C_BAR_BG);
|
||||
|
||||
// Recenter button (bottom-right of bar)
|
||||
var recBtn = AddChild("_RecenterBtn", bar);
|
||||
Anchor(recBtn, new Vector2(0.82f, 0.08f), new Vector2(0.98f, 0.92f));
|
||||
var recBg = AddImage(recBtn.gameObject, C_ACCENT);
|
||||
var recButton = recBtn.gameObject.AddComponent<Button>();
|
||||
var recColors = recButton.colors;
|
||||
recColors.pressedColor = new Color(0.1f, 0.4f, 0.8f);
|
||||
recButton.colors = recColors;
|
||||
recButton.targetGraphic = recBg;
|
||||
recButton.onClick.AddListener(() => MapCameraController.Instance?.Recenter());
|
||||
var recTxt = AddTextChild(recBtn, "_RecTxt", "⊙", 42, FontStyles.Bold, TextAlignmentOptions.Center);
|
||||
recTxt.color = Color.white;
|
||||
}
|
||||
|
||||
void BuildActionButton(RectTransform parent)
|
||||
{
|
||||
// MUST be a DIRECT child so Transform.Find("ActionButton") works
|
||||
var btn = AddChild("ActionButton", parent);
|
||||
Anchor(btn, new Vector2(0.15f, 0f), new Vector2(0.80f, 0f));
|
||||
btn.pivot = new Vector2(0.5f, 0f);
|
||||
btn.sizeDelta = new Vector2(0f, 90f);
|
||||
btn.anchoredPosition = new Vector2(0f, 12f);
|
||||
|
||||
var bg = AddImage(btn.gameObject, C_GREEN);
|
||||
var button = btn.gameObject.AddComponent<Button>();
|
||||
var colors = button.colors;
|
||||
colors.normalColor = C_GREEN;
|
||||
colors.pressedColor = new Color(0.12f, 0.55f, 0.22f);
|
||||
button.colors = colors;
|
||||
button.targetGraphic = bg;
|
||||
|
||||
// TMP child named "Text" so GetComponentInChildren<TMP_Text> finds it
|
||||
var txtRt = AddChild("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); // hidden until proximity detected
|
||||
}
|
||||
|
||||
void BuildSabotagePanel(RectTransform parent)
|
||||
{
|
||||
// DIRECT child
|
||||
var panel = AddChild("SabotagePanel", parent);
|
||||
Anchor(panel, new Vector2(0f, 0.88f), new Vector2(1f, 1f));
|
||||
panel.offsetMin = new Vector2(0f, -10f);
|
||||
panel.offsetMax = new Vector2(0f, -80f);
|
||||
AddImage(panel.gameObject, C_RED * new Color(1, 1, 1, 0.88f));
|
||||
|
||||
var timer = AddChild("SabotageTimer", panel);
|
||||
Stretch(timer);
|
||||
var tmp = timer.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = "SABOTAGE!";
|
||||
tmp.fontSize = 48;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
tmp.color = Color.white;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
panel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void BuildMeetingPanel(RectTransform parent)
|
||||
{
|
||||
// DIRECT child — populated by GameManager_UI.ShowMeetingPanel at runtime
|
||||
var panel = AddChild("MeetingPanel", parent);
|
||||
Anchor(panel, new Vector2(0.05f, 0.10f), new Vector2(0.95f, 0.90f));
|
||||
AddImage(panel.gameObject, new Color(0.04f, 0.05f, 0.14f, 0.96f));
|
||||
|
||||
var title = AddChild("_MeetingTitle", panel);
|
||||
Anchor(title, new Vector2(0f, 0.85f), new Vector2(1f, 1f));
|
||||
var titleTmp = title.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
titleTmp.text = "EMERGENCY MEETING";
|
||||
titleTmp.fontSize = 44;
|
||||
titleTmp.fontStyle = FontStyles.Bold;
|
||||
titleTmp.color = C_ORANGE;
|
||||
titleTmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
panel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void BuildGameEndPanel(RectTransform parent)
|
||||
{
|
||||
// DIRECT child, full-screen overlay
|
||||
var panel = AddChild("GameEndPanel", parent);
|
||||
Stretch(panel);
|
||||
AddImage(panel.gameObject, new Color(0f, 0f, 0f, 0.85f));
|
||||
|
||||
var txt = AddChild("GameEndText", panel);
|
||||
Stretch(txt);
|
||||
var tmp = txt.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = "";
