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3 Commits
13f62000b3
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Gameclient
| Author | SHA1 | Date | |
|---|---|---|---|
| 556fdb6090 | |||
| 43a3434e97 | |||
| 48448a9cff |
5
.gitignore
vendored
@@ -303,9 +303,6 @@ PublishScripts/
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|||||||
*.nupkg
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*.nupkg
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# NuGet Symbol Packages
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# NuGet Symbol Packages
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*.snupkg
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*.snupkg
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# The packages folder can be ignored because of Package Restore
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# except build/, which is used as an MSBuild target.
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||||||
!**/[Pp]ackages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/[Pp]ackages/repositories.config
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#!**/[Pp]ackages/repositories.config
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# NuGet v3's project.json files produces more ignorable files
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# NuGet v3's project.json files produces more ignorable files
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@@ -499,5 +496,3 @@ FodyWeavers.xsd
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# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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.utmp/
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5
.vscode/extensions.json
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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}
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10
.vscode/launch.json
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{
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"version": "0.2.0",
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{
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"name": "Attach to Unity",
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}
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0
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========
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guid: d6a21cbd9c8f68f4fbe65763566ca7c9
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>>>>>>>> origin/main:Assets/2026-04-26 13-58-02.mp3.mkv.meta
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||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 92df50b8fba934144a4c4dcaf506f9b4
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,18 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CenterButtonTarget : MonoBehaviour
|
|
||||||
{
|
|
||||||
public TimingWheelShooter owner;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
if (owner == null)
|
|
||||||
owner = FindFirstObjectByType<TimingWheelShooter>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void NotifyHit(ProjectileBehaviour projectile)
|
|
||||||
{
|
|
||||||
if (owner != null)
|
|
||||||
owner.NotifyButtonHit(projectile);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c7bc9c797f71ebf4c84a6c6698a8dfd9
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 50a0b21c151e150428fd2803d6b95db0
|
guid: 799f52449ae21404c9a7593f6dc28c60
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|||||||
@@ -132,20 +132,7 @@ public class GameClient : IDisposable
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
public void Disconnect(string reason = "User disconnected")
|
||||||
/// Tears down the socket and crypto session. When `transient` is true
|
|
||||||
/// (network drop, decrypt-failure cascade, anything we expect to retry),
|
|
||||||
/// the lobby/role/task/state caches are preserved so the post-reconnect
|
|
||||||
/// flow can re-associate via Reconnect(LobbyId). Default false matches
|
|
||||||
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
|
|
||||||
///
|
|
||||||
/// Critical for the P9 reconnect bug: previously every Disconnect path
|
|
||||||
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
|
|
||||||
/// fired, the client had no idea which lobby it had been in - the
|
|
||||||
/// post-handshake Reconnect call had nothing to send and the server
|
|
||||||
/// answered the next vote/action with NOT_IN_LOBBY.
|
|
||||||
/// </summary>
|
|
||||||
public void Disconnect(string reason = "User disconnected", bool transient = false)
|
|
||||||
{
|
{
|
||||||
_cts?.Cancel();
|
_cts?.Cancel();
|
||||||
_tcpClient?.Close();
|
_tcpClient?.Close();
|
||||||
@@ -154,8 +141,6 @@ public class GameClient : IDisposable
|
|||||||
_encryption?.Dispose();
|
_encryption?.Dispose();
|
||||||
_encryption = null;
|
_encryption = null;
|
||||||
|
|
||||||
if (!transient)
|
|
||||||
{
|
|
||||||
LobbyId = null;
|
LobbyId = null;
|
||||||
JoinCode = null;
|
JoinCode = null;
|
||||||
CurrentLobbyState = null;
|
CurrentLobbyState = null;
|
||||||
@@ -163,11 +148,6 @@ public class GameClient : IDisposable
|
|||||||
MyTasks.Clear();
|
MyTasks.Clear();
|
||||||
PlayerPositions.Clear();
|
PlayerPositions.Clear();
|
||||||
Bodies.Clear();
|
Bodies.Clear();
|
||||||
}
|
|
||||||
// PlayerPositions are stale anyway after a drop, but we keep them so
|
|
||||||
// the UI doesn't blink avatars off-map mid-meeting; the next position
|
|
||||||
// broadcast overwrites them. LastEventId is intentionally preserved
|
|
||||||
// so the Reconnect message can ask the server for missed events.
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||||
}
|
}
|
||||||
@@ -256,8 +236,7 @@ public class GameClient : IDisposable
|
|||||||
decryptFailures++;
|
decryptFailures++;
|
||||||
if (decryptFailures >= 3)
|
if (decryptFailures >= 3)
|
||||||
{
|
{
|
||||||
// Transient: keep LobbyId for the reconnect coroutine.
|
Disconnect("Too many decryption failures");
|
||||||
Disconnect("Too many decryption failures", transient: true);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
@@ -274,9 +253,7 @@ public class GameClient : IDisposable
|
|||||||
}
|
}
|
||||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||||
{
|
{
|
||||||
// Transient: TCP RST / read failure is exactly what reconnect was
|
Disconnect($"Connection error: {ex.Message}");
|
||||||
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
|
|
||||||
Disconnect($"Connection error: {ex.Message}", transient: true);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -316,35 +293,7 @@ public class GameClient : IDisposable
|
|||||||
{
|
{
|
||||||
LobbyId = r.LobbyId;
|
LobbyId = r.LobbyId;
|
||||||
JoinCode = r.JoinCode;
|
JoinCode = r.JoinCode;
|
||||||
// Ensure we always have a valid lobby state with the creator as owner
|
|
||||||
if (r.LobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
CurrentLobbyState = r.LobbyState;
|
||||||
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
|
|
||||||
CurrentLobbyState.OwnerId = ClientUuid;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
CurrentLobbyState = new LobbyState
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId ?? "",
|
|
||||||
JoinCode = r.JoinCode ?? "",
|
|
||||||
OwnerId = ClientUuid
|
|
||||||
};
|
|
||||||
}
|
|
||||||
// Make sure creator appears in the player list
|
|
||||||
if (CurrentLobbyState.Players == null)
|
|
||||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
|
||||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Insert(0, new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName,
|
|
||||||
IsOwner = true,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@@ -354,22 +303,6 @@ public class GameClient : IDisposable
|
|||||||
LobbyId = r.LobbyId;
|
LobbyId = r.LobbyId;
|
||||||
CurrentLobbyState = r.LobbyState;
|
CurrentLobbyState = r.LobbyState;
|
||||||
JoinCode = r.LobbyState?.JoinCode;
|
JoinCode = r.LobbyState?.JoinCode;
|
||||||
// Ensure self is in the player list
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
if (CurrentLobbyState.Players == null)
|
|
||||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
|
||||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName,
|
|
||||||
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@@ -411,6 +344,7 @@ public class GameClient : IDisposable
|
|||||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||||
{
|
{
|
||||||
|
// Check if player already exists
|
||||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||||
if (!exists)
|
if (!exists)
|
||||||
{
|
{
|
||||||
@@ -418,7 +352,7 @@ public class GameClient : IDisposable
|
|||||||
{
|
{
|
||||||
ClientUuid = joinedPayload.ClientUuid,
|
ClientUuid = joinedPayload.ClientUuid,
|
||||||
DisplayName = joinedPayload.DisplayName,
|
DisplayName = joinedPayload.DisplayName,
|
||||||
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
|
IsOwner = false,
|
||||||
IsReady = false,
|
IsReady = false,
|
||||||
State = PlayerState.Alive
|
State = PlayerState.Alive
|
||||||
});
|
});
|
||||||
@@ -531,22 +465,15 @@ public class GameClient : IDisposable
|
|||||||
|
|
||||||
#region Game Actions
|
#region Game Actions
|
||||||
|
|
||||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
|
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||||
{
|
{
|
||||||
// DisplayName is sent on every CreateLobby/JoinLobby so the server
|
|
||||||
// picks up the live nickname (typed into the input field after the
|
|
||||||
// ClientHello handshake fired). Without this the server uses the
|
|
||||||
// ClientHello-time name, which is the GameManager prefab default
|
|
||||||
// for any user who immediately created/joined a lobby.
|
|
||||||
Send(new CreateLobby
|
Send(new CreateLobby
|
||||||
{
|
{
|
||||||
PlayAreaCenter = center,
|
PlayAreaCenter = center,
|
||||||
PlayAreaRadius = playAreaRadius,
|
PlayAreaRadius = playAreaRadius,
|
||||||
ImpostorCount = impostorCount,
|
ImpostorCount = impostorCount,
|
||||||
TaskCount = taskCount,
|
TaskCount = taskCount,
|
||||||
Password = password,
|
Password = password
|
||||||
Settings = settings,
|
|
||||||
DisplayName = DisplayName
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -555,8 +482,7 @@ public class GameClient : IDisposable
|
|||||||
Send(new JoinLobby
|
Send(new JoinLobby
|
||||||
{
|
{
|
||||||
JoinCode = joinCode.ToUpperInvariant(),
|
JoinCode = joinCode.ToUpperInvariant(),
|
||||||
Password = password,
|
Password = password
|
||||||
DisplayName = DisplayName
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -565,7 +491,6 @@ public class GameClient : IDisposable
|
|||||||
Send(new LeaveLobby());
|
Send(new LeaveLobby());
|
||||||
LobbyId = null;
|
LobbyId = null;
|
||||||
JoinCode = null;
|
JoinCode = null;
|
||||||
CurrentLobbyState = null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
|
|||||||
@@ -49,11 +49,6 @@ public enum PlayerRole { Crew, Impostor }
|
|||||||
public enum PlayerState { Alive, Dead }
|
public enum PlayerState { Alive, Dead }
|
||||||
|
|
||||||
[JsonConverter(typeof(StringEnumConverter))]
|
[JsonConverter(typeof(StringEnumConverter))]
|
||||||
// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server
|
|
||||||
// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload
|
|
||||||
// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases.
|
|
||||||
// The enum value is preserved here for serialization compatibility with old
|
|
||||||
// saves; new code should not assign it.
|
|
||||||
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
|
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
|
||||||
|
|
||||||
[JsonConverter(typeof(StringEnumConverter))]
|
[JsonConverter(typeof(StringEnumConverter))]
|
||||||
@@ -189,24 +184,6 @@ public class CreateLobby : Message
|
|||||||
|
|
||||||
[JsonProperty("taskCount")]
|
[JsonProperty("taskCount")]
|
||||||
public int TaskCount { get; set; } = 5;
|
public int TaskCount { get; set; } = 5;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: optional per-lobby settings overrides supplied by the host.
|
|
||||||
/// Any field left null falls through to the server's current default
|
|
||||||
/// (snapshotted at lobby creation, immutable thereafter for this lobby).
