Compare commits
3 Commits
015c9b5caa
...
Gameclient
| Author | SHA1 | Date | |
|---|---|---|---|
| 556fdb6090 | |||
| 43a3434e97 | |||
| 48448a9cff |
@@ -4,6 +4,7 @@ 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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using System.Collections.Generic;
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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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@@ -20,6 +21,7 @@ public class GameManager : MonoBehaviour
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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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protected GameManager_Game gameSubsystem;
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protected GameClient gameClient;
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@@ -49,6 +51,9 @@ public class GameManager : MonoBehaviour
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private GameManager_Network _secondNetwork;
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private GameManager_Network _thirdNetwork;
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[Header("Tasks")]
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public List<TaskData> AvailableTasks = new List<TaskData>();
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public StationSettings settings = new StationSettings();
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void Start()
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{
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@@ -72,6 +77,7 @@ public class GameManager : MonoBehaviour
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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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gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
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networkSubsystem.OpenConection();
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}
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private void Update()
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@@ -133,6 +139,10 @@ public class GameManager : MonoBehaviour
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{
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networkSubsystem.StartGame();
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}
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public void Interact()
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{
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//TODO: Interakce s úkoly
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}
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void OnApplicationQuit()
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{
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gameClient.Disconnect();
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141
Assets/GameManager/GameManager_Game.cs
Normal file
141
Assets/GameManager/GameManager_Game.cs
Normal file
@@ -0,0 +1,141 @@
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using GeoSus.Client;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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using static UnityEngine.Rendering.RayTracingAccelerationStructure;
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namespace Subsystems
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{
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[System.Serializable]
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public class StationSettings
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{
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public GameObject TaskStationPrefab;
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public GameObject SabotageStationPrefab;
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public GameObject MeetingStationPrefab;
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public GameObject BodyStationPrefab;
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}
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public class GameManager_Game
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{
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private GameClient _gameClient;
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private GameObject _player;
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private GameObject _map;
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private float _range;
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private List<TaskData> _availableTasks;
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public List<GameObject> Stations { get; private set; }
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public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
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private StationSettings _stationSettings;
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public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
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{
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_gameClient = client;
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_player = player;
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_map = map;
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_availableTasks = availableTasks;
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_range = range;
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_stationSettings = stationSettings;
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}
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public bool CheckSightLine(Vector3 target)
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{
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RaycastHit hit;
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Vector3 direction = target - _player.transform.position;
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Ray ray = new Ray(new Vector3(_player.transform.position.x, 0.1f, _player.transform.position.z), direction);
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Physics.Raycast(ray, out hit, _range);
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if (hit.collider.tag == "Player")
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{
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Debug.Log("Target is visible");
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return true;
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}
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else
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{
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Debug.Log("Target is not visible");
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return false;
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}
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}
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public void InitializeTaskStations()
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{
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for(int i = 0; i < _gameClient.MyTasks.Count; i++)
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{
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System.Random rnd = new System.Random();
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var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
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CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
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}
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}
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private void CreateStation(Position pos, StationType type)
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{
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GameObject stationPrefab = null;
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PlayerRole? reqRole = null;
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switch (type)
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{
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case StationType.Task:
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stationPrefab = _stationSettings.TaskStationPrefab;
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reqRole = PlayerRole.Crew;
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Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
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break;
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case StationType.Sabotage:
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stationPrefab = _stationSettings.SabotageStationPrefab;
