diff --git a/Assets/ClientSDK/Protocol.cs b/Assets/ClientSDK/Protocol.cs index f6d4d04..e867ad5 100644 --- a/Assets/ClientSDK/Protocol.cs +++ b/Assets/ClientSDK/Protocol.cs @@ -9,38 +9,39 @@ namespace GeoSus.Client { #region Základní typy -public struct Position -{ - [JsonProperty("lat")] - public double Lat { get; set; } - - [JsonProperty("lon")] - public double Lon { get; set; } - - public Position(double lat, double lon) + public struct Position { - Lat = lat; - Lon = lon; - } - - // Haversine vzdálenost v metrech - public double DistanceTo(Position other) - { - const double R = 6371000; - var lat1 = Lat * Math.PI / 180; - var lat2 = other.Lat * Math.PI / 180; - var dLat = (other.Lat - Lat) * Math.PI / 180; - var dLon = (other.Lon - Lon) * Math.PI / 180; - - var a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) + - Math.Cos(lat1) * Math.Cos(lat2) * - Math.Sin(dLon / 2) * Math.Sin(dLon / 2); - var c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a)); - - return R * c; - } -} + [JsonProperty("lat")] + public double Lat { get; set; } + [JsonProperty("lon")] + public double Lon { get; set; } + + public Position(double lat, double lon) + { + Lat = lat; + Lon = lon; + } + + // Haversine vzdálenost v metrech + public double DistanceTo(Position other) + { + const double R = 6371000; + var lat1 = Lat * Math.PI / 180; + var lat2 = other.Lat * Math.PI / 180; + var dLat = (other.Lat - Lat) * Math.PI / 180; + var dLon = (other.Lon - Lon) * Math.PI / 180; + + var a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) + + Math.Cos(lat1) * Math.Cos(lat2) * + Math.Sin(dLon / 2) * Math.Sin(dLon / 2); + var c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a)); + + return R * c; + } + public static bool operator ==(Position left, Position right) { if (left.Lat == right.Lat && left.Lon == right.Lon) { return true; } else { return false; } } + public static bool operator !=(Position left, Position right) { return !(left == right); } + } [JsonConverter(typeof(StringEnumConverter))] public enum PlayerRole { Crew, Impostor } diff --git a/Assets/GameManager/GameManager.cs b/Assets/GameManager/GameManager.cs index 09d9633..62850eb 100644 --- a/Assets/GameManager/GameManager.cs +++ b/Assets/GameManager/GameManager.cs @@ -22,6 +22,7 @@ public class GameManager : MonoBehaviour protected GameManager_Network networkSubsystem; protected GameManager_UI uiSubsystem; protected GameManager_Map mapSubsystem; + protected GameManager_Input inputSubsystem; protected GameClient gameClient; @@ -41,18 +42,39 @@ public class GameManager : MonoBehaviour public PathwaySettings pathwaySettings; public AreaSettings areaSettings; + [Header("GPS")] + public GameObject Player; + + [Header("Debug")] + public bool testMode = false; + private GameClient _secondClient; + private GameClient _thirdClient; + private GameManager_Network _secondNetwork; + private GameManager_Network _thirdNetwork; + void Start() { DontDestroyOnLoad(this); if (displayName == null || displayName == "") { - displayName = "Player_" + UnityEngine.Random.Range(1000, 9999).ToString(); + displayName = GenerateUsername(); } - gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername()); + if (testMode) + { + _secondClient = new GameClient(GenerateUUID(), GenerateUsername()); + _secondNetwork = new GameManager_Network(_secondClient); + _thirdClient = new GameClient(GenerateUUID(), GenerateUsername()); + _thirdNetwork = new GameManager_Network(_thirdClient); + + _secondNetwork.OpenConection(); + _thirdNetwork.OpenConection(); + } + gameClient = new GameClient(GenerateUUID(), displayName); uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen); networkSubsystem = new GameManager_Network(gameClient); mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings); + inputSubsystem = new GameManager_Input(gameClient, Player, testMode); networkSubsystem.OpenConection(); } private void Update() @@ -70,7 +92,7 @@ public class GameManager : MonoBehaviour } } catch (NullReferenceException ex) { } - + inputSubsystem.positionCheck(); } @@ -89,6 +111,10 @@ public class GameManager : MonoBehaviour public void CreateLobbyButton() { networkSubsystem.CrateLobby(50.7727264, 