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("settings")]
|
|
||||||
public GameSettingsOverrides? Settings { get; set; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Optional. Live host display name from the nickname input field at
|
|
||||||
/// the moment of CreateLobby. ClientHello-time name is stale because
|
|
||||||
/// the handshake fires before the user has typed anything; this lets
|
|
||||||
/// the server pick up the freshly-typed name without a separate
|
|
||||||
/// rename round-trip.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("displayName")]
|
|
||||||
public string? DisplayName { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class CreateLobbyResponse : Message
|
public class CreateLobbyResponse : Message
|
||||||
@@ -238,13 +215,6 @@ public class JoinLobby : Message
|
|||||||
|
|
||||||
[JsonProperty("password")]
|
[JsonProperty("password")]
|
||||||
public string? Password { get; set; }
|
public string? Password { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Optional. Live joiner display name from the nickname input field
|
|
||||||
/// at the moment of Join. See CreateLobby.DisplayName for rationale.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("displayName")]
|
|
||||||
public string? DisplayName { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public class JoinLobbyResponse : Message
|
public class JoinLobbyResponse : Message
|
||||||
@@ -653,15 +623,6 @@ public class PlayerEjectedPayload
|
|||||||
public PlayerRole Role { get; set; }
|
public PlayerRole Role { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public class TaskStartedPayload
|
|
||||||
{
|
|
||||||
[JsonProperty("clientUuid")]
|
|
||||||
public string ClientUuid { get; set; } = "";
|
|
||||||
|
|
||||||
[JsonProperty("taskId")]
|
|
||||||
public string TaskId { get; set; } = "";
|
|
||||||
}
|
|
||||||
|
|
||||||
public class TaskCompletedPayload
|
public class TaskCompletedPayload
|
||||||
{
|
{
|
||||||
[JsonProperty("clientUuid")]
|
[JsonProperty("clientUuid")]
|
||||||
@@ -829,162 +790,6 @@ public class LobbyState
|
|||||||
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
|
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
|
||||||
[JsonProperty("mapDataReady")]
|
[JsonProperty("mapDataReady")]
|
||||||
public bool MapDataReady { get; set; } = true;
|
public bool MapDataReady { get; set; } = true;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: full per-lobby settings snapshot. Clients use this for HUD
|
|
||||||
/// (button visibility, countdown timings, etc.) instead of hardcoded
|
|
||||||
/// values. Always populated for new server builds; old client builds
|
|
||||||
/// can ignore the field.
|
|
||||||
/// </summary>
|
|
||||||
[JsonProperty("settings")]
|
|
||||||
public GameSettings? Settings { get; set; }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13b: per-lobby gameplay settings on the wire. Server populates this from
|
|
||||||
/// its per-lobby snapshot so clients can drive HUD logic from authoritative
|
|
||||||
/// values rather than hardcoded constants.
|
|
||||||
/// </summary>
|
|
||||||
public class GameSettings
|
|
||||||
{
|
|
||||||
// Round shape
|
|
||||||
[JsonProperty("maxPlayers")]
|
|
||||||
public int MaxPlayers { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("impostorCount")]
|
|
||||||
public int ImpostorCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskCount")]
|
|
||||||
public int TaskCount { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("tiePolicy")]
|
|
||||||
public string TiePolicy { get; set; } = "NoEject";
|
|
||||||
|
|
||||||
// Distances (m)
|
|
||||||
[JsonProperty("killDistanceM")]
|
|
||||||
public double KillDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("reportDistanceM")]
|
|
||||||
public double ReportDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("taskStartDistanceM")]
|
|
||||||
public double TaskStartDistanceM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("meetingArrivalRadiusM")]
|
|
||||||
public double MeetingArrivalRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCallRadiusM")]
|
|
||||||
public double EmergencyMeetingCallRadiusM { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("repairStationDistanceM")]
|
|
||||||
public double RepairStationDistanceM { get; set; }
|
|
||||||
|
|
||||||
// Cooldowns / counts
|
|
||||||
[JsonProperty("killCooldownMs")]
|
|
||||||
public int KillCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("emergencyMeetingCooldownMs")]
|
|
||||||
public int EmergencyMeetingCooldownMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
|
|
||||||
public int MaxEmergencyMeetingsPerPlayer { get; set; }
|
|
||||||
|
|
||||||
// Meeting phases (ms)
|
|
||||||
[JsonProperty("arrivalBaseMs")]
|
|
||||||
public int ArrivalBaseMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("allowedLateMs")]
|
|
||||||
public int AllowedLateMs { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("discussionPhaseMs")]
|
|
||||||
public int DiscussionPhaseMs { get; set; }
|
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||||||
|
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||||||
[JsonProperty("votingPhaseMs")]
|
|
||||||
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|
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||||||
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||||||
// Sabotage
|
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||||||
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||||||
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|
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||||||
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||||||
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/// <summary>
|
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|
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|
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|||||||
@@ -4,752 +4,155 @@ using Subsystems;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System;
|
using System;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine.SceneManagement;
|
using System.Collections.Generic;
|
||||||
|
/*
|
||||||
|
GameManager - hlavní tøida pro správu hry
|
||||||
|
GameManager_Network - subsystém pro správu komunikace se serverem
|
||||||
|
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
||||||
|
GameManager_Map - subsystém pro správu mapy a prostøedí
|
||||||
|
GameManager_Input - subsystém pro správu vstupu od hráèe
|
||||||
|
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
||||||
|
GamaManager_Stats - subsystém pro správu statistik pro server
|
||||||
|
*/
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Singleton
|
|
||||||
public static GameManager Instance { get; private set; }
|
|
||||||
|
|
||||||
[Header("Subsystems")]
|
[Header("Subsystems")]
|
||||||
public GameManager_Network networkSubsystem;
|
protected GameManager_Network networkSubsystem;
|
||||||
public GameManager_UI uiSubsystem;
|
protected GameManager_UI uiSubsystem;
|
||||||
public GameManager_Map mapSubsystem;
|
protected GameManager_Map mapSubsystem;
|
||||||
public GameManager_Input inputSubsystem;
|
protected GameManager_Input inputSubsystem;
|
||||||
public GameManager_Tasks taskSubsystem;
|
protected GameManager_Game gameSubsystem;
|
||||||
|
|
||||||
public GameClient gameClient;
|
protected GameClient gameClient;
|
||||||
|
|
||||||
[Header("Player Info")]
|
[Header("Player Info")]
|
||||||
public string displayName;
|
public string displayName;
|
||||||
|
|
||||||
[Header("Scene Management")]
|
[Header("UI Elements")]
|
||||||
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
|
public Canvas JoinCreateLobby;
|
||||||
|
public Canvas InLobby;
|
||||||
|
public Canvas LoadingScreen;
|
||||||
|
public Canvas GameScreen;
|
||||||
|
|
||||||
[Header("UI Elements (Client.unity)")]
|
|
||||||
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
|
|
||||||
private const string CanvasNameJoinCreate = "LobbySelector";
|
|
||||||
private const string CanvasNameInLobby = "InLobby";
|
|
||||||
private const string CanvasNameLoading = "LoadingScreen";
|
|
||||||
private const string CanvasNameGame = "InGame";
|
|
||||||
|
|
||||||
[Header("Map")]
|
[Header("Map")]
|
||||||
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
|
public GameObject MapCenterPoint;
|
||||||
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
|
|
||||||
public BuildingSettings buildingSettings;
|
public BuildingSettings buildingSettings;
|
||||||
public PathwaySettings pathwaySettings;
|
public PathwaySettings pathwaySettings;
|
||||||
public AreaSettings areaSettings;
|
public AreaSettings areaSettings;
|
||||||
|
|
||||||
[Header("Lobby Settings")]
|
[Header("GPS")]
|
||||||
public double pendingRadius = 500;
|
public GameObject Player;
|
||||||
public int pendingImpostorCount = 1;
|
|
||||||
public int pendingTaskCount = 5;
|
|
||||||
/// <summary>
|
|
||||||
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
|
|
||||||
/// host taps "Create". Null = host didn't change anything beyond the three
|
|
||||||
/// flat fields above; server falls through to its current defaults for
|
|
||||||
/// every field. Each field is independently nullable so the host can
|
|
||||||
/// opt into changing only what they care about.
|
|
||||||
/// </summary>
|
|
||||||
public GameSettingsOverrides pendingSettings;
|
|
||||||
|
|
||||||
[Header("Task Minigames (round-robin)")]
|
|
||||||
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
|
|
||||||
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
|
|
||||||
// will silently fail and the task button will appear dead.
|
|
||||||
[SerializeField] public string[] minigameScenes = {
|
|
||||||
"MiniGame-Kabely V10",
|
|
||||||
"MiniGame-insertkeys",
|
|
||||||
"MiniGame-FlappyBird",
|
|
||||||
"MiniGame-ThrowInHole",
|
|
||||||
"MiniGame-Satelit"
|
|
||||||
// Add minigame scene name here
|
|
||||||
};
|
|
||||||
|
|
||||||
[Header("Debug")]
|
[Header("Debug")]
|
||||||
public bool testMode = false;
|
public bool testMode = false;
|
||||||
/// <summary>
|
private GameClient _secondClient;
|
||||||
/// When true, draw a small GPS status banner across the top of every
|
private GameClient _thirdClient;
|
||||||
/// screen. Useful for diagnosing why CreateLobby is blocked or why a
|
private GameManager_Network _secondNetwork;
|
||||||
/// joiner's position isn't updating - failures otherwise only show up
|
private GameManager_Network _thirdNetwork;
|
||||||
/// in logcat which most users can't reach. Toggle off for release.
|
|
||||||
/// </summary>
|
|
||||||
public bool showGPSDebugOverlay = true;
|
|
||||||
|
|
||||||
/// <summary>
|
[Header("Tasks")]
|
||||||
/// Number of in-process test client bots to spawn alongside the host
|
public List<TaskData> AvailableTasks = new List<TaskData>();
|
||||||
/// when testMode is on. Each gets its own GameClient + Network and
|
public StationSettings settings = new StationSettings();
|
||||||
/// joins the host's lobby automatically. Bots are switchable via
|
|
||||||
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
|
|
||||||
/// bump for stress-testing voting / sabotage flows.
|
|
||||||
/// </summary>
|
|
||||||
public int testClientCount = 3;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Per-bot network + display-name + sim-position state. The active slot
|
|
||||||
/// (host = 0, bots = 1..N) gets WASD on the next tick.
|
|
||||||
/// </summary>
|
|
||||||
private class TestBot
|
|
||||||
{
|
|
||||||
public GameClient Client;
|
|
||||||
public GameManager_Network Network;
|
|
||||||
public string DisplayName;
|
|
||||||
public GeoSus.Client.Position SimPosition;
|
|
||||||
public bool Joined;
|
|
||||||
public float LastSendTime;
|
|
||||||
}
|
|
||||||
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
|
|
||||||
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
|
|
||||||
private int _activeClientSlot = 0;
|
|
||||||
|
|
||||||
void Awake()
|
|
||||||
{
|
|
||||||
if (Instance != null && Instance != this)
|
|
||||||
{
|
|
||||||
Destroy(gameObject);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
Instance = this;
|
|
||||||
DontDestroyOnLoad(gameObject);
|
|
||||||
|
|
||||||
// Keep the screen on while the player is in the app. A geographic
|
|
||||||
// social-deduction game asks the user to walk around for 5-15 minutes
|
|
||||||
// staring at the map; default Android sleep timeout (15-60s) blacks
|
|
||||||
// the screen out mid-round, drops GPS updates, and requires the
|
|
||||||
// player to re-unlock the phone. Two layers of belt-and-suspenders:
|
|
||||||
// (1) Unity's Screen.sleepTimeout, which works on most devices and
|
|
||||||
// is one line, but is overridden by some MIUI/EMUI ROMs.
|
|
||||||
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
|
|
||||||
// OEM ROMs to override and the standard pattern for navigation/maps
|
|
||||||
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
|
|
||||||
Screen.sleepTimeout = SleepTimeout.NeverSleep;
|
|
||||||
AcquireAndroidWakelock();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
|
|
||||||
/// standard navigation/maps-app pattern and survives ROM-level overrides
|
|
||||||
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
|
|
||||||
/// </summary>
|
|
||||||
private static void AcquireAndroidWakelock()
|
|
||||||
{
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
try
|
|
||||||
{
|
|
||||||
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
|
||||||
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
|
|
||||||
{
|
|
||||||
// addFlags must run on the UI thread. Capture activity into a
|
|
||||||
// local for the closure - AndroidJavaObject can be reused.
|
|
||||||
var act = activity;
|
|
||||||
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
using (var window = act.Call<AndroidJavaObject>("getWindow"))
|
|
||||||
{
|
|
||||||
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
|
|
||||||
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
|
|
||||||
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
}));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
// The prefab default in SampleScene.unity is "Hrac" (Czech for
|
DontDestroyOnLoad(this);
|
||||||
// "player"). Treat it as equivalent to "no name set" so users who
|
if (displayName == null || displayName == "")
|
||||||
// never customize their name don't all show up identically. This
|
{
|
||||||
// override only fires at startup; users who explicitly type "Hrac"
|
displayName = GenerateUsername();
|
||||||
// into the nickname field will still send "Hrac" via the live
|
}
|
||||||
// DisplayName payload field.
