Created new minigame Buttons, Added base assets + all on canvas, Added lights for glow effect
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@@ -1,204 +0,0 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using TMPro;
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public class GPSTaskManager : MonoBehaviour, ITask
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{
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[Header("Target Location")]
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[SerializeField] private double targetLatitude = 48.8584;
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[SerializeField] private double targetLongitude = 2.2945;
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[Header("Task Settings")]
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[SerializeField] private float completionRadius = 15f;
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[SerializeField] private float updateInterval = 1f;
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[Header("GPS Initialization")]
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[SerializeField] private float gpsInitTimeout = 20f;
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[SerializeField] private float desiredAccuracyMeters = 5f;
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[SerializeField] private float updateDistanceMeters = 1f;
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[Header("UI References")]
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[SerializeField] private TMP_Text distanceText;
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[SerializeField] private TMP_Text bearingText;
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[SerializeField] private TMP_Text statusText;
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public event Action OnTaskCompleted;
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public event Action<float, float> OnLocationUpdated;
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private Action<ITask> _onCompleted;
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private Action<ITask> _onExit;
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public string TaskID { get; set; }
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public TaskType TaskType { get; set; }
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public string TaskName { get; set; }
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public (double, double) TaskLocation { get; set; }
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public bool IsCompleted { get; private set; }
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private bool _gpsInitialized = false;
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private bool _taskCompleted = false;
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private bool _isRunning = false;
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private Coroutine _trackingCoroutine;
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private const double EarthRadiusMeters = 6_371_000.0;
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private void Start()
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{
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SetStatus("Initializing GPS…");
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_trackingCoroutine = StartCoroutine(InitializeAndTrack());
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}
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private void OnDisable()
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{
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StopTracking();
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}
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public void SetTarget(double latitude, double longitude)
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{
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targetLatitude = latitude;
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targetLongitude = longitude;
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_taskCompleted = false;
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IsCompleted = false;
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Debug.Log($"[GPS] New target → ({latitude:F6}, {longitude:F6})");
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}
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public void StopTracking()
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{
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_isRunning = false;
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if (_trackingCoroutine != null)
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{
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StopCoroutine(_trackingCoroutine);
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_trackingCoroutine = null;
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}
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Input.location.Stop();
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Debug.Log("[GPS] Tracking stopped.");
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}
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public void Initialize(Action<ITask> onCompleted)
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{
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_onCompleted = onCompleted;
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IsCompleted = false;
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}
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public void Complete()
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{
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if (IsCompleted) return;
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IsCompleted = true;
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_onCompleted?.Invoke(this);
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}