|
||||
tmp.fontSize = 72;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
tmp.color = Color.white;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
panel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────────────────
|
||||
|
||||
RectTransform AddChild(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 AddImage(GameObject go, Color color)
|
||||
{
|
||||
var img = go.AddComponent<Image>();
|
||||
img.color = color;
|
||||
return img;
|
||||
}
|
||||
|
||||
TextMeshProUGUI AddTextChild(RectTransform parent, string name, string text,
|
||||
float size, FontStyles style, TextAlignmentOptions align)
|
||||
{
|
||||
var rt = AddChild(name, parent);
|
||||
Stretch(rt);
|
||||
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = text;
|
||||
tmp.fontSize = size;
|
||||
tmp.fontStyle = style;
|
||||
tmp.alignment = align;
|
||||
tmp.color = Color.white;
|
||||
return tmp;
|
||||
}
|
||||
|
||||
void Anchor(RectTransform rt, Vector2 min, Vector2 max)
|
||||
{
|
||||
rt.anchorMin = min;
|
||||
rt.anchorMax = max;
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
void Stretch(RectTransform rt)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/InGameHUDBuilder.cs.meta
Normal file
2
Assets/Scripts/InGameHUDBuilder.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f269d8f8742088e5fbad88cd1d352180
|
||||
147
Assets/Scripts/JoinLobbyUI.cs
Normal file
147
Assets/Scripts/JoinLobbyUI.cs
Normal file
@@ -0,0 +1,147 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/JoinLobbyUI.cs.meta
Normal file
11
Assets/Scripts/JoinLobbyUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e0ca5d57a20e05215c36664ab8ff60e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
417
Assets/Scripts/LobbyDisplayUI.cs
Normal file
417
Assets/Scripts/LobbyDisplayUI.cs
Normal file
@@ -0,0 +1,417 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using GeoSus.Client;
|
||||
|
||||
/// <summary>
|
||||
/// Attach to any manager GameObject in create.unity or join loading.unity.
|
||||
/// On Start(), removes all placeholder Art elements from the Canvas and builds
|
||||
/// a proper mobile-portrait lobby screen entirely in code.
|
||||
/// </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;
|
||||
}
|
||||
|
||||
// ── Built UI references ───────────────────────────────────────────────────
|
||||
private TMP_Text _codeText;
|
||||
private TMP_Text _countText;
|
||||
private Transform _listContent;
|
||||
private TMP_Text _statusText;
|
||||
private GameObject _startFooter;
|
||||
private GameObject _waitFooter;
|
||||
|
||||
private readonly List<GameObject> _rows = new List<GameObject>();
|
||||
private LobbyState _pending;
|
||||
|
||||
// ── Colour palette ────────────────────────────────────────────────────────
|
||||
static Color H(string hex) { ColorUtility.TryParseHtmlString(hex, out var c); return c; }
|
||||
static readonly Color C_BG = H("#0D0F1A");
|
||||
static readonly Color C_HDR = H("#141927");
|
||||
static readonly Color C_SUBBG = H("#0F1221");
|
||||
static readonly Color C_ROW_A = H("#1A2035");
|
||||
static readonly Color C_ROW_B = H("#161C2E");
|
||||
static readonly Color C_DIVIDER = H("#252A3F");
|
||||
static readonly Color C_ACCENT = H("#3399FF");
|
||||
static readonly Color C_GOLD = H("#FFB800");
|
||||
static readonly Color C_GREEN = H("#2DB84B");
|
||||
static readonly Color C_RED = H("#C43232");
|
||||
static readonly Color C_MUTED = new Color(0.47f, 0.53f, 0.67f);
|
||||
static readonly Color C_WHITE = Color.white;
|
||||
static readonly Color C_SOFT = new Color(0.73f, 0.80f, 0.88f);
|
||||