|
|
||||||
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
|
|
||||||
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
|
|
||||||
|
|
||||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
|
||||||
networkSubsystem = new GameManager_Network(gameClient, this);
|
|
||||||
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
|
|
||||||
uiSubsystem = new GameManager_UI(gameClient);
|
|
||||||
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
|
|
||||||
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
|
|
||||||
|
|
||||||
if (testMode)
|
if (testMode)
|
||||||
{
|
{
|
||||||
int n = Mathf.Max(0, testClientCount);
|
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
for (int i = 0; i < n; i++)
|
_secondNetwork = new GameManager_Network(_secondClient);
|
||||||
{
|
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
var bot = new TestBot
|
_thirdNetwork = new GameManager_Network(_thirdClient);
|
||||||
{
|
|
||||||
DisplayName = "TestBot" + (i + 1),
|
_secondNetwork.OpenConection();
|
||||||
};
|
_thirdNetwork.OpenConection();
|
||||||
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
|
|
||||||
bot.Network = new GameManager_Network(bot.Client, null);
|
|
||||||
bot.Network.OpenConnection();
|
|
||||||
_testBots.Add(bot);
|
|
||||||
}
|
}
|
||||||
|
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);
|
||||||
|
gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
|
||||||
|
networkSubsystem.OpenConection();
|
||||||
}
|
}
|
||||||
|
|
||||||
networkSubsystem.OpenConnection();
|
|
||||||
|
|
||||||
// Start GPS immediately at app launch. Acquiring a fix on a cold
|
|
||||||
// device can take 5-30 seconds; if we wait until CreateLobby is
|
|
||||||
// pressed, the lobby will be seeded with bad coords. Starting here
|
|
||||||
// means the user's normal navigation through the menus gives the
|
|
||||||
// GPS subsystem time to settle.
|
|
||||||
inputSubsystem?.EnsureGPSStarted();
|
|
||||||
|
|
||||||
// Load main menu after GameManager is ready
|
|
||||||
if (!string.IsNullOrEmpty(firstMenuScene))
|
|
||||||
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Draws a GPS status banner across the top of every screen. We use OnGUI
|
|
||||||
/// rather than a uGUI Canvas element because OnGUI works without any
|
|
||||||
/// scene wiring - we want this visible from the very first frame, on
|
|
||||||
/// every screen, even if the lobby canvas hasn't been bound yet. This is
|
|
||||||
/// a debug overlay; toggle showGPSDebugOverlay off for release builds.
|
|
||||||
/// </summary>
|
|
||||||
private void OnGUI()
|
|
||||||
{
|
|
||||||
if (!showGPSDebugOverlay) return;
|
|
||||||
if (inputSubsystem == null) return;
|
|
||||||
|
|
||||||
var diag = inputSubsystem.GpsDiagnostic;
|
|
||||||
var label = "GPS: " + diag;
|
|
||||||
|
|
||||||
// Scale font size to screen so it's legible on phones (HDPI) and
|
|
||||||
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
|
|
||||||
// editor game view runs at ~100dpi.
|
|
||||||
int fontSize = Mathf.Max(14, Screen.width / 50);
|
|
||||||
|
|
||||||
var style = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
fontSize = fontSize,
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleLeft,
|
|
||||||
wordWrap = false,
|
|
||||||
normal = { textColor = Color.white }
|
|
||||||
};
|
|
||||||
|
|
||||||
// Width covers most of the screen so longer error strings don't get
|
|
||||||
// clipped. Height auto-fits the chosen font size.
|
|
||||||
float pad = fontSize * 0.5f;
|
|
||||||
float bannerH = fontSize * 2f;
|
|
||||||
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
|
|
||||||
|
|
||||||
// Translucent black background for legibility against the map.
|
|
||||||
var prevColor = GUI.color;
|
|
||||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
|
||||||
GUI.Box(rect, GUIContent.none);
|
|
||||||
GUI.color = prevColor;
|
|
||||||
|
|
||||||
// Indent the label inside the box.
|
|
||||||
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
|
|
||||||
GUI.Label(textRect, label, style);
|
|
||||||
|
|
||||||
// Second row: position-source picker (tap to cycle) + active client
|
|
||||||
// indicator (testMode only). Both are diagnostic; the source picker
|
|
||||||
// is the recovery path when one backend silently fails on a phone.
|
|
||||||
float row2Y = rect.y + bannerH + pad * 0.5f;
|
|
||||||
var btnStyle = new GUIStyle(GUI.skin.button)
|
|
||||||
{
|
|
||||||
fontSize = Mathf.Max(12, fontSize - 2),
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleCenter,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Source button: shows current source name + invites tap.
|
|
||||||
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
|
|
||||||
// Width sized to the text so the touch area matches the label.
|
|
||||||
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
|
|
||||||
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
|
|
||||||
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
|
|
||||||
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
|
|
||||||
{
|
|
||||||
inputSubsystem.CycleNextPositionSource();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Active-client indicator (only when we have test bots).
|
|
||||||
if (testMode && _testBots.Count > 0)
|
|
||||||
{
|
|
||||||
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
|
|
||||||
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
|
|
||||||
var indStyle = new GUIStyle(GUI.skin.label)
|
|
||||||
{
|
|
||||||
fontSize = Mathf.Max(12, fontSize - 2),
|
|
||||||
fontStyle = FontStyle.Bold,
|
|
||||||
alignment = TextAnchor.MiddleLeft,
|
|
||||||
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
|
|
||||||
};
|
|
||||||
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
|
|
||||||
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
|
|
||||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
|
||||||
GUI.Box(indRect, GUIContent.none);
|
|
||||||
GUI.color = prevColor;
|
|
||||||
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
// Tick the SDK dispatcher so callbacks fire on main thread
|
if (gameClient.CurrentLobbyState != null)
|
||||||
gameClient?.Update();
|
|
||||||
if (testMode)
|
|
||||||
{
|
{
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
uiSubsystem.UpdateLobbyUI();
|
||||||
_testBots[i].Client?.Update();
|
}
|
||||||
HandleTestBotInput();
|
try
|
||||||
|
{
|
||||||
|
if (gameClient.CurrentLobbyState.MapDataReady)
|
||||||
|
{
|
||||||
|
mapSubsystem.BuildMap();
|
||||||
|
gameClient.CurrentLobbyState.MapDataReady = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (NullReferenceException ex) { }
|
||||||
|
inputSubsystem.positionCheck();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (gameClient?.CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
uiSubsystem?.UpdateLobbyUI();
|
|
||||||
taskSubsystem?.UpdateProximity();
|
|
||||||
}
|
|
||||||
if (gameClient?.MyRole == PlayerRole.Impostor)
|
|
||||||
UpdateKillCooldown();
|
|
||||||
|
|
||||||
inputSubsystem?.positionCheck();
|
|
||||||
|
|
||||||
if (testMode) StepActiveTestBot();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
|
|
||||||
/// Suppress host WASD when a non-host bot is active so the host capsule
|
|
||||||
/// doesn't drift while the user is moving a bot. Only fires when
|
|
||||||
/// testMode is on; release builds never see this path.
|
|
||||||
/// </summary>
|
|
||||||
private void HandleTestBotInput()
|
|
||||||
{
|
|
||||||
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
|
|
||||||
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
|
|
||||||
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Tell the host's input subsystem to ignore WASD when a bot is active.
|
|
||||||
if (inputSubsystem != null)
|
|
||||||
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// If the active slot is a bot, step its sim position from WASD axes
|
|
||||||
/// and send to the server. Idle bots get a periodic keep-alive so their
|
|
||||||
/// avatars don't time out.
|
|
||||||
/// </summary>
|
|
||||||
private void StepActiveTestBot()
|
|
||||||
{
|
|
||||||
if (_testBots.Count == 0) return;
|
|
||||||
var state = gameClient?.CurrentLobbyState;
|
|
||||||
if (state == null || state.MapData == null) return;
|
|
||||||
|
|
||||||
// Lazy-init each bot's sim position to the lobby's map center on
|
|
||||||
// first lobby state. Until the bot has joined a lobby it can't
|
|
||||||
// send position updates.
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (!bot.Joined) continue;
|
|
||||||
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
// Spawn each bot in a small ring around the map center so
|
|
||||||
// they don't all stack on top of each other on frame one.
|
|
||||||
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
|
||||||
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
|
||||||
bot.SimPosition = new GeoSus.Client.Position(
|
|
||||||
state.MapData.Center.Lat + offsetLat,
|
|
||||||
state.MapData.Center.Lon + offsetLon);
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// WASD only drives the active bot.
|
|
||||||
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
|
|
||||||
{
|
|
||||||
var bot = _testBots[_activeClientSlot - 1];
|
|
||||||
if (bot.Joined)
|
|
||||||
{
|
|
||||||
float dx = Input.GetAxis("Horizontal");
|
|
||||||
float dy = Input.GetAxis("Vertical");
|
|
||||||
const double speed = 0.00001;
|
|
||||||
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
|
|
||||||
if (moved)
|
|
||||||
{
|
|
||||||
bot.SimPosition = new GeoSus.Client.Position(
|
|
||||||
bot.SimPosition.Lat + dy * speed,
|
|
||||||
bot.SimPosition.Lon + dx * speed);
|
|
||||||
}
|
|
||||||
// Send on movement OR on keep-alive cadence so the server
|
|
||||||
// doesn't drop our presence.
|
|
||||||
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
|
|
||||||
if (moved || dueKeepAlive)
|
|
||||||
{
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// No bot is active. All bots get keep-alive only.
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (!bot.Joined) continue;
|
|
||||||
if ((Time.time - bot.LastSendTime) >= 1.0f)
|
|
||||||
{
|
|
||||||
bot.Client.UpdatePosition(bot.SimPosition);
|
|
||||||
bot.LastSendTime = Time.time;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void OnEnable()
|
|
||||||
{
|
|
||||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
|
||||||
}
|
|
||||||
void OnDisable()
|
|
||||||
{
|
|
||||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// After Client.unity loads, re-bind all canvas/HUD references because
|
|
||||||
/// those GameObjects don't exist in the Art menu scenes.
|
|
||||||
/// </summary>
|
|
||||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
|
||||||
{
|
|
||||||
if (scene.name == "Client")
|
|
||||||
{
|
|
||||||
var roots = scene.GetRootGameObjects();
|
|
||||||
|
|
||||||
// Find a root or deep GameObject by name in the loaded scene
|
|
||||||
GameObject FindGO(string n) {
|
|
||||||
foreach (var go in roots) {
|
|
||||||
if (go.name == n) return go;
|
|
||||||
var found = go.transform.Find(n);
|
|
||||||
if (found != null) return found.gameObject;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
Canvas FindCanvas(string n) {
|
|
||||||
var go = FindGO(n);
|
|
||||||
return go != null ? go.GetComponent<Canvas>() : null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
|
|
||||||
var inGameGO = FindGO("InGame");
|
|
||||||
if (inGameGO != null)
|
|
||||||
{
|
|
||||||
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
|
|
||||||
?? inGameGO.AddComponent<InGameHUDBuilder>();
|
|
||||||
builder.BuildNow();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Wire canvases (after HUD is built) ──
|
|
||||||
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
|
|
||||||
// to every canvas in the scene before binding so layouts scale
|
|
||||||
// identically across phones and tablets without per-device tweaks.