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public void ExitTask(Action<ITask> onExit)
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{
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_onExit = onExit;
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_onExit?.Invoke(this);
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StopTracking();
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}
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private IEnumerator InitializeAndTrack()
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{
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if (!Input.location.isEnabledByUser)
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{
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SetStatus("ERROR: GPS disabled.");
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yield break;
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}
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Input.location.Start(desiredAccuracyMeters, updateDistanceMeters);
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SetStatus("Starting GPS…");
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float elapsed = 0f;
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while (Input.location.status == LocationServiceStatus.Initializing && elapsed < gpsInitTimeout)
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{
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elapsed += 0.5f;
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yield return new WaitForSeconds(0.5f);
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}
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if (Input.location.status != LocationServiceStatus.Running)
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{
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SetStatus("ERROR: GPS failed.");
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yield break;
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}
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_gpsInitialized = true;
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_isRunning = true;
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SetStatus("GPS Active ✓");
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while (_isRunning)
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{
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LocationInfo loc = Input.location.lastData;
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float distance = CalculateDistance(loc.latitude, loc.longitude,
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targetLatitude, targetLongitude);
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float bearing = CalculateBearing(loc.latitude, loc.longitude,
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targetLatitude, targetLongitude);
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UpdateUI(distance, bearing);
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OnLocationUpdated?.Invoke(distance, bearing);
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if (!_taskCompleted && distance <= completionRadius)
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{
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_taskCompleted = true;
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HandleTaskCompleted(distance);
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}
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yield return new WaitForSeconds(updateInterval);
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}
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}
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private void HandleTaskCompleted(float finalDistance)
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{
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Debug.Log($"[GPS] TASK COMPLETED ({finalDistance:F1}m)");
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SetStatus($" Done ({finalDistance:F1}m)");
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OnTaskCompleted?.Invoke();
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Complete();
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}
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private float CalculateDistance(double lat1, double lon1, double lat2, double lon2)
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{
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double dLat = ToRadians(lat2 - lat1);
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double dLon = ToRadians(lon2 - lon1);
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double a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
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Math.Cos(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) *
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Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
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double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
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return (float)(EarthRadiusMeters * c);
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}
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private float CalculateBearing(double lat1, double lon1, double lat2, double lon2)
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{
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double dLon = ToRadians(lon2 - lon1);
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double y = Math.Sin(dLon) * Math.Cos(ToRadians(lat2));
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double x = Math.Cos(ToRadians(lat1)) * Math.Sin(ToRadians(lat2)) -
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Math.Sin(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) * Math.Cos(dLon);
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double brng = ToDegrees(Math.Atan2(y, x));