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break;
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case StationType.Meeting:
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stationPrefab = _stationSettings.MeetingStationPrefab;
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break;
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case StationType.Body:
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stationPrefab = _stationSettings.BodyStationPrefab;
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break;
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default:
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Debug.LogError("Invalid station type");
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break;
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}
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var station = UnityEngine.Object.Instantiate(stationPrefab);
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station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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Stations.Add(station);
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IInteractable interactable = station.GetComponent<IInteractable>();
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interactable.Location = pos;
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interactable.InteractionRange = _range;
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/*Stations = new List<GameObject>();
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foreach (var task in _gameClient.MyTasks)
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{
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System.Random rnd = new System.Random();
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int index = rnd.Next(0, _availableTasks.Count);
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var station = UnityEngine.Object.Instantiate(_stationPrefab);
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ITask TaskSettings = station.GetComponent<ITask>();
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TaskSettings.TaskID = task.TaskId;
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TaskSettings.TaskLocation = task.Location;
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station.transform.position = TaskSettings.TaskLocation.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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station.SetActive(false);
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Stations.Add(station);
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}*/
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}
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private void CreateStation(Position pos, StationType type, GameTask taskInfo)
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{
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GameObject stationPrefab = _stationSettings.TaskStationPrefab;
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var station = UnityEngine.Object.Instantiate(stationPrefab);
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station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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Stations.Add(station);
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TaskStation interactable = station.GetComponent<TaskStation>();
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interactable.Location = pos;
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interactable.InteractionRange = _range;
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interactable.TaskID = taskInfo.TaskId;
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}
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void CheckForPlayers()
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{
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foreach (var player in _gameClient.PlayerPositions.Where(p => p.Value.State == PlayerState.Alive))
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{
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if (CheckSightLine(player.Value.Position.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center)))
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{
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Debug.Log($"Player {player.Key} is visible");
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//TODO: Render player on map
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}
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else
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{
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Debug.Log($"Player {player.Key} is not visible");
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}
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}
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}
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}
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}
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2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: aba57c59fb2a19141a4868fa6a5c924c
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@@ -110,7 +110,7 @@ namespace Subsystems
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}
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else
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{
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Debug.Log("GPS failed, trying again...");)
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Debug.Log("GPS failed, trying again...");
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_GPSState = GPSState.Uninitialized;
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}
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}
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@@ -133,6 +133,8 @@ namespace Subsystems{
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// Vytvoření mesh pro budovu
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MeshFilter meshFilter = building.AddComponent<MeshFilter>();
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MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
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MeshCollider meshCollider = building.AddComponent<MeshCollider>();
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building.tag = "Map";
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float height;
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Material mat;
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@@ -157,6 +159,7 @@ namespace Subsystems{
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}
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Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
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meshFilter.mesh = mesh;
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meshCollider.sharedMesh = mesh;
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//TODO: material by type
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// Použijeme barvu podle typu budovy
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@@ -169,6 +172,7 @@ namespace Subsystems{
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GameObject BuildPathwayMesh(MapPathway w)
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{
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var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
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path.tag = "Map";
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// Použijeme LineRenderer pro jednoduchost
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LineRenderer line = path.AddComponent<LineRenderer>();
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@@ -235,6 +239,7 @@ namespace Subsystems{
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GameObject BuildAreaMesh(MapArea a)
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{
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var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
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area.tag = "Map";
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MeshFilter meshFilter = area.AddComponent<MeshFilter>();
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MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
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@@ -105,6 +105,10 @@ namespace Subsystems
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case "MapDataError":
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Debug.Log("Received MapData server error");
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break;
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case "SabotageStarted":