|
|
||||||
var cJoin = FindCanvas(CanvasNameJoinCreate);
|
|
||||||
var cLobby = FindCanvas(CanvasNameInLobby);
|
|
||||||
var cLoad = FindCanvas(CanvasNameLoading);
|
|
||||||
var cGame = FindCanvas(CanvasNameGame);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
|
|
||||||
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
|
|
||||||
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
|
|
||||||
|
|
||||||
// ── Wire map center point and player capsule ──
|
|
||||||
var mapCenter = FindGO("MapCenterPoint");
|
|
||||||
var player = FindGO("Capsule");
|
|
||||||
mapSubsystem?.SetMapCenterPoint(mapCenter);
|
|
||||||
inputSubsystem?.SetPlayerObject(player);
|
|
||||||
|
|
||||||
// ── Attach camera controller to Main Camera ──
|
|
||||||
var mainCamGO = FindGO("Main Camera");
|
|
||||||
if (mainCamGO != null)
|
|
||||||
{
|
|
||||||
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
|
|
||||||
?? mainCamGO.AddComponent<MapCameraController>();
|
|
||||||
camCtrl.SetTarget(player);
|
|
||||||
}
|
|
||||||
|
|
||||||
// If MapDataReady arrived before Client scene finished loading,
|
|
||||||
// this will build the map now that scene references are valid.
|
|
||||||
networkSubsystem?.OnClientSceneReady();
|
|
||||||
}
|
|
||||||
else if (scene.name == "create" || scene.name == "join loading")
|
|
||||||
{
|
|
||||||
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
|
|
||||||
// its Start() has run and registered itself (happens before Update).
|
|
||||||
uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private float _killCooldownSeconds = 0f;
|
|
||||||
private const float KillCooldownDuration = 20f;
|
|
||||||
|
|
||||||
private void UpdateKillCooldown()
|
|
||||||
{
|
|
||||||
if (_killCooldownSeconds > 0)
|
|
||||||
{
|
|
||||||
_killCooldownSeconds -= Time.deltaTime;
|
|
||||||
// Mirror into GameState so UI reads from the single source of truth
|
|
||||||
if (networkSubsystem?.State != null)
|
|
||||||
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
|
|
||||||
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_killCooldownSeconds = 0f;
|
|
||||||
if (networkSubsystem?.State != null)
|
|
||||||
networkSubsystem.State.KillCooldownRemaining = 0;
|
|
||||||
uiSubsystem?.SetKillCooldownText("");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
|
|
||||||
/// depending on current proximity state.
|
|
||||||
/// </summary>
|
|
||||||
public void PerformAction()
|
|
||||||
{
|
|
||||||
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
|
|
||||||
|
|
||||||
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
|
|
||||||
|
|
||||||
// P13b: pull per-lobby distances from the server-snapshotted settings
|
|
||||||
// instead of hardcoding 5m for every check. ?? fallback keeps the
|
|
||||||
// pre-P13b behavior on old server builds that don't ship settings.
|
|
||||||
var settings = networkSubsystem?.State?.Settings;
|
|
||||||
double reportDist = settings?.ReportDistanceM ?? 5.0;
|
|
||||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
|
|
||||||
double killDist = settings?.KillDistanceM ?? 5.0;
|
|
||||||
|
|
||||||
// 1. Nearby task → USE
|
|
||||||
var nearbyTask = taskSubsystem?.NearbyTask;
|
|
||||||
if (nearbyTask != null && !isImpostor)
|
|
||||||
{
|
|
||||||
taskSubsystem.TriggerNearbyTask();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Nearby body → REPORT
|
|
||||||
if (!uiSubsystem.IsCommsBlackout)
|
|
||||||
{
|
|
||||||
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
|
|
||||||
if (nearbyBody != null)
|
|
||||||
{
|
|
||||||
gameClient.ReportBody(nearbyBody.BodyId);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Near map centre → EMERGENCY
|
|
||||||
if (gameClient?.CurrentLobbyState?.MapData != null)
|
|
||||||
{
|
|
||||||
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
if (distToCenter <= emergencyDist)
|
|
||||||
{
|
|
||||||
gameClient.CallEmergencyMeeting();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 4. Impostor kill
|
|
||||||
if (isImpostor && _killCooldownSeconds <= 0)
|
|
||||||
{
|
|
||||||
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
|
|
||||||
if (!string.IsNullOrEmpty(targetUuid))
|
|
||||||
{
|
|
||||||
gameClient.Kill(targetUuid);
|
|
||||||
_killCooldownSeconds = KillCooldownDuration;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by Impostor sabotage buttons.</summary>
|
|
||||||
public void StartSabotage(int typeIndex)
|
|
||||||
{
|
|
||||||
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
|
|
||||||
public void CastVote(string targetUuid)
|
|
||||||
{
|
|
||||||
gameClient?.Vote(targetUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected string GenerateUUID()
|
protected string GenerateUUID()
|
||||||
{
|
{
|
||||||
return System.Guid.NewGuid().ToString();
|
string UUID = System.Guid.NewGuid().ToString();
|
||||||
|
Debug.Log(UUID);
|
||||||
|
return UUID;
|
||||||
}
|
}
|
||||||
protected string GenerateUsername()
|
protected string GenerateUsername()
|
||||||
{
|
{
|
||||||
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
|
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
|
||||||
|
Debug.Log(Username);
|
||||||
|
return Username;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pull the nickname input field's current text into displayName +
|
|
||||||
/// gameClient.DisplayName + PlayerPrefs before sending a network
|
|
||||||
/// action. Defensive against any TMP_InputField / soft-keyboard race
|
|
||||||
/// where the user types and immediately taps a button: onValueChanged
|
|
||||||
/// normally fires before the click handler in the same frame, but
|
|
||||||
/// some Android keyboards batch text events oddly. Call this at the
|
|
||||||
/// top of any Create/Join/Rename flow. No-op if the input field
|
|
||||||
/// doesn't exist in the current scene.
|
|
||||||
/// </summary>
|
|
||||||
private void CommitNicknameFromInput()
|
|
||||||
{
|
|
||||||
var nameGO = GameObject.Find("name");
|
|
||||||
if (nameGO == null) return;
|
|
||||||
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
|
|
||||||
if (field == null) return;
|
|
||||||
// Force the InputField to flush any pending soft-keyboard text.
|
|
||||||
// ForceLabelUpdate() is harmless if there's nothing pending.
|
|
||||||
field.ForceLabelUpdate();
|
|
||||||
string typed = (field.text ?? "").Trim();
|
|
||||||
if (string.IsNullOrEmpty(typed)) return;
|
|
||||||
if (typed == displayName) return; // already in sync, skip the writes
|
|
||||||
displayName = typed;
|
|
||||||
if (gameClient != null) gameClient.DisplayName = typed;
|
|
||||||
PlayerPrefs.SetString("PlayerName", typed);
|
|
||||||
PlayerPrefs.Save();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called by HostLobbyUI
|
|
||||||
public void CreateLobbyButton()
|
public void CreateLobbyButton()
|
||||||
{
|
{
|
||||||
CommitNicknameFromInput();
|
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
||||||
// Refuse to create a lobby without a real GPS fix. The previous
|
if (testMode)
|
||||||
// behavior of silently using a hardcoded Czechia fallback meant the
|
|
||||||
// game always started at the same place no matter where the host was,
|
|
||||||
// and the player capsule would spawn miles away in coordinate space
|
|
||||||
// because they're at their real GPS while the map was built around
|
|
||||||
// the fallback. Both bugs share this single gate.
|
|
||||||
if (inputSubsystem?.LastKnownPosition == null)
|
|
||||||
{
|
{
|
||||||
// testMode bypasses the GPS gate entirely so debug runs still work.
|
StartCoroutine(ConnectTestClients());
|
||||||
if (!testMode)
|
|
||||||
{
|
|
||||||
// Surface the actual GPS state in both logs and the toast
|
|
||||||
// instead of the generic "Waiting for GPS fix..." that hides
|
|
||||||
// permission/timeout/device-disabled distinctions.
|
|
||||||
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
|
|
||||||
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
|
|
||||||
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
|
|
||||||
inputSubsystem?.EnsureGPSStarted();
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void JoinLobbyButton()
|
||||||
var pos = inputSubsystem?.LastKnownPosition;
|
|
||||||
double lat = pos?.Lat ?? 0;
|
|
||||||
double lon = pos?.Lon ?? 0;
|
|
||||||
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
|
|
||||||
if (testMode) StartCoroutine(ConnectTestClients());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called by JoinLobbyUI with the code from the input field
|
|
||||||
public void JoinLobbyButton(string code)
|
|
||||||
{
|
{
|
||||||
CommitNicknameFromInput();
|
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
||||||
if (!string.IsNullOrEmpty(code))
|
if (joinCode.text != null && joinCode.text != "")
|
||||||
networkSubsystem.JoinLobby(code);
|
{
|
||||||
|
networkSubsystem.JoinLobby(joinCode.text);
|
||||||
|
}
|
||||||
else
|
else
|
||||||
Debug.LogWarning("Join code is empty!");
|
{
|
||||||
|
Debug.Log("Join code is empty!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LeaveLobbyButton()
|
public void LeaveLobbyButton()
|
||||||
{
|
{
|
||||||
networkSubsystem.LeaveLobby();
|
networkSubsystem.LeaveLobby();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGameButton()
|
public void StartGameButton()
|
||||||
{
|
{
|
||||||
networkSubsystem.StartGame();
|
networkSubsystem.StartGame();
|
||||||
}
|
}
|
||||||
|
public void Interact()
|
||||||
|
{
|
||||||
|
//TODO: Interakce s úkoly
|
||||||
|
}
|
||||||
void OnApplicationQuit()
|
void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
gameClient?.Disconnect();
|
gameClient.Disconnect();
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
_secondClient?.Disconnect();
|
||||||
_testBots[i].Client?.Disconnect();
|
_thirdClient?.Disconnect();
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator ConnectTestClients()
|
IEnumerator ConnectTestClients()
|
||||||
{
|
{
|
||||||
if (_testBots.Count == 0) yield break;
|
yield return new WaitForSeconds(2f);
|
||||||
|
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
// Wait until host lobby code exists
|
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
float wait = 0f;
|
|
||||||
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
|
|
||||||
{
|
|
||||||
wait += 0.25f;
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
|
||||||
}
|
|
||||||
|
|
||||||
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
|
|
||||||
if (string.IsNullOrEmpty(joinCode))
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait until every bot's client has finished its TCP handshake.
|
|
||||||
// IsReady flips once ClientHello + ClientHelloAck round-trip.