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return (float)((brng + 360) % 360);
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}
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private void UpdateUI(float distance, float bearing)
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{
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if (distanceText != null)
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distanceText.text = $"Distance: {distance:F1} m";
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if (bearingText != null)
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bearingText.text = $"Bearing: {bearing:F1}°";
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}
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private void SetStatus(string message)
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{
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if (statusText != null)
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statusText.text = message;
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}
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private static double ToRadians(double deg) => deg * Math.PI / 180.0;
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private static double ToDegrees(double rad) => rad * 180.0 / Math.PI;
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}
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@@ -1,175 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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public class WhackTheMoleTask : MonoBehaviour, ITask
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{
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[Header("Game Settings")]
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public float moleAppearTime = 1.5f;
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public float spawnInterval = 0.8f;
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public int gameDuration = 30;
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public int scoreThreshold = 5;
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[Header("UI References")]
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public List<Button> holes;
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public TMP_Text scoreText;
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public TMP_Text timerText;
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public string TaskID { get; set; }
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public TaskType TaskType { get; set; }
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public string TaskName { get; set; }
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public (double, double) TaskLocation { get; set; }
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public bool IsCompleted { get; private set; }
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private Action<ITask> _onCompleted;
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private Action<ITask> _onExit;
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private int _score;
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private float _timer;
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private bool _gameRunning;
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private Button _activeMole;
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private int _lastHoleIndex = -1;
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private Coroutine _hideMoleCoroutine;
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private Coroutine _gameLoopCoroutine;
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private void Start()
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{
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Initialize(null);
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||||
_gameLoopCoroutine = StartCoroutine(GameLoop());
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}
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||||
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private void OnDisable()
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||||
{
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||||
ExitTask(_onExit);
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||||
}
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||||
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||||
public void Initialize(Action<ITask> onCompleted)
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||||
{
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||||
_onCompleted = onCompleted;
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||||
IsCompleted = false;
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||||
_score = 0;
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||||
_gameRunning = false;
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||||
}
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||||
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||||
public void Complete()
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||||
{
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||||
if (IsCompleted) return;
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
Debug.Log("[WhackTheMole] Task completed!");
|
||||
}
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||||
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||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
_onExit = onExit;
|
||||
_gameRunning = false;
|
||||
StopGameCoroutines();
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||||
SetAllHolesInactive();
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||||
_onExit?.Invoke(this);
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||||
}
|
||||
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||||
private IEnumerator GameLoop()
|
||||
{
|
||||
_timer = gameDuration;
