Added test mode and manual positioning

This commit is contained in:
2026-03-21 22:40:20 +01:00
parent a1b40ad102
commit be595da357
7 changed files with 481 additions and 73 deletions

View File

@@ -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;
}
}
}
}