|
||||
void OnEnable() => _all.Add(this);
|
||||
void OnDisable() => _all.Remove(this);
|
||||
|
||||
// ── Lifecycle ─────────────────────────────────────────────────────────────
|
||||
void Start()
|
||||
{
|
||||
var canvasGO = GameObject.Find("Canvas");
|
||||
if (canvasGO == null)
|
||||
{
|
||||
Debug.LogError("[LobbyDisplayUI] No Canvas found in scene!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove all placeholder Art children immediately (before we build)
|
||||
var kill = new List<GameObject>();
|
||||
foreach (Transform child in canvasGO.transform)
|
||||
kill.Add(child.gameObject);
|
||||
foreach (var go in kill)
|
||||
DestroyImmediate(go);
|
||||
|
||||
Build(canvasGO.transform);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
var gm = GameManager.Instance;
|
||||
if (gm?.gameClient?.CurrentLobbyState != null)
|
||||
_pending = gm.gameClient.CurrentLobbyState;
|
||||
|
||||
if (_pending != null && _listContent != null)
|
||||
{
|
||||
Refresh(_pending);
|
||||
_pending = null;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Full UI construction ──────────────────────────────────────────────────
|
||||
void Build(Transform canvasRoot)
|
||||
{
|
||||
const float HDR_H = 250f;
|
||||
const float SUB_H = 88f;
|
||||
const float FOOT_H = 180f;
|
||||
const float BTN_W = 200f;
|
||||
|
||||
// Fullscreen dark overlay
|
||||
var root = RT("Root", canvasRoot);
|
||||
Stretch(root);
|
||||
Img(root, C_BG);
|
||||
|
||||
// ─── Header bar ───────────────────────────────────────────────────────
|
||||
var header = RT("Header", root);
|
||||
PinTop(header, HDR_H);
|
||||
Img(header, C_HDR);
|
||||
|
||||
// Back (✕) button — left side of header
|
||||
var backBtn = RT("BackBtn", header);
|
||||
backBtn.anchorMin = new Vector2(0f, 0f);
|
||||
backBtn.anchorMax = new Vector2(0f, 1f);
|
||||
backBtn.pivot = new Vector2(0f, 0.5f);
|
||||
backBtn.offsetMin = new Vector2(18f, 22f);
|
||||
backBtn.offsetMax = new Vector2(BTN_W + 18f, -22f);
|
||||
Img(backBtn, C_RED);
|
||||
Btn(backBtn, C_RED, () => GameManager.Instance?.LeaveLobbyButton());
|
||||
TxtChild(backBtn, "✕", 72, C_WHITE, TextAlignmentOptions.Center, bold: true);
|
||||
|
||||
// "LOBBY CODE" micro label — upper-center of header
|
||||
var codeLbl = RT("CodeLbl", header);
|
||||
codeLbl.anchorMin = new Vector2(0.14f, 0.52f);
|
||||
codeLbl.anchorMax = new Vector2(0.86f, 0.97f);
|
||||
codeLbl.offsetMin = codeLbl.offsetMax = Vector2.zero;
|
||||
TmpDirect(codeLbl, "LOBBY CODE", 28, C_MUTED, TextAlignmentOptions.Center, bold: true);
|
||||
|
||||
// Large code value — lower-center of header
|
||||
var codeValRT = RT("CodeVal", header);
|
||||
codeValRT.anchorMin = new Vector2(0.14f, 0.05f);
|
||||
codeValRT.anchorMax = new Vector2(0.86f, 0.52f);
|
||||
codeValRT.offsetMin = codeValRT.offsetMax = Vector2.zero;
|
||||
_codeText = TmpDirect(codeValRT, "------", 76, C_ACCENT, TextAlignmentOptions.Center, bold: true);
|
||||
|
||||
// Copy (⎘) button — right side of header
|
||||
var copyBtn = RT("CopyBtn", header);
|
||||
copyBtn.anchorMin = new Vector2(1f, 0f);
|
||||
copyBtn.anchorMax = new Vector2(1f, 1f);
|
||||
copyBtn.pivot = new Vector2(1f, 0.5f);
|
||||
copyBtn.offsetMin = new Vector2(-(BTN_W + 18f), 22f);
|
||||
copyBtn.offsetMax = new Vector2(-18f, -22f);
|
||||
Img(copyBtn, C_ACCENT);
|
||||
Btn(copyBtn, C_ACCENT, () =>
|
||||
{
|
||||
if (_codeText != null) GUIUtility.systemCopyBuffer = _codeText.text;
|
||||
});
|
||||
TxtChild(copyBtn, "⎘", 60, C_WHITE, TextAlignmentOptions.Center);
|
||||
|
||||
// ─── Player count subtitle bar ─────────────────────────────────────────