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||||
_score = 0;
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||||
_gameRunning = true;
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||||
RefreshScore();
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||||
RefreshTimer();
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||||
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||||
float nextSpawn = 0f;
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||||
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||||
while (_timer > 0f && _gameRunning)
|
||||
{
|
||||
_timer -= Time.deltaTime;
|
||||
nextSpawn -= Time.deltaTime;
|
||||
RefreshTimer();
|
||||
|
||||
if (nextSpawn <= 0f)
|
||||
{
|
||||
SpawnMole();
|
||||
nextSpawn = spawnInterval;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_gameRunning = false;
|
||||
EndGame();
|
||||
}
|
||||
|
||||
private void SpawnMole()
|
||||
{
|
||||
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
|
||||
if (_activeMole != null) _activeMole.gameObject.SetActive(false);
|
||||
|
||||
int index = PickHoleIndex();
|
||||
_lastHoleIndex = index;
|
||||
_activeMole = holes[index];
|
||||
|
||||
_activeMole.gameObject.SetActive(true);
|
||||
Button thisHole = _activeMole;
|
||||
_activeMole.onClick.RemoveAllListeners();
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||||
_activeMole.onClick.AddListener(() => OnMoleHit(thisHole));
|
||||
|
||||
_hideMoleCoroutine = StartCoroutine(AutoHideMole(thisHole, moleAppearTime));
|
||||
}
|
||||
|
||||
private int PickHoleIndex()
|
||||
{
|
||||
if (holes.Count == 1) return 0;
|
||||
int index;
|
||||
int attempts = 0;
|
||||
const int maxAttempts = 10;
|
||||
do
|
||||
{
|
||||
index = UnityEngine.Random.Range(0, holes.Count);
|
||||
attempts++;
|
||||
} while (index == _lastHoleIndex && attempts < maxAttempts);
|
||||
return index;
|
||||
}
|
||||
|
||||
private IEnumerator AutoHideMole(Button mole, float delay)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (mole == _activeMole) mole.gameObject.SetActive(false);
|
||||
_activeMole = null;
|
||||
_hideMoleCoroutine = null;
|
||||
}
|
||||
|
||||
private void OnMoleHit(Button mole)
|
||||
{
|
||||
if (!_gameRunning) return;
|
||||
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
|
||||
mole.gameObject.SetActive(false);
|
||||
if (mole == _activeMole) _activeMole = null;
|
||||
_score++;
|
||||
RefreshScore();
|
||||
}
|
||||
|
||||
private void EndGame()
|
||||
{
|
||||
SetAllHolesInactive();
|
||||
Debug.Log($"[WhackTheMole] Game ended. Score: {_score} / Threshold: {scoreThreshold}");
|
||||
if (_score >= scoreThreshold) Complete();
|
||||
}
|
||||
|
||||
private void StopGameCoroutines()
|
||||
{
|
||||
if (_hideMoleCoroutine != null) { StopCoroutine(_hideMoleCoroutine); _hideMoleCoroutine = null; }
|
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|
||||
- _Metallic: 0
|
||||
- _Mode: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Parallax: 0.02
|
||||
- _SmoothnessTextureChannel: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: afba70a3bc8c33d479bc3681f73aea02
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 078ea16f7b9620d4f839c1d44f968b45
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,214 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using TMPro;
|
||||
|
||||
public class FlappyBirdAllInOne : MonoBehaviour, ITask
|
||||
{
|
||||
|
||||
[Header("Player")]
|
||||
public Rigidbody2D rb;
|
||||
public float jumpForce = 5f;
|
||||
public bool isDead = false;
|
||||
|
||||
|
||||
[Header("Pipes")]
|
||||
public GameObject pipePrefab;
|
||||
public Transform spawnPoint;
|
||||
public float spawnRate = 2f;
|
||||
public float heightOffset = 2f;
|
||||
public float pipeSpeed = 2f;
|
||||
|
||||
private float timer = 0;
|
||||
|
||||
|
||||
[Header("UI")]
|
||||
public TextMeshProUGUI scoreText;
|
||||
public GameObject gameOverPanel;
|
||||
|
||||
private int score = 0;
|
||||
|
||||
|
||||
private Action<ITask> _onCompleted;
|
||||
private Action<ITask> _onExit;
|
||||
|
||||
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; }
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
score = 0;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
HandleInput();
|
||||
HandleSpawning();
|
||||
}
|
||||
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
}
|
||||
|
||||
void Jump()
|
||||
{
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
|
||||
void HandleSpawning()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
if (timer >= spawnRate)
|
||||
{
|
||||
SpawnPipe();
|
||||
timer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnPipe()
|
||||
{
|
||||
float yOffset = UnityEngine.Random.Range(-heightOffset, heightOffset);
|
||||
|
||||
GameObject pipe = Instantiate(
|
||||
pipePrefab,
|
||||
spawnPoint.position + new Vector3(0, yOffset, 0),
|
||||
Quaternion.identity
|
||||
);
|
||||
|
||||
pipe.AddComponent<PipeMover>().Init(pipeSpeed, this);
|
||||
}
|
||||
|
||||
|
||||
public void AddScore()
|
||||
{
|
||||
score++;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
void UpdateScore()
|
||||
{
|
||||
scoreText.text = score.ToString();
|
||||
}
|
||||
|
||||
|
||||
public void GameOver()
|
||||
{
|
||||
isDead = true;
|
||||
gameOverPanel.SetActive(true);
|
||||
Time.timeScale = 0f;
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
GameOver();
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public class PipeMover : MonoBehaviour
|
||||
{
|
||||
private float speed;
|
||||
private FlappyBirdAllInOne game;
|
||||
|
||||
public void Init(float moveSpeed, FlappyBirdAllInOne gm)
|
||||
{
|
||||
speed = moveSpeed;
|
||||
game = gm;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.position += Vector3.left * speed * Time.deltaTime;
|
||||
|
||||
if (transform.position.x < -10f)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ScoreTrigger : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
