Zabiju je
This commit is contained in:
@@ -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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/// <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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/// <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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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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}
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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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// 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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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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{
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networkSubsystem.StartGame();
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}
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void OnApplicationQuit()
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{
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gameClient.Disconnect();
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gameClient?.Disconnect();
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_secondClient?.Disconnect();
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_thirdClient?.Disconnect();
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_thirdClient?.Disconnect();
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}
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IEnumerator ConnectTestClients()
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{
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yield return new WaitForSeconds(2f);
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_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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IEnumerator ConnectTestClients()
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{
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// Wait until host lobby code exists
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float wait = 0f;
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while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
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{
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wait += 0.25f;
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yield return new WaitForSeconds(0.25f);
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}
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var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
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if (string.IsNullOrEmpty(joinCode))
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{
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Debug.LogWarning("[TestMode] Could not join test clients: join code not available.");
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yield break;
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}
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// Wait until helper clients are connected and handshake-complete
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wait = 0f;
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while (((_secondClient == null || !_secondClient.IsReady) || (_thirdClient == null || !_thirdClient.IsReady)) && wait < 20f)
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{
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wait += 0.25f;
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yield return new WaitForSeconds(0.25f);
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}
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if (_secondClient == null || _thirdClient == null || !_secondClient.IsReady || !_thirdClient.IsReady)
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{
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Debug.LogWarning("[TestMode] Helper clients are not ready, skipping auto-join.");
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yield break;
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}
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_secondNetwork?.JoinLobby(joinCode);
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_thirdNetwork?.JoinLobby(joinCode);
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Debug.Log($"[TestMode] Helper clients joined lobby with code {joinCode}.");
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}
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}
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@@ -50,74 +50,131 @@ namespace Subsystems
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private Position _lastSentPosition;
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private GameObject _player;
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private bool _testMode;
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private GPSState _GPSState = GPSState.Uninitialized;
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private float _speed = 0.00001f;
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private Position _mapCenter;
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private CoroutineHost _coroutineHost = new CoroutineHost();
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private CoroutineHost _coroutineHost;
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private int _gpsRetryCount = 0;
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private const int _maxGpsRetries = 5;
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private float _lastPositionSendTime;
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private const float _positionKeepAliveSeconds = 1.0f;
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/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
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public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
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public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
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{
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_gameClient = gameClient;
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_player = player;
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_testMode = testMode;
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// CoroutineHost needs a MonoBehaviour on a real GameObject
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var hostGO = new UnityEngine.GameObject("_CoroutineHost");
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UnityEngine.Object.DontDestroyOnLoad(hostGO);
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_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
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}
|
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|
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/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
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/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetPlayerObject(GameObject player) { _player = player; }
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public void positionCheck()
|
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{
|
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var state = _gameClient?.CurrentLobbyState;
|
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if (state == null || state.Phase != GamePhase.Playing)
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return;
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|
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try
|
||||
{
|
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if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
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if (_testMode)
|
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{
|
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if (_testMode)
|
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if (_currentPosition == new Position(0, 0))
|
||||
{
|
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if (state.MapData == null)
|
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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
|
||||
}
|
||||
Reference in New Issue
Block a user