|
|
||||||
wait = 0f;
|
|
||||||
bool allReady;
|
|
||||||
do
|
|
||||||
{
|
|
||||||
allReady = true;
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
|
|
||||||
{
|
|
||||||
allReady = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!allReady)
|
|
||||||
{
|
|
||||||
wait += 0.25f;
|
|
||||||
yield return new WaitForSeconds(0.25f);
|
|
||||||
}
|
|
||||||
} while (!allReady && wait < 20f);
|
|
||||||
|
|
||||||
if (!allReady)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < _testBots.Count; i++)
|
|
||||||
{
|
|
||||||
var bot = _testBots[i];
|
|
||||||
if (bot.Client != null && bot.Client.IsReady)
|
|
||||||
{
|
|
||||||
bot.Network?.JoinLobby(joinCode);
|
|
||||||
bot.Joined = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,2 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 22bf82e679cf6e1419440d236360ba3b
|
guid: 9e2c3e4ba4e36ea40a686e58feca4d2b
|
||||||
141
Assets/GameManager/GameManager_Game.cs
Normal file
@@ -0,0 +1,141 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using static UnityEngine.Rendering.RayTracingAccelerationStructure;
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
[System.Serializable]
|
||||||
|
public class StationSettings
|
||||||
|
{
|
||||||
|
public GameObject TaskStationPrefab;
|
||||||
|
public GameObject SabotageStationPrefab;
|
||||||
|
public GameObject MeetingStationPrefab;
|
||||||
|
public GameObject BodyStationPrefab;
|
||||||
|
|
||||||
|
}
|
||||||
|
public class GameManager_Game
|
||||||
|
{
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private GameObject _player;
|
||||||
|
private GameObject _map;
|
||||||
|
private float _range;
|
||||||
|
private List<TaskData> _availableTasks;
|
||||||
|
public List<GameObject> Stations { get; private set; }
|
||||||
|
public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
|
||||||
|
private StationSettings _stationSettings;
|
||||||
|
public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
|
||||||
|
{
|
||||||
|
_gameClient = client;
|
||||||
|
_player = player;
|
||||||
|
_map = map;
|
||||||
|
_availableTasks = availableTasks;
|
||||||
|
_range = range;
|
||||||
|
_stationSettings = stationSettings;
|
||||||
|
}
|
||||||
|
public bool CheckSightLine(Vector3 target)
|
||||||
|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
Vector3 direction = target - _player.transform.position;
|
||||||
|
Ray ray = new Ray(new Vector3(_player.transform.position.x, 0.1f, _player.transform.position.z), direction);
|
||||||
|
Physics.Raycast(ray, out hit, _range);
|
||||||
|
if (hit.collider.tag == "Player")
|
||||||
|
{
|
||||||
|
Debug.Log("Target is visible");
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Target is not visible");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
public void InitializeTaskStations()
|
||||||
|
{
|
||||||
|
for(int i = 0; i < _gameClient.MyTasks.Count; i++)
|
||||||
|
{
|
||||||
|
System.Random rnd = new System.Random();
|
||||||
|
var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
|
||||||
|
CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void CreateStation(Position pos, StationType type)
|
||||||
|
{
|
||||||
|
GameObject stationPrefab = null;
|
||||||
|
PlayerRole? reqRole = null;
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case StationType.Task:
|
||||||
|
stationPrefab = _stationSettings.TaskStationPrefab;
|
||||||
|
reqRole = PlayerRole.Crew;
|
||||||
|
Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
|
||||||
|
break;
|
||||||
|
case StationType.Sabotage:
|
||||||
|
stationPrefab = _stationSettings.SabotageStationPrefab;
|
||||||
|
break;
|
||||||
|
case StationType.Meeting:
|
||||||
|
stationPrefab = _stationSettings.MeetingStationPrefab;
|
||||||
|
break;
|
||||||
|
case StationType.Body:
|
||||||
|
stationPrefab = _stationSettings.BodyStationPrefab;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.LogError("Invalid station type");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
var station = UnityEngine.Object.Instantiate(stationPrefab);
|
||||||
|
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
|
Stations.Add(station);
|
||||||
|
IInteractable interactable = station.GetComponent<IInteractable>();
|
||||||
|
interactable.Location = pos;
|
||||||
|
interactable.InteractionRange = _range;
|
||||||
|
/*Stations = new List<GameObject>();
|
||||||
|
foreach (var task in _gameClient.MyTasks)
|
||||||
|
{
|
||||||
|
System.Random rnd = new System.Random();
|
||||||
|
int index = rnd.Next(0, _availableTasks.Count);
|
||||||
|
var station = UnityEngine.Object.Instantiate(_stationPrefab);
|
||||||
|
ITask TaskSettings = station.GetComponent<ITask>();
|
||||||
|
TaskSettings.TaskID = task.TaskId;
|
||||||
|
TaskSettings.TaskLocation = task.Location;
|
||||||
|
station.transform.position = TaskSettings.TaskLocation.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
|
station.SetActive(false);
|
||||||
|
|
||||||
|
Stations.Add(station);
|
||||||
|
}*/
|
||||||
|
|
||||||
|
}
|
||||||
|
private void CreateStation(Position pos, StationType type, GameTask taskInfo)
|
||||||
|
{
|
||||||
|
GameObject stationPrefab = _stationSettings.TaskStationPrefab;
|
||||||
|
var station = UnityEngine.Object.Instantiate(stationPrefab);
|
||||||
|
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
|
Stations.Add(station);
|
||||||
|
TaskStation interactable = station.GetComponent<TaskStation>();
|
||||||
|
interactable.Location = pos;
|
||||||
|
interactable.InteractionRange = _range;
|
||||||
|
interactable.TaskID = taskInfo.TaskId;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void CheckForPlayers()
|
||||||
|
{
|
||||||
|
foreach (var player in _gameClient.PlayerPositions.Where(p => p.Value.State == PlayerState.Alive))
|
||||||
|
{
|
||||||
|
if (CheckSightLine(player.Value.Position.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center)))
|
||||||
|
{
|
||||||
|
Debug.Log($"Player {player.Key} is visible");
|
||||||
|
//TODO: Render player on map
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log($"Player {player.Key} is not visible");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: aba57c59fb2a19141a4868fa6a5c924c
|
||||||
@@ -1,4 +1,4 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
@@ -16,292 +16,6 @@ namespace Subsystems
|
|||||||
Running,
|
Running,
|
||||||
Failed
|
Failed
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Position source backend. Selectable at runtime via the GPS overlay
|
|
||||||
/// "Source" button so the user can recover when one path misbehaves on
|
|
||||||
/// their phone:
|
|
||||||
/// Auto - JNI: subscribe to gps + network, pick most recent fix.
|
|
||||||
/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
|
|
||||||
/// fixes don't drown out the slower-but-precise gps fix).
|
|
||||||
/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
|
|
||||||
/// Useful indoors when no satellite lock is possible.
|
|
||||||
/// UnityInput - Unity's Input.location wrapper. Verified to hang on
|
|
||||||
/// Mi 9T / A20e (which is why JNI exists), but works on
|
|
||||||
/// newer Android where the JNI streaming-callbacks path
|
|
||||||
/// silently doesn't fire (MIUI/HyperOS battery saver,
|
|
||||||
/// approximate-vs-precise permission split, minDistance
|
|
||||||
/// gating on stationary phones).
|
|
||||||
/// EditorWasd - WASD-driven simulated position. Available regardless
|
|
||||||
/// of testMode flag so desktop builds and editor sessions
|
|
||||||
/// can navigate the map without real GPS.
|
|
||||||
/// </summary>
|
|
||||||
public enum PositionSource
|
|
||||||
{
|
|
||||||
Auto,
|
|
||||||
GpsOnly,
|
|
||||||
NetworkOnly,
|
|
||||||
UnityInput,
|
|
||||||
EditorWasd,
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
/// <summary>
|
|
||||||
/// Bridges android.location.LocationListener to managed code. The method
|
|
||||||
/// names here must match Java's LocationListener interface exactly so
|
|
||||||
/// AndroidJavaProxy's reflection dispatcher can find them.
|
|
||||||
/// </summary>
|
|
||||||
internal class AndroidLocationProxy : AndroidJavaProxy
|
|
||||||
{
|
|
||||||
public AndroidLocationProvider Owner { get; set; }
|
|
||||||
public AndroidLocationProxy() : base("android.location.LocationListener") { }
|
|
||||||
|
|
||||||
// Called by Android each time a new fix arrives from the registered provider.
|
|
||||||
public void onLocationChanged(AndroidJavaObject location)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (location == null) return;
|
|
||||||
double lat = location.Call<double>("getLatitude");
|
|
||||||
double lon = location.Call<double>("getLongitude");
|
|
||||||
long t = location.Call<long>("getTime");
|
|
||||||
string provider = "";
|
|
||||||
try { provider = location.Call<string>("getProvider"); } catch { }
|
|
||||||
// Streaming callbacks are LIVE (never cached). The cached path
|
|
||||||
// calls UpdateLocation directly with isCached=true.
|
|
||||||
Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Required by the LocationListener interface even if we don't use them.
|
|
||||||
// Missing methods cause java.lang.AbstractMethodError at runtime.
|
|
||||||
public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
|
|
||||||
public void onProviderEnabled(string provider) { }
|
|
||||||
public void onProviderDisabled(string provider) { }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Direct wrapper around android.location.LocationManager via JNI, used as
|
|
||||||
/// a replacement for Unity's Input.location on Android when the user picks
|
|
||||||
/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
|
|
||||||
/// position-source picker can rewire live without restart.
|
|
||||||
/// </summary>
|
|
||||||
internal class AndroidLocationProvider
|
|
||||||
{
|
|
||||||
private AndroidJavaObject _activity;
|
|
||||||
private AndroidJavaObject _locationManager;
|
|
||||||
private AndroidLocationProxy _gpsListener;
|
|
||||||
private AndroidLocationProxy _networkListener;
|
|
||||||
private double _lat, _lon;
|
|
||||||
private long _lastTimeMillis;
|
|
||||||
private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
|
|
||||||
private bool _hasFix;
|
|
||||||
private bool _hasLiveFix; // True once any streaming callback fired.
|
|
||||||
private string _activeProvider = "";
|
|
||||||
|
|
||||||
// Captured at Initialize() so the diagnostic can report
|
|
||||||
// "GPS provider DISABLED, only network enabled" etc.
|
|
||||||
private bool _gpsProviderEnabled;
|
|
||||||
private bool _networkProviderEnabled;
|
|
||||||
private bool _gpsLastKnownExists;
|
|
||||||
private bool _networkLastKnownExists;
|
|
||||||
private string _enabledProvidersList = "";
|
|
||||||
|
|
||||||
// Subscription scope - set in Initialize, used in Shutdown to know
|
|
||||||
// which listeners we registered.
|
|
||||||
private bool _subscribedGps;
|
|
||||||
private bool _subscribedNetwork;
|
|
||||||
|
|
||||||
public bool HasFix => _hasFix;
|
|
||||||
public bool HasLiveFix => _hasLiveFix;
|
|
||||||
public long LastLiveTimeMillis => _lastLiveTimeMillis;
|
|
||||||
public long LastTimeMillis => _lastTimeMillis;
|
|
||||||
public double Lat => _lat;
|
|
||||||
public double Lon => _lon;
|
|
||||||
public string ActiveProvider => _activeProvider;
|
|
||||||
public bool GpsProviderEnabled => _gpsProviderEnabled;
|
|
||||||
public bool NetworkProviderEnabled => _networkProviderEnabled;
|
|
||||||
public bool GpsLastKnownExists => _gpsLastKnownExists;
|
|
||||||
public bool NetworkLastKnownExists => _networkLastKnownExists;
|
|
||||||
public string EnabledProvidersList => _enabledProvidersList;
|
|
||||||
public bool SubscribedGps => _subscribedGps;
|
|
||||||
public bool SubscribedNetwork => _subscribedNetwork;
|
|
||||||
|
|
||||||
public bool Initialize(out string error, bool useGps, bool useNetwork)
|
|
||||||
{
|
|
||||||
error = "";
|
|
||||||
try
|
|
||||||
{
|
|
||||||
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
|
||||||
{
|
|
||||||
_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
|
|
||||||
}
|
|
||||||
if (_activity == null) { error = "no current activity"; return false; }
|
|
||||||
|
|
||||||
_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
|
|
||||||
if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
|
|
||||||
|
|
||||||
// Capture provider enable state up front so the diagnostic
|
|
||||||
// can distinguish "provider disabled at OS level" from
|
|
||||||
// "provider enabled but produced no fix yet".
|
|
||||||
_gpsProviderEnabled = SafeIsProviderEnabled("gps");
|
|
||||||
_networkProviderEnabled = SafeIsProviderEnabled("network");
|
|
||||||
_enabledProvidersList = SafeGetEnabledProviders();
|
|
||||||
|
|
||||||
Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
|
|
||||||
|
|
||||||
// Try cached last-known fixes from the providers we're about
|
|
||||||
// to subscribe to. If the OS already knows where we are
|
|
||||||
// (e.g. from another app that recently used GPS), we get a
|
|
||||||
// fix at zero cost and zero wait time. Tagged isCached so
|
|
||||||
// the diagnostic can mark them and we know we still need
|
|
||||||
// to wait for a streaming callback.