FlappyBirdAllInOne gm = FindObjectOfType<FlappyBirdAllInOne>();
|
||||
|
||||
if (collision.CompareTag("Player") && gm != null)
|
||||
{
|
||||
gm.AddScore();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =====================
|
||||
// navod pro desing t<>m
|
||||
// =====================
|
||||
/*
|
||||
1. Player:
|
||||
- Sprite + Rigidbody2D (Gravity ~2-3)
|
||||
- BoxCollider2D
|
||||
- PlayerController script
|
||||
- Tag = Player
|
||||
|
||||
2. Pipes:
|
||||
- Prefab se 2 kolidery (top/bottom)
|
||||
- Mezera mezi nimi
|
||||
- PipeMove script
|
||||
|
||||
3. Score Zone:
|
||||
- Trigger collider mezi trubkami
|
||||
- ScoreZone script
|
||||
|
||||
4. Spawner:
|
||||
- Empty GameObject
|
||||
- PipeSpawner script
|
||||
|
||||
5. UI:
|
||||
- TextMeshPro pro score
|
||||
- GameOver panel + restart button
|
||||
|
||||
6. Mobile:
|
||||
- Input.GetMouseButtonDown funguje i na tap
|
||||
*/
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19096191e142d154e956c7169cca9a1e
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bee8d2d15f48de4c86e3b983e5d1ca6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,133 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class DraggableObject : MonoBehaviour
|
||||
{
|
||||
[Header("Přetahování")]
|
||||
public float dragSmoothness = 15f;
|
||||
|
||||
[Header("Vizuální zpětná vazba")]
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Color normalColor = Color.white;
|
||||
public Color dragColor = new Color(1f, 1f, 0.5f);
|
||||
public float scaleOnDrag = 1.15f;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
private Camera mainCamera;
|
||||
private bool isDragging = false;
|
||||
private Vector3 targetPosition;
|
||||
private Vector3 originalScale;
|
||||
private bool hasBeenScored = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
mainCamera = Camera.main;
|
||||
originalScale = transform.localScale;
|
||||
|
||||
if (spriteRenderer == null)
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb.gravityScale = 0f;
|
||||
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
|
||||
targetPosition = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleInput();
|
||||
|
||||
if (isDragging)
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
|
||||
if (Input.touchCount > 0)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
|
||||
|
||||
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
|
||||
else if (touch.phase == TouchPhase.Moved ||
|
||||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
|
||||
else if (touch.phase == TouchPhase.Ended ||
|
||||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
|
||||
}
|
||||
// na twest pro myŠ
|
||||
else
|
||||
{
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
|
||||
|
||||
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
|
||||
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
|
||||
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
|
||||
}
|
||||
}
|
||||
|
||||
void TryStartDrag(Vector3 worldPos)
|
||||
{
|
||||
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
|
||||
StartDrag(worldPos);
|
||||
}
|
||||
|
||||
void StartDrag(Vector3 worldPos)
|
||||
{
|
||||
isDragging = true;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
targetPosition = worldPos;
|
||||
|
||||
transform.localScale = originalScale * scaleOnDrag;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = dragColor;
|
||||
spriteRenderer.sortingOrder = 10;
|
||||
}
|
||||
}
|
||||
|
||||
void EndDrag()
|
||||
{
|
||||
isDragging = false;
|
||||
transform.localScale = originalScale;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = normalColor;
|
||||
spriteRenderer.sortingOrder = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnScored()
|
||||
{
|
||||
if (hasBeenScored) return;
|
||||
hasBeenScored = true;
|
||||
isDragging = false;
|
||||
|
||||
StartCoroutine(SinkIntoHole());
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator SinkIntoHole()
|
||||
{
|
||||
float duration = 0.35f;
|
||||
float elapsed = 0f;
|
||||
Vector3 startScale = transform.localScale;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / duration;
|
||||
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
|
||||
if (spriteRenderer != null)
|
||||
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
gameObject.SetActive(false);
|
||||
|
||||
LevelManager.Instance?.RegisterItem();
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb5157d7cd78450439c40cd6f5afe6ac
|
||||
@@ -1,105 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Hole : MonoBehaviour
|
||||
{
|
||||
[Header("Nastavení")]
|
||||
[Tooltip("Poloměr zachycení – do kolika jednotek od středu se item 'vtáhne'")]
|
||||
public float catchRadius = 0.6f;
|
||||
|
||||
[Tooltip("Síla vtahování itemu k díře")]
|
||||
public float pullForce = 4f;
|
||||
|
||||
[Header("Pohyb díry (volitelné)")]
|
||||
public bool hasMovement = false;
|
||||
public float moveSpeed = 2f;
|
||||
public Vector2 moveRange = new Vector2(1.5f, 0f);
|
||||
|
||||
[Header("Vizuál")]
|
||||
public SpriteRenderer glowRenderer;
|
||||
|
||||
private Vector3 startPosition;
|
||||
private bool isGlowing = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
|
||||
CircleCollider2D col = GetComponent<CircleCollider2D>();
|
||||
if (col != null)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
col.radius = catchRadius;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (hasMovement)
|
||||
{
|
||||
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
|
||||
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
|
||||
transform.position = new Vector3(x, y, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
DraggableObject draggable = other.GetComponent<DraggableObject>();
|
||||
if (draggable == null) return;
|
||||
|
||||
float dist = Vector2.Distance(transform.position, other.transform.position);
|
||||
|
||||
|
||||
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
|
||||