15.0719876); + if (testMode) + { + StartCoroutine(ConnectTestClients()); + } } public void JoinLobbyButton() { @@ -113,5 +139,13 @@ public class GameManager : MonoBehaviour void OnApplicationQuit() { gameClient.Disconnect(); + _secondClient?.Disconnect(); + _thirdClient?.Disconnect(); + } + IEnumerator ConnectTestClients() + { + yield return new WaitForSeconds(2f); + _secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); + _thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); } } diff --git a/Assets/GameManager/GameManager_Input.cs b/Assets/GameManager/GameManager_Input.cs new file mode 100644 index 0000000..2c42f6f --- /dev/null +++ b/Assets/GameManager/GameManager_Input.cs @@ -0,0 +1,154 @@ +using UnityEngine; +using GeoSus.Client; +using System; +namespace Subsystems +{ + public static class PositonExtensions + { + public static Position ToLocal(this Position position, Position center) + { + double latDiff = position.Lat - center.Lat; + double lonDiff = position.Lon - center.Lon; + double metersPerDegreeLat = 111320.0; + double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0); + float x = (float)(lonDiff * metersPerDegreeLon); + float z = (float)(latDiff * metersPerDegreeLat); + return new Position(z, x); + } + public static Vector3 ToLocalVector3(this Position position, Position center) + { + return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech + } + public static Vector3 ToVector3(this Position position) + { + return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech + } + public static double DistanceTo(this Vector3 pos, Vector3 other) + { + return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z)); + } + + } + + public class GameManager_Input + { + private GameClient _gameClient; + private Position _currentPosition; + private Position _lastSentPosition; + private GameObject _player; + private bool _testMode; + private float _speed = 0.00001f; + private Position _mapCenter; + public GameManager_Input(GameClient gameClient, GameObject player, bool testMode) + { + _gameClient = gameClient; + _player = player; + _testMode = testMode; + } + public void positionCheck() + { + try + { + if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing) + { + if (_testMode) + { + + if (_currentPosition == null || _currentPosition == new Position(0,0)) + { + //Init blok + _currentPosition = _gameClient.CurrentLobbyState.MapData.Center; + _mapCenter = _gameClient.CurrentLobbyState.MapData.Center; + _lastSentPosition = _currentPosition; + } + + TestPlayerPosition(); + } + else + { + //TODO: Real GPS + } + } + } + catch (NullReferenceException ex) { Debug.Log(ex); } + } + private void TestPlayerPosition() + { + double x = Input.GetAxis("Horizontal"); + double y = Input.GetAxis("Vertical"); + Debug.Log($"Input: {x}, {y}"); + _currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed); + Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}"); + var localCurrent = _currentPosition.ToLocalVector3(_mapCenter); + Debug.Log($"Local Current Position: {localCurrent}"); + var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent); + if (heading != null) + { + Debug.Log($"Heading: {heading}"); + _player.transform.rotation = Quaternion.Euler(0, (float)heading, 0); + } + _player.transform.position = localCurrent; + try + { + if (_currentPosition != _lastSentPosition) + { + _gameClient.UpdatePosition(_currentPosition); + _lastSentPosition = _currentPosition; + } + } + catch + { + _gameClient.UpdatePosition(_currentPosition); + _lastSentPosition = _currentPosition; + } + } + 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; + } + } + } +} \ No newline at end of file diff --git a/Assets/GameManager/GameManager_Input.cs.meta b/Assets/GameManager/GameManager_Input.cs.meta new file mode 100644 index 0000000..04c61a4 --- /dev/null +++ b/Assets/GameManager/GameManager_Input.