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Debug.Log("Sabotage started");
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HandleSabotageStarted(gameEvent);
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break;
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default:
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Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
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break;
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@@ -157,6 +161,36 @@ namespace Subsystems
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_gameClient.StartGame();
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}
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#region GameEvent Handlers
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private void HandleSabotageStarted(GameEvent gameEvent)
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{
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SabotageStartedPayload payload = gameEvent.GetPayload<SabotageStartedPayload>();
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switch (payload.Type)
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{
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case SabotageType.CommsBlackout:
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for(int i = 0;i < payload.RequiredSimultaneousRepairs; i++)
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{
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//create stations
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}
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//Ui.alert
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//DisableComms
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return;
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case SabotageType.CriticalMeltdown:
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for (int i = 0; i < payload.RequiredSimultaneousRepairs; i++)
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{
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//create stations
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}
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//UI.alert
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//UI Time remain
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return;
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default:
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Debug.Log($"Sabotage of unknown type: {payload.Type}");
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return;
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}
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}
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#endregion
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}
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}
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@@ -6,16 +6,20 @@ using UnityEngine;
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{
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Task //TODO: Typy úkolù
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}*/
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[System.Serializable]
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public class TaskData
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{
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//TaskType
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public GameObject TaskPrefab;
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}
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public interface ITask
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{
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public string TaskID { get; } // Unikátní ID úkolu pro server
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public TaskType TaskType { get; } // Typ úkolu
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public string TaskName { get; } // Viditelný název úkolu
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public Position TaskLocation { get; } // Polohy na mapì
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public bool IsCompleted { get; } // Stav dokonèení úkolu
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public string TaskID { get; set; } // Unikátní ID úkolu pro server
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public TaskType TaskType { get; set; } // Typ úkolu
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public string TaskName { get; set; } // Viditelný název úkolu
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public Position TaskLocation { get; set; } // Polohy na mapì
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public bool IsCompleted { get; } // Stav dokončení úkolu
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void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
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void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
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@@ -35,6 +39,7 @@ public class Wires : ITask{
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{
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IsCompleted = false;
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_onCompleted = onCompleted;
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}
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public void ExitTask(Action<ITask> onExit) //Zavøení tasku
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{
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@@ -51,3 +56,18 @@ public class Wires : ITask{
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}
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*/
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public enum StationType
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{
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Sabotage,
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Task,
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Meeting,
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Body
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}
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public interface IInteractable
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{
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public StationType Type { get; set; } // Typ stanice
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public Position Location { get; set; } // Pozice na mapě
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public PlayerRole? ReqRole { get; set; } // Požadovaná role hráče Impostor / Crewmate / Any = null
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public float InteractionRange { get; set; } // Dosah interakce
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void Interact(PlayerRole role); // Spuštění interakce
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}
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83
Assets/GameManager/Stations.cs
Normal file
83
Assets/GameManager/Stations.cs
Normal file
@@ -0,0 +1,83 @@
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using GeoSus.Client;
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using System;
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using UnityEngine;
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using System.Linq;
|
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public class Station : IInteractable
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{
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public StationType Type { get; set; }
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public Position Location { get; set; }
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public PlayerRole? ReqRole { get; set; }
|
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public float InteractionRange { get; set; }
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protected GameObject interfaceInstance;
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public GameObject Interface { get; set; } // Prefab pro interakci (napø. UI pro úkol nebo sabotáže)
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public virtual void Interact(PlayerRole role)
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{
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if (ReqRole.HasValue && role != ReqRole.Value)
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{
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Debug.Log("You do not have the required role to interact with this station.");
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return;