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
|
||||
if (dist < catchRadius * 0.4f)
|
||||
{
|
||||
draggable.OnScored();
|
||||
SetGlow(false);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
|
||||
}
|
||||
|
||||
void SetGlow(bool active)
|
||||
{
|
||||
isGlowing = active;
|
||||
if (glowRenderer == null) return;
|
||||
glowRenderer.enabled = active;
|
||||
if (active) StartCoroutine(PulseGlow());
|
||||
}
|
||||
|
||||
IEnumerator PulseGlow()
|
||||
{
|
||||
while (isGlowing && glowRenderer != null)
|
||||
{
|
||||
float t = Mathf.PingPong(Time.time * 3f, 1f);
|
||||
Color c = glowRenderer.color;
|
||||
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius);
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca7423fcca5f83249a2574cd84b7f806
|
||||
@@ -1,41 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class LevelManager : MonoBehaviour
|
||||
{
|
||||
public static LevelManager Instance;
|
||||
|
||||
[Header("Nastavení levelu")]
|
||||
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
|
||||
public int itemsToScore = 3;
|
||||
|
||||
[Header("Event – vyvolá se po trefení všech itemů")]
|
||||
public UnityEvent OnAllItemsScored;
|
||||
|
||||
private int scoredCount = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void RegisterItem()
|
||||
{
|
||||
scoredCount++;
|
||||
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
|
||||
|
||||
if (scoredCount >= itemsToScore)
|
||||
{
|
||||
OnAllItemsScored?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetCounter()
|
||||
{
|
||||
scoredCount = 0;
|
||||
}
|
||||
|
||||
public int GetScoredCount() => scoredCount;
|
||||
public int GetTotalCount() => itemsToScore;
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a819c02c3679b5a449b41052d2e6b3c9
|
||||
@@ -1,113 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
|
||||
|
||||
public class ObjectSpawner : MonoBehaviour
|
||||
{
|
||||
public static ObjectSpawner Instance;
|
||||
|
||||
[Header("Prefaby")]
|
||||
public GameObject[] objectPrefabs;
|
||||
public GameObject holePrefab;
|
||||
|
||||
[Header("Počty")]
|
||||
[Tooltip("Kolik předmětů spawnovat")]
|
||||
public int objectCount = 3;
|
||||
[Tooltip("Kolik děr spawnovat")]
|
||||
public int holeCount = 1;
|
||||
|
||||
[Header("Pohyb děr")]
|
||||
public bool holesMove = false;
|
||||
public float holeMoveSpeed = 2f;
|
||||
|
||||
[Header("Spawn hranice (odpovídají kameře)")]
|
||||
public float minX = -3.5f;
|
||||
public float maxX = 3.5f;
|
||||
public float minY = -5f;
|
||||
public float maxY = 4f;
|
||||
|
||||
[Header("Rodiče pro přehlednost (volitelné)")]
|
||||
public Transform objectParent;
|
||||
public Transform holeParent;
|
||||
|
||||
private List<GameObject> spawnedObjects = new List<GameObject>();
|
||||
private List<GameObject> spawnedHoles = new List<GameObject>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Spawn();
|
||||
}
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
Clear();
|
||||
|
||||
// LevelManager na aktuální počet
|
||||
if (LevelManager.Instance != null)
|
||||
{
|
||||
LevelManager.Instance.itemsToScore = objectCount;
|
||||
LevelManager.Instance.ResetCounter();
|
||||
}
|
||||
|
||||
SpawnHoles();
|
||||
SpawnObjects();
|
||||
}
|
||||
|
||||
void SpawnHoles()
|
||||
{
|
||||
for (int i = 0; i < holeCount; i++)
|
||||
{
|
||||
Vector2 pos = RandomPos(1f);
|
||||
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
|
||||
|
||||
Hole h = hole.GetComponent<Hole>();
|
||||
if (h != null && holesMove)
|
||||
{
|
||||
h.hasMovement = true;
|
||||
h.moveSpeed = holeMoveSpeed;
|
||||
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
|
||||
}
|
||||
|
||||
spawnedHoles.Add(hole);
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnObjects()
|
||||
{
|
||||
for (int i = 0; i < objectCount; i++)
|
||||
{
|
||||
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
|
||||
Vector2 pos = RandomPos(0.5f);
|
||||
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
|
||||
|
||||
// Náhodná barva
|
||||
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
|
||||
if (sr != null)
|
||||
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
|
||||
|
||||
spawnedObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
|
||||
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
|
||||
spawnedObjects.Clear();
|
||||
spawnedHoles.Clear();
|
||||
}
|
||||
|
||||
Vector2 RandomPos(float margin) =>
|
||||
new Vector2(
|
||||
Random.Range(minX + margin, maxX - margin),
|
||||
Random.Range(minY + margin, maxY - margin)
|
||||
);
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 071f79f81861c2741a92d8b044457d94
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25326dbbba644974d81eaf9bddc8f76b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,98 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DraggableKey : MonoBehaviour,
|
||||
IBeginDragHandler, IDragHandler, IEndDragHandler, ITask
|
||||
{
|
||||
[Header("Key Settings")]
|
||||
public string keyID;
|
||||
public string correctSlotID;
|
||||
public string previousSceneName;
|
||||
|
||||
|
||||
[Header("Visual")]
|
||||
public Color wrongAttemptColor = Color.red;
|
||||
public float blinkDuration = 0.2f;
|
||||
|
||||
private RectTransform rectTransform;
|
||||
private CanvasGroup canvasGroup;
|
||||
private Vector2 startPosition;
|
||||
|
||||
private bool isOverCorrectSlot = false;
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
// ===== UNITY =====
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
startPosition = rectTransform.anchoredPosition;
|
||||
canvasGroup.blocksRaycasts = false;
|
||||
}
|
||||
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
rectTransform.anchoredPosition += eventData.delta;
|
||||
}
|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
canvasGroup.blocksRaycasts = true;
|
||||
|
||||
if (isOverCorrectSlot)
|
||||
{
|
||||
Complete();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void SetSlotMatch(bool value)