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2ef1abfb1e85a7943925f9dc3cfea742 \ No newline at end of file diff --git a/Assets/GameManager/GameManager_Map.cs b/Assets/GameManager/GameManager_Map.cs index e78d616..30f9ce1 100644 --- a/Assets/GameManager/GameManager_Map.cs +++ b/Assets/GameManager/GameManager_Map.cs @@ -89,7 +89,12 @@ namespace Subsystems{ foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings()) { - var buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)]; + string buildingType = "Unknown"; + try + { + buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)]; + } + catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); } building.Name = buildingType; GameObject b = BuildBuildingMesh(building); b.transform.parent = buildingsRoot.transform; @@ -106,6 +111,17 @@ namespace Subsystems{ } //TODO: POIs } + void ClearChildren() + { + List toDestroy = new List(); + foreach (Transform t in _mapCenterPoint.transform) + toDestroy.Add(t.gameObject); + foreach (var g in toDestroy) + { + UnityEngine.Object.DestroyImmediate(g); + } + } + #region Mesh Building GameObject BuildBuildingMesh(MapBuilding b) { var building = new GameObject($"Building_{b.Name ?? "Unknown"}"); @@ -210,7 +226,7 @@ namespace Subsystems{ line.positionCount = w.Points.Count; for (int i = 0; i < w.Points.Count; i++) { - Vector3 pos = LatLonToLocal(w.Points[i]); + Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center); pos.y = 0.1f; // Mírně nad zemí line.SetPosition(i, pos); } @@ -261,44 +277,14 @@ namespace Subsystems{ return area; } //TODO: POIs - void ClearChildren() - { - List toDestroy = new List(); - foreach (Transform t in _mapCenterPoint.transform) - toDestroy.Add(t.gameObject); - foreach (var g in toDestroy) - { - UnityEngine.Object.DestroyImmediate(g); - } - } - Vector3 LatLonToLocal(Position position) - { - if (_gameClient.CurrentLobbyState.MapData == null) return Vector3.zero; - - // Výpočet vzdálenosti a směru od středu - // Zjednodušená verze - pro malé vzdálenosti je dost přesná - - double latDiff = position.Lat - _gameClient.CurrentLobbyState.MapData.Center.Lat; - double lonDiff = position.Lon - _gameClient.CurrentLobbyState.MapData.Center.Lon; - - // Převod stupňů na metry - // 1 stupeň latitude ≈ 111320 metrů - // 1 stupeň longitude závisí na latitude: 111320 * cos(latitude) - double metersPerDegreeLat = 111320.0; - double metersPerDegreeLon = 111320.0 * Math.Cos(_gameClient.CurrentLobbyState.MapData.Center.Lat * Math.PI / 180.0); - - float x = (float)(lonDiff * metersPerDegreeLon); - float z = (float)(latDiff * metersPerDegreeLat); - - return new Vector3(x, 0, z); - } + #endregion #region Polygon Utils private Vector3 CalculatePolygonCenter(List points) { Vector3 center = Vector3.zero; foreach (var point in points) { - center += LatLonToLocal(point); + center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center); } return center / points.Count; } @@ -314,7 +300,7 @@ namespace Subsystems{ for (int i = 0; i < vertexCount; i++) { - Vector3 pos = LatLonToLocal(outline[i]) - center; + Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; vertices[i] = pos; // Spodní vertices[i + vertexCount] = pos + Vector3.up * height; // Horní } @@ -364,7 +350,7 @@ namespace Subsystems{ for (int i = 0; i < vertexCount; i++) { - vertices[i] = LatLonToLocal(outline[i]) - center; + vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; } // Triangulace - fan pattern diff --git a/Assets/GameManager/GameManager_Network.cs b/Assets/GameManager/GameManager_Network.cs index 17adc9d..8b12e3f 100644 --- a/Assets/GameManager/GameManager_Network.cs +++ b/Assets/GameManager/GameManager_Network.cs @@ -2,6 +2,9 @@ using GeoSus.Client; using System.Collections; using System.Threading.Tasks; using UnityEngine; +using System.Collections.Generic; +using Subsystems; +using System.Linq; namespace Subsystems { @@ -129,8 +132,6 @@ namespace Subsystems Debug.LogError("Failed to create lobby: " + message.Error); } } - - public void CrateLobby(double lat, double lon) { _gameClient.CreateLobby(new Position(lat, lon)); diff --git a/Assets/Scenes/Client.unity b/Assets/Scenes/Client.unity index 13ccd78..1a5acba 100644 --- a/Assets/Scenes/Client.unity +++ b/Assets/Scenes/Client.unity @@ -1066,6 +1066,119 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 714061467} m_CullTransparentMesh: 1 +--- !u!1 &751597273 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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