|
||||
var subBar = RT("CountBar", root);
|
||||
PinBelowTop(subBar, HDR_H, SUB_H);
|
||||
Img(subBar, C_SUBBG);
|
||||
_countText = TxtChild(subBar, "0 players in lobby", 34, C_MUTED, TextAlignmentOptions.Center);
|
||||
|
||||
// ─── Scrollable player list ────────────────────────────────────────────
|
||||
var scrollArea = RT("PlayerScroll", root);
|
||||
Fill(scrollArea, HDR_H + SUB_H, FOOT_H);
|
||||
BuildScroll(scrollArea);
|
||||
|
||||
// ─── Footer: START GAME (host) or waiting text (others) ───────────────
|
||||
_startFooter = new GameObject("StartFooter");
|
||||
var sfRT = _startFooter.AddComponent<RectTransform>();
|
||||
sfRT.SetParent(root, false);
|
||||
sfRT.localScale = Vector3.one;
|
||||
PinBottom(sfRT, FOOT_H);
|
||||
Img(sfRT, C_SUBBG);
|
||||
|
||||
var startBtnRT = RT("StartBtn", sfRT);
|
||||
Fill(startBtnRT, 20f, 20f, 24f, 24f);
|
||||
Img(startBtnRT, C_GREEN);
|
||||
Btn(startBtnRT, C_GREEN, () => GameManager.Instance?.StartGameButton());
|
||||
TxtChild(startBtnRT, "▶ START GAME", 54, C_WHITE, TextAlignmentOptions.Center, bold: true);
|
||||
_startFooter.SetActive(false);
|
||||
|
||||
_waitFooter = new GameObject("WaitFooter");
|
||||
var wfRT = _waitFooter.AddComponent<RectTransform>();
|
||||
wfRT.SetParent(root, false);
|
||||
wfRT.localScale = Vector3.one;
|
||||
PinBottom(wfRT, FOOT_H);
|
||||
Img(wfRT, C_SUBBG);
|
||||
_statusText = TxtChild(wfRT, "⌛ Waiting for host to start...", 38, C_MUTED,
|
||||
TextAlignmentOptions.Center, italic: true);
|
||||
_waitFooter.SetActive(true);
|
||||
}
|
||||
|
||||
void BuildScroll(RectTransform rt)
|
||||
{
|
||||
var sr = rt.gameObject.AddComponent<ScrollRect>();
|
||||
|
||||
var viewport = RT("Viewport", rt);
|
||||
Stretch(viewport);
|
||||
viewport.gameObject.AddComponent<RectMask2D>();
|
||||
|
||||
var content = RT("Content", viewport);
|
||||
content.anchorMin = new Vector2(0f, 1f);
|
||||
content.anchorMax = new Vector2(1f, 1f);
|
||||
content.pivot = new Vector2(0.5f, 1f);
|
||||
content.sizeDelta = new Vector2(0f, 0f);
|
||||
content.anchoredPosition = Vector2.zero;
|
||||
|
||||
var vlg = content.gameObject.AddComponent<VerticalLayoutGroup>();
|
||||
vlg.childControlWidth = true;
|
||||
vlg.childControlHeight = false;
|
||||
vlg.childForceExpandWidth = true;
|
||||
vlg.childForceExpandHeight = false;
|
||||
vlg.spacing = 2f;
|
||||
vlg.padding = new RectOffset(0, 0, 0, 0);
|
||||
|
||||
var csf = content.gameObject.AddComponent<ContentSizeFitter>();
|
||||
csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
sr.viewport = viewport;
|
||||
sr.content = content;
|
||||
sr.horizontal = false;
|
||||
sr.vertical = true;
|
||||
sr.scrollSensitivity = 80f;
|
||||
sr.movementType = ScrollRect.MovementType.Elastic;
|
||||
sr.elasticity = 0.1f;
|
||||
|
||||
_listContent = content;
|
||||
}
|
||||
|
||||
// ── State refresh ─────────────────────────────────────────────────────────
|
||||
void Refresh(LobbyState state)
|
||||
{
|
||||
if (_codeText != null) _codeText.text = state.JoinCode ?? "------";
|
||||
|
||||
int n = state.Players.Count;
|
||||
if (_countText != null)
|
||||
_countText.text = $"{n} player{(n == 1 ? "" : "s")} in lobby";
|
||||
|
||||
var gm = GameManager.Instance;
|
||||
bool isHost = gm?.gameClient?.IsOwner ?? false;
|
||||
string myId = gm?.gameClient?.ClientUuid ?? "";
|
||||
|
||||
if (_startFooter != null) _startFooter.SetActive(isHost);
|
||||
if (_waitFooter != null) _waitFooter.SetActive(!isHost);
|
||||
|
||||
if (_statusText != null)
|
||||
_statusText.text = state.Phase == GamePhase.Loading
|
||||
? "⏳ Downloading map data..."