|
|
||||||
if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
|
|
||||||
if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
|
|
||||||
|
|
||||||
_subscribedGps = useGps;
|
|
||||||
_subscribedNetwork = useNetwork;
|
|
||||||
|
|
||||||
if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
|
|
||||||
if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
|
|
||||||
|
|
||||||
// requestLocationUpdates must be called on a thread with a
|
|
||||||
// Looper. Use the Activity's UI thread, which always has one.
|
|
||||||
// minTime=1000ms, minDistance=0f - we want updates on every
|
|
||||||
// fix the OS produces. Previously this was 1f which gated
|
|
||||||
// out updates from a stationary phone (MIUI/newer Android
|
|
||||||
// are stricter about this and that's the suspected cause of
|
|
||||||
// "via gps (cached)" sticking forever).
|
|
||||||
_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
|
||||||
{
|
|
||||||
if (useGps)
|
|
||||||
{
|
|
||||||
try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
|
|
||||||
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
|
|
||||||
}
|
|
||||||
if (useNetwork)
|
|
||||||
{
|
|
||||||
try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
|
|
||||||
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
|
|
||||||
}
|
|
||||||
}));
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
error = "JNI init exception: " + ex.Message;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void TryLastKnown(string provider, out bool nonNullReturned)
|
|
||||||
{
|
|
||||||
nonNullReturned = false;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
|
|
||||||
if (loc != null)
|
|
||||||
{
|
|
||||||
nonNullReturned = true;
|
|
||||||
double lat = loc.Call<double>("getLatitude");
|
|
||||||
double lon = loc.Call<double>("getLongitude");
|
|
||||||
long t = loc.Call<long>("getTime");
|
|
||||||
UpdateLocation(lat, lon, t, provider, isCached: true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SafeIsProviderEnabled(string provider)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
return _locationManager.Call<bool>("isProviderEnabled", provider);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build a comma-separated list of currently-enabled providers via
|
|
||||||
// LocationManager.getProviders(true). We iterate the returned
|
|
||||||
// java.util.List by index because AndroidJavaObject does not
|
|
||||||
// implement IEnumerable.
|
|
||||||
string SafeGetEnabledProviders()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
|
|
||||||
if (list == null) return "";
|
|
||||||
int size = list.Call<int>("size");
|
|
||||||
var parts = new System.Text.StringBuilder();
|
|
||||||
for (int i = 0; i < size; i++)
|
|
||||||
{
|
|
||||||
var name = list.Call<string>("get", i);
|
|
||||||
if (i > 0) parts.Append(",");
|
|
||||||
parts.Append(name);
|
|
||||||
}
|
|
||||||
return parts.ToString();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
|
|
||||||
return "";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
|
|
||||||
{
|
|
||||||
// Ignore older fixes if a newer one is already in hand. This lets
|
|
||||||
// both gps + network listeners feed us without ping-ponging
|
|
||||||
// between stale and fresh data.
|
|
||||||
if (timeMillis < _lastTimeMillis) return;
|
|
||||||
_lat = lat;
|
|
||||||
_lon = lon;
|
|
||||||
_lastTimeMillis = timeMillis;
|
|
||||||
// Active-provider name carries cached/live state in the diagnostic
|
|
||||||
// banner so the user can see at a glance whether streaming has
|
|
||||||
// kicked in or we're still on the initial cached snapshot.
|
|
||||||
_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
|
|
||||||
_hasFix = true;
|
|
||||||
if (!isCached)
|
|
||||||
{
|
|
||||||
_hasLiveFix = true;
|
|
||||||
_lastLiveTimeMillis = timeMillis;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Shutdown()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (_locationManager != null)
|
|
||||||
{
|
|
||||||
if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
|
|
||||||
if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
|
|
||||||
}
|
|
||||||
_gpsListener = null;
|
|
||||||
_networkListener = null;
|
|
||||||
_locationManager = null;
|
|
||||||
_activity = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
public static class PositonExtensions
|
public static class PositonExtensions
|
||||||
{
|
{
|
||||||
public static Position ToLocal(this Position position, Position center)
|
public static Position ToLocal(this Position position, Position center)
|
||||||
@@ -337,283 +51,34 @@ namespace Subsystems
|
|||||||
private GameObject _player;
|
private GameObject _player;
|
||||||
private bool _testMode;
|
private bool _testMode;
|
||||||
|
|
||||||
// PlayerPrefs key for the user's chosen position source. Persists
|
|
||||||
// across app restarts so a user who flipped to UnityInput because
|
|
||||||
// their phone hated the JNI path doesn't have to flip again every
|
|
||||||
// launch.
|
|
||||||
private const string PrefsSourceKey = "PositionSource_v1";
|
|
||||||
private PositionSource _currentSource = PositionSource.Auto;
|
|
||||||
|
|
||||||
// When the multi-client editor test mode picks a non-host bot as
|
|
||||||
// active, we need the host's WASD path to NOT also move. Set true
|
|
||||||
// by GameManager when active slot != 0.
|
|
||||||
public bool SuppressWasd = false;
|
|
||||||
|
|
||||||
private GPSState _GPSState = GPSState.Uninitialized;
|
private GPSState _GPSState = GPSState.Uninitialized;
|
||||||
private float _speed = 0.00001f;
|
private float _speed = 0.00001f;
|
||||||
private Position _mapCenter;
|
private Position _mapCenter;
|
||||||
private CoroutineHost _coroutineHost;
|
private CoroutineHost _coroutineHost = new CoroutineHost();
|
||||||
|
|
||||||
private int _gpsRetryCount = 0;
|
|
||||||
private const int _maxGpsRetries = 5;
|
|
||||||
private float _lastPositionSendTime;
|
|
||||||
private const float _positionKeepAliveSeconds = 1.0f;
|
|
||||||
|
|
||||||
// Diagnostic state. We capture *why* GPS init failed so the UI can
|
|
||||||
// surface it to the user without requiring logcat. Older Android
|
|
||||||
// phones (Mi 9T, A20e) hit silent failure modes that are impossible
|
|
||||||
// to distinguish from "still warming up" without this.
|
|
||||||
private string _lastGpsError = "";
|
|
||||||
private float _gpsInitStartTime = -1f;
|
|
||||||
// Bump from the original 20s. Cold-start GPS on older Android can
|
|
||||||
// easily exceed 20s indoors or under cloud cover - by the time the
|
|
||||||
// user notices nothing is happening, we've already given up.
|
|
||||||
private const int _gpsInitTimeoutSeconds = 60;
|
|
||||||
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
|
|
||||||
// UnityInput uses Input.location instead and leaves this null.
|
|
||||||
private AndroidLocationProvider _androidProvider;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
|
|
||||||
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
|
|
||||||
|
|
||||||
/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
|
|
||||||
public string GpsStateName => _GPSState.ToString();
|
|
||||||
|
|
||||||
/// <summary>Last GPS error reason captured during init (empty if none).</summary>
|
|
||||||
public string LastGpsError => _lastGpsError ?? "";
|
|
||||||
|
|
||||||
/// <summary>Retry count out of max (debug/diagnostic).</summary>
|
|
||||||
public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
|
|
||||||
|
|
||||||
/// <summary>Currently selected position source (for UI cycle button).</summary>
|
|
||||||
public PositionSource CurrentSource => _currentSource;
|
|
||||||
|
|
||||||
/// <summary>Display name for the current source (for UI label).</summary>
|
|
||||||
public string CurrentSourceName
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
switch (_currentSource)
|
|
||||||
{
|
|
||||||
case PositionSource.Auto: return "Auto (GPS+Net)";
|
|
||||||
case PositionSource.GpsOnly: return "GPS only";
|
|
||||||
case PositionSource.NetworkOnly: return "Network only";
|
|
||||||
case PositionSource.UnityInput: return "Unity Input";
|
|
||||||
case PositionSource.EditorWasd: return "WASD";
|
|
||||||
default: return _currentSource.ToString();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Human-readable one-line GPS status for on-screen overlay. Designed
|
|
||||||
/// to be visible without ADB so users can self-diagnose permission
|
|
||||||
/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
|
|
||||||
/// </summary>
|
|
||||||
public string GpsDiagnostic
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
if (_currentSource == PositionSource.EditorWasd)
|
|
||||||
{
|
|
||||||
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
|
||||||
return "WASD: waiting for map center";
|
|
||||||
return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (_GPSState)
|
|
||||||
{
|
|
||||||
case GPSState.Uninitialized:
|
|
||||||
return "Uninitialized (will start on first lobby action)";
|
|
||||||
case GPSState.Initializing:
|
|
||||||
{
|
|
||||||
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
|
|
||||||
string providers = "";
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
|
|
||||||
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
|
|
||||||
#endif
|
|
||||||
return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
|
|
||||||
}
|
|
||||||
case GPSState.Running:
|
|
||||||
{
|
|
||||||
string suffix = "";
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
if (_androidProvider != null)
|
|
||||||
{
|
|
||||||
string p = _androidProvider.ActiveProvider;
|
|
||||||
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
|
|
||||||
// Show how stale the most recent fix is (ms-level
|
|
||||||
// resolution) so "stuck on cached" is obvious at
|
|
||||||
// a glance: "via gps (cached) [no live, 47s old]".
|
|
||||||
if (!_androidProvider.HasLiveFix)
|
|
||||||
{
|
|
||||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
|
||||||
long ageMs = now - _androidProvider.LastTimeMillis;
|
|
||||||
if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
|
|
||||||
suffix += $" [no live, {ageMs / 1000}s old]";
|
|
||||||
else
|
|
||||||
suffix += " [no live]";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
|
||||||
long ageMs = now - _androidProvider.LastLiveTimeMillis;
|
|
||||||
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
|
||||||
return "Running but no fix yet (waiting for satellites)" + suffix;
|
|
||||||
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
|
|
||||||
}
|
|
||||||
case GPSState.Failed:
|
|
||||||
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
|
|
||||||
default:
|
|
||||||
return "?";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
_gameClient = gameClient;
|
||||||
_player = player;
|
_player = player;
|
||||||
_testMode = testMode;
|
_testMode = testMode;
|
||||||
// CoroutineHost needs a MonoBehaviour on a real GameObject
|
|
||||||
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
|
|
||||||
UnityEngine.Object.DontDestroyOnLoad(hostGO);
|
|
||||||
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
|
||||||
|
|
||||||
// Restore the user's last picked source. Default depends on
|
|
||||||
// platform: editor defaults to EditorWasd (no GPS hardware in
|
|
||||||
// editor anyway); device defaults to Auto.
|
|
||||||
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
|
|
||||||
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
|
|
||||||
{
|
|
||||||
_currentSource = parsed;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
_currentSource = PositionSource.EditorWasd;
|
|
||||||
#else
|
|
||||||
_currentSource = PositionSource.Auto;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
// Legacy testMode flag forces EditorWasd. New code paths should
|
|
||||||
// use SwitchPositionSource(EditorWasd) instead, but we keep the
|
|
||||||
// old behavior for backward compatibility with the inspector flag.
|
|
||||||
if (_testMode) _currentSource = PositionSource.EditorWasd;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
|
||||||
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
|
||||||
public void SetPlayerObject(GameObject player) { _player = player; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Switch the active position source backend live. Tears down the
|
|
||||||
/// current backend's listeners (JNI proxies, Input.location), resets
|
|
||||||
/// the state machine, and kicks off init for the new source. Persists
|
|
||||||
/// the choice to PlayerPrefs.
|
|
||||||
/// </summary>
|
|
||||||
public void SwitchPositionSource(PositionSource newSource)
|
|
||||||
{
|
|
||||||
if (_currentSource == newSource) return;
|
|
||||||
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
|
|
||||||
|
|
||||||
// Tear down whatever's running.