|
||||
{
|
||||
isOverCorrectSlot = value;
|
||||
}
|
||||
|
||||
|
||||
void ResetPosition()
|
||||
{
|
||||
rectTransform.anchoredPosition = startPosition;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21dc5fa96a2ceec428d7b0332e55cbe5
|
||||
@@ -1,28 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class KeySlot : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public string correctKeyID;
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
DraggableKey key = eventData.pointerDrag.GetComponent<DraggableKey>();
|
||||
|
||||
if (key != null)
|
||||
{
|
||||
if (key.keyID == correctKeyID)
|
||||
{
|
||||
key.transform.position = transform.position;
|
||||
key.enabled = false;
|
||||
|
||||
KeyminigameManager.Instance.CheckWin();
|
||||
}
|
||||
else
|
||||
{
|
||||
KeyminigameManager.Instance.Fail();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f5eef97f16bb6b47ba88f96f9d051e9
|
||||
@@ -1,30 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class KeyminigameManager : MonoBehaviour
|
||||
{
|
||||
public static KeyminigameManager Instance;
|
||||
|
||||
private int correctCount = 0;
|
||||
public int totalKeys = 3;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public void CheckWin()
|
||||
{
|
||||
correctCount++;
|
||||
|
||||
if (correctCount >= totalKeys)
|
||||
{
|
||||
Debug.Log("WIN");
|
||||
}
|
||||
}
|
||||
|
||||
public void Fail()
|
||||
{
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ef083a6749a8ce459b724dafa1eb08f
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 488d6eb84e65aa94b8b3c77dcb2e21a3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,137 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class CableMiniGame : MonoBehaviour, ITask
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Cable
|
||||
{
|
||||
public string colorName;
|
||||
public Button sourceButton;
|
||||
public Button targetButton;
|
||||
public Image cableImage;
|
||||
|
||||
[HideInInspector] public bool connected;
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
|
||||
[Header("MiniGame Settings")]
|
||||
public Cable[] cables;
|
||||
public string previousSceneName;
|
||||
public Color wrongAttemptColor = Color.white;
|
||||
public float blinkDuration = 0.2f;
|
||||
|
||||
private string selectedColor = null;
|
||||
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
|
||||
foreach (var cable in cables)
|
||||
cable.connected = false;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
Cable localCable = cable;
|
||||
|
||||
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
|
||||
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
|
||||
}
|
||||
}
|
||||
|
||||
void OnSourceClicked(Cable cable)
|
||||
{
|
||||
if (cable.connected) return;
|
||||
|
||||
selectedColor = cable.colorName;
|
||||
}
|
||||
|
||||
void OnTargetClicked(Cable cable)
|
||||
{
|
||||
if (selectedColor == null || cable.connected)
|
||||
return;
|
||||
|
||||
if (selectedColor == cable.colorName)
|
||||
{
|
||||
cable.cableImage.color = GetColorFromName(selectedColor);
|
||||
cable.connected = true;
|
||||
|
||||
CheckCompletion();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(BlinkAndExit(cable.cableImage));
|
||||
}
|
||||
|
||||
selectedColor = null;
|
||||
}
|
||||
|
||||
void CheckCompletion()
|
||||
{
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
if (!cable.connected)
|
||||
return;
|
||||
}
|
||||
|
||||
Complete();
|
||||
}
|
||||
|
||||
Color GetColorFromName(string name)
|
||||
{
|
||||
switch (name.ToLower())
|
||||
{
|
||||
case "red": return Color.red;
|
||||
case "blue": return Color.blue;
|
||||
case "green": return Color.green;
|
||||
case "yellow": return Color.yellow;
|
||||
case "purple": return new Color(0.5f, 0, 0.5f);
|
||||
default: return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BlinkAndExit(Image img)
|
||||
{
|
||||
Color original = img.color;
|
||||
img.color = wrongAttemptColor;
|
||||
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
|
||||
img.color = original;
|
||||
|
||||
ExitTask(_onExit);
|
||||
SceneManager.LoadScene(previousSceneName);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3fa58532362d2547ab6cd0ab17d7bde
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1df04c245c361e941955db9527a21afe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,77 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class WindController : MonoBehaviour, ITask
|
||||
{
|
||||
[Header("Settings větru")]
|
||||
public float maxWindTorque = 8f;
|
||||
public float windChangeSpeed = 0.6f;
|
||||
public float gustInterval = 4f;
|
||||
public float gustMultiplier = 2.0f;
|
||||
|
||||
public float CurrentWindTorque { get; private set; }
|
||||
|
||||
private float targetTorque;
|
||||
private float gustTimer;
|
||||
|
||||
|
||||
private Action<ITask> _onCompleted;
|
||||
private Action<ITask> _onExit;
|
||||
|
||||
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; }
|
||||
|
||||
void Start()
|
||||
{
|
||||
PickNewTargetTorque();
|
||||
gustTimer = gustInterval;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
|
||||
|
||||
gustTimer -= Time.deltaTime;
|
||||
if (gustTimer <= 0f)
|
||||
{
|
||||
float gust = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
|
||||
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
|
||||
|
||||
gustTimer = gustInterval;
|
||||
Invoke(nameof(PickNewTargetTorque), 0.8f);
|
||||
}
|
||||
}
|
||||
|
||||
private void PickNewTargetTorque()
|
||||
{
|
||||
targetTorque = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque);
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
_onCompleted = onCompleted;
|
||||
IsCompleted = false;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
_onExit = onExit;
|
||||
_onExit?.Invoke(this);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58e3f22231584b9459fe7c44ee63e515
|
||||
Reference in New Issue
Block a user