|
||||
: "⌛ Waiting for host to start...";
|
||||
|
||||
if (_listContent == null) return;
|
||||
|
||||
foreach (var row in _rows) Destroy(row);
|
||||
_rows.Clear();
|
||||
|
||||
for (int i = 0; i < state.Players.Count; i++)
|
||||
{
|
||||
var p = state.Players[i];
|
||||
bool me = p.ClientUuid == myId;
|
||||
var row = BuildRow(p.DisplayName ?? "???", me, p.IsOwner,
|
||||
i % 2 == 0 ? C_ROW_A : C_ROW_B);
|
||||
row.transform.SetParent(_listContent, 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;
|
||||
|
||||
Img(rt, bg);
|
||||
|
||||
// Bottom divider line
|
||||
var divRT = RT("Div", rt);
|
||||
divRT.anchorMin = new Vector2(0f, 0f);
|
||||
divRT.anchorMax = new Vector2(1f, 0f);
|
||||
divRT.pivot = new Vector2(0.5f, 0f);
|
||||
divRT.offsetMin = new Vector2(20f, 0f);
|
||||
divRT.offsetMax = new Vector2(-20f, 2f);
|
||||
Img(divRT, C_DIVIDER);
|
||||
|
||||
float nameLeft = 24f;
|
||||
|
||||
// Crown emoji for lobby host
|
||||
if (isHostPlayer)
|
||||
{
|
||||
var crownRT = RT("Crown", rt);
|
||||
crownRT.anchorMin = new Vector2(0f, 0.5f);
|
||||
crownRT.anchorMax = new Vector2(0f, 0.5f);
|
||||
crownRT.pivot = new Vector2(0f, 0.5f);
|
||||
crownRT.sizeDelta = new Vector2(90f, 90f);
|
||||
crownRT.anchoredPosition = new Vector2(18f, 0f);
|
||||
TmpDirect(crownRT, "👑", 52, C_GOLD, TextAlignmentOptions.Center);
|
||||
nameLeft = 118f;
|
||||
}
|
||||
|
||||
// Player name
|
||||
float nameMaxX = isMe ? 0.68f : 1f;
|
||||
var nameRT = RT("Name", rt);
|
||||
nameRT.anchorMin = new Vector2(0f, 0f);
|
||||
nameRT.anchorMax = new Vector2(nameMaxX, 1f);
|
||||
nameRT.offsetMin = new Vector2(nameLeft, 6f);
|
||||
nameRT.offsetMax = new Vector2(-10f, -6f);
|
||||
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 = RT("YouBadge", rt);
|
||||
badgeRT.anchorMin = new Vector2(0.68f, 0.22f);
|
||||
badgeRT.anchorMax = new Vector2(1f, 0.78f);
|
||||
badgeRT.offsetMin = new Vector2(0f, 0f);
|
||||
badgeRT.offsetMax = new Vector2(-20f, 0f);
|
||||
Img(badgeRT, C_ACCENT);
|
||||
TxtChild(badgeRT, "YOU", 30, C_WHITE, TextAlignmentOptions.Center, bold: true);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
// ── Layout helpers ────────────────────────────────────────────────────────
|
||||
RectTransform RT(string name, Transform 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 = Vector2.zero;
|
||||
rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
void Fill(RectTransform rt, float top, float bottom, float left = 0f, float right = 0f)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = new Vector2(left, bottom);
|
||||
rt.offsetMax = new Vector2(-right, -top);
|
||||
}
|
||||
|
||||
void PinTop(RectTransform rt, float h)
|
||||
{
|
||||
rt.anchorMin = new Vector2(0f, 1f);
|
||||
rt.anchorMax = new Vector2(1f, 1f);
|
||||
rt.pivot = new Vector2(0.5f, 1f);
|
||||
rt.offsetMin = new Vector2(0f, -h);
|
||||
rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
void PinBelowTop(RectTransform rt, float fromTop, float h)
|
||||
{
|
||||
rt.anchorMin = new Vector2(0f, 1f);
|
||||
rt.anchorMax = new Vector2(1f, 1f);
|
||||
rt.pivot = new Vector2(0.5f, 1f);
|
||||
rt.offsetMin = new Vector2(0f, -(fromTop + h));
|
||||
rt.offsetMax = new Vector2(0f, -fromTop);
|
||||
}
|
||||
|
||||
void PinBottom(RectTransform rt, float h)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero;
|
||||
rt.anchorMax = new Vector2(1f, 0f);
|
||||
rt.pivot = new Vector2(0.5f, 0f);
|
||||
rt.offsetMin = Vector2.zero;
|
||||
rt.offsetMax = new Vector2(0f, h);
|
||||
}
|
||||
|
||||
// ── Graphic helpers ───────────────────────────────────────────────────────
|
||||
|
||||
/// Adds an Image directly to rt.