|
|
||||||
ShutdownCurrentBackend();
|
|
||||||
|
|
||||||
_currentSource = newSource;
|
|
||||||
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
|
|
||||||
PlayerPrefs.Save();
|
|
||||||
|
|
||||||
_GPSState = GPSState.Uninitialized;
|
|
||||||
_gpsRetryCount = 0;
|
|
||||||
_lastGpsError = "";
|
|
||||||
_gpsInitStartTime = -1f;
|
|
||||||
// Don't clear _currentPosition - the user has presumably been
|
|
||||||
// playing somewhere. Map markers/avatar position can stay until
|
|
||||||
// the next fix arrives from the new source.
|
|
||||||
|
|
||||||
EnsureGPSStarted();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
|
|
||||||
public void CycleNextPositionSource()
|
|
||||||
{
|
|
||||||
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
|
|
||||||
int idx = Array.IndexOf(values, _currentSource);
|
|
||||||
var next = values[(idx + 1) % values.Length];
|
|
||||||
SwitchPositionSource(next);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ShutdownCurrentBackend()
|
|
||||||
{
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
if (_androidProvider != null)
|
|
||||||
{
|
|
||||||
_androidProvider.Shutdown();
|
|
||||||
_androidProvider = null;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
// Stop Unity Input.location too, in case it was running.
|
|
||||||
try { Input.location.Stop(); } catch { }
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Kick off GPS initialization if it hasn't started yet. Safe to call
|
|
||||||
/// repeatedly. Hosts must call this from the lobby setup screen so
|
|
||||||
/// that by the time they click "Create Lobby" we have a real GPS
|
|
||||||
/// fix to use as the play-area center, instead of falling back to
|
|
||||||
/// the hardcoded coordinates.
|
|
||||||
/// </summary>
|
|
||||||
public void EnsureGPSStarted()
|
|
||||||
{
|
|
||||||
if (_currentSource == PositionSource.EditorWasd) return;
|
|
||||||
if (_coroutineHost == null) return;
|
|
||||||
// Allow tapping "Create Lobby" again (or any caller of this
|
|
||||||
// method) to retry from Failed up to _maxGpsRetries times.
|
|
||||||
if (_GPSState == GPSState.Uninitialized)
|
|
||||||
{
|
|
||||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
|
||||||
}
|
|
||||||
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
|
|
||||||
{
|
|
||||||
_gpsRetryCount++;
|
|
||||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
public void positionCheck()
|
public void positionCheck()
|
||||||
{
|
{
|
||||||
var state = _gameClient?.CurrentLobbyState;
|
|
||||||
if (state == null || state.Phase != GamePhase.Playing)
|
|
||||||
return;
|
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
if (_currentSource == PositionSource.EditorWasd)
|
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||||
{
|
{
|
||||||
if (_currentPosition == new Position(0, 0))
|
if (_testMode)
|
||||||
{
|
{
|
||||||
if (state.MapData == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
|
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
||||||
|
{
|
||||||
//Init blok
|
//Init blok
|
||||||
_currentPosition = state.MapData.Center;
|
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||||
_mapCenter = state.MapData.Center;
|
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
||||||
_lastSentPosition = _currentPosition;
|
_lastSentPosition = _currentPosition;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!SuppressWasd)
|
|
||||||
TestPlayerPosition();
|
TestPlayerPosition();
|
||||||
else
|
|
||||||
TrySendCurrentPosition(); // keep-alive only
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -628,84 +93,54 @@ namespace Subsystems
|
|||||||
}
|
}
|
||||||
else if (_GPSState == GPSState.Running)
|
else if (_GPSState == GPSState.Running)
|
||||||
{
|
{
|
||||||
EnsureMapCenter();
|
try
|
||||||
TrySendCurrentPosition();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
Debug.Log("GPS failed, trying again...");
|
if (_currentPosition != _lastSentPosition)
|
||||||
if (_gpsRetryCount < _maxGpsRetries)
|
|
||||||
{
|
{
|
||||||
_gpsRetryCount++;
|
_gameClient.UpdatePosition(_currentPosition);
|
||||||
_GPSState = GPSState.Uninitialized;
|
_lastSentPosition = _currentPosition;
|
||||||
}
|
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
||||||
else
|
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
||||||
{
|
|
||||||
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
|
||||||
// Keep _GPSState = Failed so we stop retrying
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
{
|
{
|
||||||
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
Debug.Log(ex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
private void EnsureMapCenter()
|
|
||||||
{
|
{
|
||||||
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
Debug.Log("GPS failed, trying again...");
|
||||||
return;
|
_GPSState = GPSState.Uninitialized;
|
||||||
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null)
|
|
||||||
_mapCenter = md.Center;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void TrySendCurrentPosition()
|
|
||||||
{
|
|
||||||
bool moved = _currentPosition != _lastSentPosition;
|
|
||||||
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
|
|
||||||
if (!moved && !keepAliveDue)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var previous = _lastSentPosition;
|
|
||||||
_gameClient.UpdatePosition(_currentPosition);
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
_lastPositionSendTime = Time.time;
|
|
||||||
|
|
||||||
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
|
|
||||||
return;
|
|
||||||
|
|
||||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
|
||||||
_player.transform.position = localCurrent;
|
|
||||||
|
|
||||||
if (previous.Lat == 0 && previous.Lon == 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
|
|
||||||
if (heading.HasValue)
|
|
||||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (NullReferenceException ex) { Debug.Log(ex); }
|
||||||
|
}
|
||||||
private void TestPlayerPosition()
|
private void TestPlayerPosition()
|
||||||
{
|
{
|
||||||
double x = Input.GetAxis("Horizontal");
|
double x = Input.GetAxis("Horizontal");
|
||||||
double y = Input.GetAxis("Vertical");
|
double y = Input.GetAxis("Vertical");
|
||||||
|
Debug.Log($"Input: {x}, {y}");
|
||||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||||
|
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
|
||||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||||
|
Debug.Log($"Local Current Position: {localCurrent}");
|
||||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||||
if (heading != null)
|
if (heading != null)
|
||||||
{
|
{
|
||||||
if (_player != null)
|
Debug.Log($"Heading: {heading}");
|
||||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||||
}
|
}
|
||||||
if (_player != null)
|
|
||||||
_player.transform.position = localCurrent;
|
_player.transform.position = localCurrent;
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
TrySendCurrentPosition();
|
if (_currentPosition != _lastSentPosition)
|
||||||
|
{
|
||||||
|
_gameClient.UpdatePosition(_currentPosition);
|
||||||
|
_lastSentPosition = _currentPosition;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
catch
|
catch
|
||||||
{
|
{
|
||||||
@@ -715,212 +150,105 @@ namespace Subsystems
|
|||||||
}
|
}
|
||||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||||
{
|
{
|
||||||
if ((first - second).magnitude < 0.0001f) return null;
|
double? heading = null;
|
||||||
float dx = second.x - first.x;
|
if ((first - second).magnitude == 0)
|
||||||
float dz = second.z - first.z;
|
{
|
||||||
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
return null;
|
||||||
if (heading < 0) heading += 360f;
|
}
|
||||||
|
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;
|
return heading;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
IEnumerator InitiallizeGPS()
|
IEnumerator InitiallizeGPS()
|
||||||
{
|
{
|
||||||
_GPSState = GPSState.Initializing;
|
_GPSState = GPSState.Initializing;
|
||||||
_gpsInitStartTime = Time.time;
|
|
||||||
_lastGpsError = "";
|
|
||||||
|
|
||||||
#if UNITY_ANDROID
|
|
||||||
// Request fine location permission if not already granted.
|
|
||||||
// On Android 12+ a "precise" toggle exists separately from coarse,
|
|
||||||
// but Unity's FineLocation request covers both for our purposes.
|
|
||||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
|
||||||
{
|
|
||||||
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
|
|
||||||
// Wait up to 10 seconds for user to respond to the permission dialog
|
|
||||||
float waited = 0f;
|
|
||||||
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
waited += 0.5f;
|
|
||||||
}
|
|
||||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
|
||||||
{
|
|
||||||
_lastGpsError = "Permission denied (fine location)";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
// Choose subscription scope based on selected source. UnityInput
|
|
||||||
// skips JNI entirely and falls through to the Input.location path
|
|
||||||
// below (the same path iOS / editor use).
|
|
||||||
if (_currentSource == PositionSource.Auto ||
|
|
||||||
_currentSource == PositionSource.GpsOnly ||
|
|
||||||
_currentSource == PositionSource.NetworkOnly)
|
|
||||||
{
|
|
||||||
bool useGps = (_currentSource != PositionSource.NetworkOnly);
|
|
||||||
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
|
|
||||||
|
|
||||||
if (_androidProvider != null)
|
|
||||||
{
|
|
||||||
_androidProvider.Shutdown();
|
|
||||||
_androidProvider = null;
|
|
||||||
}
|
|
||||||
_androidProvider = new AndroidLocationProvider();
|
|
||||||
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
|
|
||||||
{
|
|
||||||
_lastGpsError = "Native LocationManager failed: " + initError;
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_androidProvider = null;
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Fast-fail if neither subscribed provider is enabled at OS
|
|
||||||
// level. Waiting 60s for fixes from disabled providers is
|
|
||||||
// pointless - tell the user immediately what's wrong.
|
|
||||||
bool anyUsableEnabled =
|
|
||||||
(useGps && _androidProvider.GpsProviderEnabled) ||
|
|
||||||
(useNetwork && _androidProvider.NetworkProviderEnabled);
|
|
||||||
if (!anyUsableEnabled)
|
|
||||||
{
|
|
||||||
string which = useGps && useNetwork ? "gps + network"
|
|
||||||
: useGps ? "gps"
|
|
||||||
: "network";
|
|
||||||
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_androidProvider.Shutdown();
|
|
||||||
_androidProvider = null;
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Wait for the first fix (cached or live).
|
|
||||||
int maxWaitJni = _gpsInitTimeoutSeconds;
|
|
||||||
while (!_androidProvider.HasFix && maxWaitJni > 0)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(1);
|
|
||||||
maxWaitJni--;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!_androidProvider.HasFix)
|
|
||||||
{
|
|
||||||
string enabled = _androidProvider.EnabledProvidersList ?? "";
|
|
||||||
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
|
|
||||||
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
|
|
||||||
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
|
|
||||||
|
|
||||||
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_androidProvider.Shutdown();
|
|
||||||
_androidProvider = null;
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
|
||||||
_GPSState = GPSState.Running;
|
|
||||||
_gpsRetryCount = 0;
|
|
||||||
_coroutineHost.StartCoroutine(AndroidGPSService());
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// _currentSource == UnityInput on Android: fall through to the
|
|
||||||
// Input.location path below. This is the recovery path for
|
|
||||||
// newer Android phones where JNI's streaming-callbacks don't
|
|
||||||
// fire (MIUI/HyperOS background restrictions, approximate-vs-
|
|
||||||
// precise permission, minDistance gating on stationary phones).