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}
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else
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{
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interfaceInstance = UnityEngine.Object.Instantiate(Interface); // Zobrazí interakèní UI
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||||
}
|
||||
|
||||
|
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}
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public Station(Position location, float interactionRange)
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{
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Location = location;
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InteractionRange = interactionRange;
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}
|
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}
|
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public class TaskStation : Station
|
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{
|
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public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
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private GameClient _gameClient;
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public TaskStation(Position pos, float interactionRange, GameClient gameClient, string taskID) : base(pos, interactionRange)
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{
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Type = StationType.Task;
|
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ReqRole = PlayerRole.Crew;
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_gameClient = gameClient;
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}
|
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public ITask Task { get; set; }
|
||||
public override void Interact(PlayerRole role)
|
||||
{
|
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if(interfaceInstance != null)
|
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{
|
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ResumeTask();
|
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return;
|
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}
|
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base.Interact(role);
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Task = interfaceInstance.GetComponent<ITask>();
|
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Task.TaskID = TaskID;
|
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Task.Initialize(OnTaskCompleted);
|
||||
}
|
||||
private void ResumeTask()
|
||||
{
|
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interfaceInstance.SetActive(true); // Zobrazí interakèní UI
|
||||
}
|
||||
private void OnTaskCompleted(ITask task)
|
||||
{
|
||||
_gameClient.CompleteTask(task.TaskID);
|
||||
task.ExitTask(OnTaskExit);
|
||||
Debug.Log($"Task {task.TaskName} completed and sent to server.");
|
||||
}
|
||||
private void OnTaskExit(ITask task)
|
||||
{
|
||||
if (task.IsCompleted)
|
||||
{
|
||||
UnityEngine.Object.Destroy(interfaceInstance); // Znièí interakèní UI
|
||||
Debug.Log($"Task {task.TaskName} completed and sent to server.");
|
||||
}
|
||||
else
|
||||
{
|
||||
interfaceInstance.SetActive(false); // Skryje interakèní UI
|
||||
Debug.Log($"Task {task.TaskName} was not completed, but exited.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
2
Assets/GameManager/Stations.cs.meta
Normal file
2
Assets/GameManager/Stations.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ca1825585bf9bc42bd3b11985048465
|
||||
@@ -2282,6 +2282,11 @@ MonoBehaviour:
|
||||
DefaultMat: {fileID: 2100000, guid: 5a46533bdf4003449bc9146ccef44e27, type: 2}
|
||||
Player: {fileID: 1161233721}
|
||||
testMode: 1
|
||||
AvailableTasks:
|
||||
- TaskPrefab: {fileID: 0}
|
||||
Stations:
|
||||
- Type: 0
|
||||
Prefab: {fileID: 0}
|
||||
--- !u!1 &1403738861
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
161
ProjectSettings/Packages/com.unity.probuilder/Settings.json
Normal file
161
ProjectSettings/Packages/com.unity.probuilder/Settings.json
Normal file
@@ -0,0 +1,161 @@
|
||||
{
|
||||
"m_Dictionary": {
|
||||
"m_DictionaryValues": [
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.LogLevel, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "log.level",
|
||||
"value": "{\"m_Value\":3}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.LogOutput, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "log.output",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "log.path",
|
||||
"value": "{\"m_Value\":\"ProBuilderLog.txt\"}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "about.identifier",
|
||||
"value": "{\"m_Value\":{\"m_Major\":6,\"m_Minor\":0,\"m_Patch\":9,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "preferences.version",
|
||||
"value": "{\"m_Value\":{\"m_Major\":6,\"m_Minor\":0,\"m_Patch\":9,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeComponent.ResetSettings",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "mesh.newShapesSnapToGrid",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "mesh.meshColliderIsConvex",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "lightmapping.autoUnwrapLightmapUV",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.autoRecalculateCollisions",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "experimental.enabled",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "meshImporter.quads",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "meshImporter.smoothing",
|
||||
"value": "{\"m_Value\":true}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.autoUpdatePreview",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeComponent.SettingsEnabled",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.backFaceSelectEnabled",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "editor.showSceneInfo",
|
||||
"value": "{\"m_Value\":false}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Material, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.userMaterial",
|
||||
"value": "{\"m_Value\":{\"instanceID\":0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Rendering.ShadowCastingMode, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.shadowCastingMode",
|
||||
"value": "{\"m_Value\":1}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.defaultStaticEditorFlags",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "mesh.newShapeColliderType",
|
||||
"value": "{\"m_Value\":2}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.UnwrapParameters, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "lightmapping.defaultLightmapUnwrapParameters",
|
||||
"value": "{\"m_Value\":{\"m_HardAngle\":88.0,\"m_PackMargin\":20.0,\"m_AngleError\":8.0,\"m_AreaError\":15.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.SelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "s_SelectMode",
|
||||
"value": "{\"m_Value\":4}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "meshImporter.smoothingAngle",
|
||||
"value": "{\"m_Value\":1.0}"
|
||||
},
|
||||
{
|
||||
"type": "System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "BevelEdges.size",
|
||||
"value": "{\"m_Value\":0.20000000298023225}"
|
||||
},
|
||||
{
|
||||
"type": "System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089",
|
||||
"key": "ShapeBuilder.ActiveShapeIndex",
|
||||
"value": "{\"m_Value\":6}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastSize.Cube",
|
||||
"value": "{\"m_Value\":{\"x\":-1.2792290449142457,\"y\":-15.89394760131836,\"z\":-1.322575569152832}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.Quaternion, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.LastRotation.Cube",
|
||||
"value": "{\"m_Value\":{\"x\":0.0,\"y\":0.0,\"z\":0.0,\"w\":1.0}}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.PivotLocation, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.PivotLocation.Cube",
|
||||
"value": "{\"m_Value\":0}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.Shapes.Shape, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "ShapeBuilder.Cube",
|
||||
"value": "{}"
|
||||
},
|
||||
{
|
||||
"type": "UnityEngine.ProBuilder.RectSelectMode, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
|
||||
"key": "editor.dragSelectRectMode",
|
||||
"value": "{\"m_Value\":0}"
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -2,8 +2,9 @@
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
serializedVersion: 3
|
||||
tags:
|
||||
- Map
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@@ -50,27 +51,3 @@ TagManager:
|
||||
- Light Layer 5
|
||||
- Light Layer 6
|
||||
- Light Layer 7
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
Reference in New Issue
Block a user