|
||||
Image Img(RectTransform rt, Color c)
|
||||
{
|
||||
var img = rt.gameObject.AddComponent<Image>();
|
||||
img.color = c;
|
||||
return img;
|
||||
}
|
||||
|
||||
/// Adds TMP directly to rt — only use when rt has NO Image component.
|
||||
TMP_Text TmpDirect(RectTransform rt, string text, float size, Color color,
|
||||
TextAlignmentOptions align, bool bold = false, bool italic = false)
|
||||
{
|
||||
var tmp = rt.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = text;
|
||||
tmp.fontSize = size;
|
||||
tmp.color = color;
|
||||
tmp.alignment = align;
|
||||
if (bold) tmp.fontStyle |= FontStyles.Bold;
|
||||
if (italic) tmp.fontStyle |= FontStyles.Italic;
|
||||
return tmp;
|
||||
}
|
||||
|
||||
/// Creates a stretch-fill child GO with TMP — safe when parent already has Image.
|
||||
TMP_Text TxtChild(RectTransform parent, string text, float size, Color color,
|
||||
TextAlignmentOptions align, bool bold = false, bool italic = false)
|
||||
{
|
||||
var childRT = RT("Txt", parent);
|
||||
Stretch(childRT);
|
||||
return TmpDirect(childRT, text, size, color, align, bold, italic);
|
||||
}
|
||||
|
||||
void Btn(RectTransform rt, Color normal, System.Action onClick)
|
||||
{
|
||||
var btn = rt.gameObject.AddComponent<Button>();
|
||||
btn.targetGraphic = rt.gameObject.GetComponent<Image>();
|
||||
btn.onClick.AddListener(() => onClick());
|
||||
var cols = btn.colors;
|
||||
cols.normalColor = normal;
|
||||
cols.highlightedColor = Color.Lerp(normal, Color.white, 0.3f);
|
||||
cols.pressedColor = Color.Lerp(normal, Color.black, 0.3f);
|
||||
cols.selectedColor = normal;
|
||||
btn.colors = cols;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/LobbyDisplayUI.cs.meta
Normal file
11
Assets/Scripts/LobbyDisplayUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 290610b7d8fb7ea675982694abac90ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
216
Assets/Scripts/MapCameraController.cs
Normal file
216
Assets/Scripts/MapCameraController.cs
Normal file
@@ -0,0 +1,216 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/MapCameraController.cs.meta
Normal file
2
Assets/Scripts/MapCameraController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2108dcbe61d3945f2aa588f69100e95f
|
||||
@@ -1,500 +0,0 @@
|
||||
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
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 54e66fbdb6a33134a934139bbf7252ef
|
||||
109
Assets/Scripts/PlayerNameInput.cs
Normal file
109
Assets/Scripts/PlayerNameInput.cs
Normal file
@@ -0,0 +1,109 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/PlayerNameInput.cs.meta
Normal file
11
Assets/Scripts/PlayerNameInput.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1305c74eacfaf90fd98134860492d46
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
46
Assets/Scripts/satelity/SatelitTask.cs
Normal file
46
Assets/Scripts/satelity/SatelitTask.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
11
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Normal file
11
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Normal file
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@@ -2,20 +2,24 @@
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heightScale: 0.25
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normalMapFilter: 0
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flipGreenChannel: 0
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isReadable: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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vTOnly: 0
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ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapU: 0
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wrapV: 0
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wrapW: 0
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nPOTScale: 1
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lightmap: 0
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compressionQuality: 50
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spriteMode: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 4
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: WebGL
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: bd359125026cdc144a1f35a5c8607b45
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: d0a79df83e583b147b8f08cd4a8a96a8
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8
Assets/_Recovery.meta
Normal file
8
Assets/_Recovery.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b9c8f9e5bbf063b4fb1152966129a495
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/host a join.meta
Normal file
8
Assets/host a join.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
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guid: 0f6331bfef5b3a00cb6f84141e60f9c4
|
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/main menu.meta
Normal file
8
Assets/main menu.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: 43d195e24415843378eb1b53e9e1da18
|
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
Reference in New Issue
Block a user