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// iOS / editor / non-Android / Android-with-UnityInput-source:
|
|
||||||
// use Unity's Input.location.
|
|
||||||
if (!Input.location.isEnabledByUser)
|
if (!Input.location.isEnabledByUser)
|
||||||
{
|
{
|
||||||
_lastGpsError = "Location services not enabled by user";
|
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
}
|
||||||
|
// Starts the location service.
|
||||||
|
|
||||||
float desiredAccuracyInMeters = 5f;
|
float desiredAccuracyInMeters = 10f;
|
||||||
float updateDistanceInMeters = 1f;
|
float updateDistanceInMeters = 10f;
|
||||||
|
|
||||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||||
|
|
||||||
int maxWait = _gpsInitTimeoutSeconds;
|
// Waits until the location service initializes
|
||||||
|
int maxWait = 20;
|
||||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(1);
|
yield return new WaitForSeconds(1);
|
||||||
maxWait--;
|
maxWait--;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If the service didn't initialize in 20 seconds this cancels location service use.
|
||||||
if (maxWait < 1)
|
if (maxWait < 1)
|
||||||
{
|
{
|
||||||
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
_GPSState = GPSState.Failed;
|
||||||
|
Debug.LogError("Timed out");
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Input.location.status == LocationServiceStatus.Failed)
|
|
||||||
{
|
|
||||||
_lastGpsError = "Unity Input.location reported Failed status";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
_GPSState = GPSState.Running;
|
_GPSState = GPSState.Running;
|
||||||
_gpsRetryCount = 0;
|
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||||
_coroutineHost.StartCoroutine(GPSService());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
|
||||||
/// <summary>
|
|
||||||
/// Mirrors the JNI provider's most recent fix into _currentPosition
|
|
||||||
/// every 0.5s so the rest of the game (which polls _currentPosition
|
|
||||||
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
|
|
||||||
/// working unchanged. Replaces GPSService on Android.
|
|
||||||
/// </summary>
|
|
||||||
IEnumerator AndroidGPSService()
|
|
||||||
{
|
|
||||||
while (_GPSState == GPSState.Running && _androidProvider != null)
|
|
||||||
{
|
|
||||||
if (_androidProvider.HasFix)
|
|
||||||
{
|
|
||||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
|
||||||
}
|
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Loop ended (state != Running or provider disposed). Clean up
|
|
||||||
// listeners so we don't leak across retries.
|
|
||||||
if (_androidProvider != null)
|
|
||||||
{
|
|
||||||
_androidProvider.Shutdown();
|
|
||||||
_androidProvider = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
IEnumerator GPSService()
|
IEnumerator GPSService()
|
||||||
{
|
{
|
||||||
while (_GPSState == GPSState.Running)
|
// Check if the user has location service enabled.
|
||||||
{
|
|
||||||
|
|
||||||
|
// If the connection failed this cancels location service use.
|
||||||
if (Input.location.status == LocationServiceStatus.Failed)
|
if (Input.location.status == LocationServiceStatus.Failed)
|
||||||
{
|
{
|
||||||
_lastGpsError = "Location service died after init (provider stopped)";
|
Debug.LogError("Unable to determine device location");
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
|
else
|
||||||
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
{
|
||||||
var data = Input.location.lastData;
|
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||||
_currentPosition = new Position(data.latitude, data.longitude);
|
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||||
yield return new WaitForSeconds(0.5f);
|
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
||||||
|
yield return new WaitForSeconds(5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Stops the location service if there is no need to query location updates continuously.
|
||||||
|
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -3,8 +3,9 @@ using System;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Globalization;
|
using System.Globalization;
|
||||||
using TMPro;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Localization.Pseudo;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
@@ -12,8 +13,8 @@ namespace Subsystems{
|
|||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class BuildingSettings
|
public class BuildingSettings
|
||||||
{
|
{
|
||||||
public Material ResidentialBuildingsMat;
|
public Material ResidentalBuildingsMat;
|
||||||
public float ResidentialBuildingHeight;
|
public float ResidentalBuildingHeight;
|
||||||
public Material CommercialBuildingsMat;
|
public Material CommercialBuildingsMat;
|
||||||
public float CommercialBuildingHeight;
|
public float CommercialBuildingHeight;
|
||||||
public Material IndustrialBuildingsMat;
|
public Material IndustrialBuildingsMat;
|
||||||
@@ -65,43 +66,6 @@ namespace Subsystems{
|
|||||||
private PathwaySettings _pathwaySettings;
|
private PathwaySettings _pathwaySettings;
|
||||||
private AreaSettings _areaSettings;
|
private AreaSettings _areaSettings;
|
||||||
private const float _metersPerUnit = 1f;
|
private const float _metersPerUnit = 1f;
|
||||||
|
|
||||||
// ── Layer Y separation (single source of truth for vertical stacking) ───
|
|
||||||
// Areas at the bottom, paths above areas, buildings extruded upward from
|
|
||||||
// their own base, POIs floating well above everything else. Z-fighting
|
|
||||||
// happens when adjacent geometry shares a Y; these constants keep each
|
|
||||||
// logical layer at a distinct elevation.
|
|
||||||
private const float kAreaBaseY = 0.10f;
|
|
||||||
private const float kPathY = 0.30f;
|
|
||||||
private const float kBuildingBaseY = 0.50f;
|
|
||||||
private const float kPoiY = 2.00f;
|
|
||||||
|
|
||||||
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
|
|
||||||
// but turned out to be the cause of the "blank map in mobile game view,
|
|
||||||
// fine in scene view" regression: forcing transparent-class shaders
|
|
||||||
// (default queue 3000+) into the Geometry range (2000-2150) breaks
|
|
||||||
// their depth-write/blend assumptions on mobile shader paths. The
|
|
||||||
// editor's scene view masks it because it uses different render paths
|
|
||||||
// and post-process is off there. Queue forcing removed in P8;
|
|
||||||
// disambiguation is now via Y-layering + per-area Y-stagger alone,
|
|
||||||
// which the depth buffer resolves correctly even on weak mobile GPUs.
|
|
||||||
|
|
||||||
// ── Marker sizing (top-down camera, units = meters) ─────────────────
|
|
||||||
// The camera's orthographic size pushes "1 meter" to a small fraction
|
|
||||||
// of the screen. Markers need to be visibly larger than buildings'
|
|
||||||
// footprints for instant recognition.
|
|
||||||
private const float kMarkerHeight = 8f; // pillar height
|
|
||||||
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
|
|
||||||
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
|
|
||||||
private const float kLabelY = 9f; // text label sits above pillar top
|
|
||||||
private const float kLabelFontSize = 14f; // 3D text size in world units
|
|
||||||
|
|
||||||
// Runtime marker collections
|
|
||||||
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
|
|
||||||
private List<GameObject> _sabotageMarkers = new List<GameObject>();
|
|
||||||
|
|
||||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
_gameClient = gameClient;
|
||||||
@@ -110,25 +74,8 @@ namespace Subsystems{
|
|||||||
_pathwaySettings = pathwaySettings;
|
_pathwaySettings = pathwaySettings;
|
||||||
_areaSettings = areaSettings;
|
_areaSettings = areaSettings;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsSceneReady => _mapCenterPoint != null;
|
|
||||||
|
|
||||||
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
|
|
||||||
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
|
|
||||||
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
|
|
||||||
public void BuildMap()
|
public void BuildMap()
|
||||||
{
|
{
|
||||||
if (_mapCenterPoint == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (_gameClient?.CurrentLobbyState?.MapData == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearChildren();
|
ClearChildren();
|
||||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||||
GameObject buildingsRoot = new GameObject("Buildings");
|
GameObject buildingsRoot = new GameObject("Buildings");
|
||||||
@@ -162,133 +109,7 @@ namespace Subsystems{
|
|||||||
GameObject a = BuildAreaMesh(area);
|
GameObject a = BuildAreaMesh(area);
|
||||||
a.transform.parent = areaRoot.transform;
|
a.transform.parent = areaRoot.transform;
|
||||||
}
|
}
|
||||||
|
//TODO: POIs
|
||||||
GameObject poiRoot = new GameObject("POIs");
|
|
||||||
poiRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
int poiCount = 0;
|
|
||||||
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
|
||||||
{
|
|
||||||
GameObject p = BuildPOIMarker(poi);
|
|
||||||
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
|
||||||
}
|
|
||||||
|
|
||||||
// Diagnostic - if the user reports "map missing in game view" but
|
|
||||||
// the counts here are non-zero, the bug is camera/culling related,
|
|
||||||
// not a build issue.
|
|
||||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
|
||||||
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
|
||||||
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
|
||||||
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
|
||||||
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
|
||||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
|
||||||
$"scale={_mapCenterPoint.transform.localScale}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
|
||||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
|
||||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
|
||||||
/// orthogonal top-down camera.
|
|
||||||
/// </summary>
|
|
||||||
private GameObject BuildPOIMarker(MapPOI poi)
|
|
||||||
{
|
|
||||||
if (poi == null) return null;
|
|
||||||
var color = ColorForPOI(poi.POIType);
|
|
||||||
string label = LabelForPOI(poi.POIType);
|
|
||||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
|
||||||
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Shared marker builder: tall colored cylinder pillar + 3D text label
|
|
||||||
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
|
|
||||||
/// they all share a visual language ("colored pillar with a name").
|
|
||||||
/// </summary>
|
|
||||||
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
|
|
||||||
{
|
|
||||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
|
||||||
go.name = name;
|
|
||||||
|
|
||||||
// Strip the auto-added collider - markers are visual only.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
go.transform.position = worldPos + Vector3.up * kMarkerY;
|
|
||||||
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
|
|
||||||
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
|
|
||||||
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr != null)
|
|
||||||
{
|
|
||||||
// One .material access -> single clone of the primitive's
|
|
||||||
// default mat. Don't touch renderQueue (P3 regression cause).
|
|
||||||
var inst = mr.material;
|
|
||||||
if (inst != null) inst.color = color;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3D text label - lays flat on top of the pillar facing up.
|
|
||||||
// Parented to the marker so it follows position changes.
|
|
||||||
var labelGO = new GameObject("Label");
|
|
||||||
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
|
|
||||||
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
|
|
||||||
// the cylinder primitive is 2 units tall in local space, so its
|
|
||||||
// top is at local +1. Label sits a hair above that.
|
|
||||||
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
|
|
||||||
// Rotate 90 around X so the text quad's normal points +Y (toward
|
|
||||||
// the top-down camera). The default TMP forward is +Z.
|
|
||||||
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
|
||||||
// Compensate for the cylinder's non-uniform parent scale so the
|
|
||||||
// text size in world units matches kLabelFontSize regardless of
|
|
||||||
// how the pillar was scaled.
|
|
||||||
labelGO.transform.localScale = new Vector3(
|
|
||||||
1f / kMarkerRadius,
|
|
||||||
1f / (kMarkerHeight * 0.5f),
|
|
||||||
1f / kMarkerRadius);
|
|
||||||
|
|
||||||
var tmp = labelGO.AddComponent<TextMeshPro>();
|
|
||||||
tmp.text = label;
|
|
||||||
tmp.fontSize = kLabelFontSize;
|
|
||||||
tmp.color = Color.white;
|
|
||||||
tmp.fontStyle = FontStyles.Bold;
|
|
||||||
tmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
tmp.outlineColor = Color.black;
|
|
||||||
tmp.outlineWidth = 0.25f;
|
|
||||||
// Reasonable bounds so the text mesh isn't auto-clipped.
|
|
||||||
var rt = tmp.rectTransform;
|
|
||||||
rt.sizeDelta = new Vector2(20, 4);
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Color ColorForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
|
|
||||||
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
|
|
||||||
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
|
|
||||||
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
|
|
||||||
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
|
|
||||||
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
|
|
||||||
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
|
|
||||||
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static string LabelForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return "FOOD";
|
|
||||||
case MapPOIType.Shop: return "SHOP";
|
|
||||||
case MapPOIType.Health: return "HEALTH";
|
|
||||||
case MapPOIType.Transport: return "TRANSIT";
|
|
||||||
case MapPOIType.Culture: return "CULTURE";
|
|
||||||
case MapPOIType.Landmark: return "LANDMARK";
|
|
||||||
case MapPOIType.Recreation: return "PARK";
|
|
||||||
default: return "POI";
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
void ClearChildren()
|
void ClearChildren()
|
||||||
{
|
{
|
||||||
@@ -305,24 +126,23 @@ namespace Subsystems{
|
|||||||
{
|
{
|
||||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||||
|
|
||||||
// Výpočet středu budovy. Lift the base above kPathY so building
|
// Výpočet středu budovy
|
||||||
// walls visibly extrude *upward* from above the road/area layer
|
|
||||||
// instead of starting at ground (which made them clip into paved
|
|
||||||
// areas that share their footprint).
|
|
||||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
building.transform.position = center;
|
||||||
|
|
||||||
// Vytvoření mesh pro budovu
|
// Vytvoření mesh pro budovu
|
||||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||||
|
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
|
||||||
|
building.tag = "Map";
|
||||||
|
|
||||||
float height;
|
float height;
|
||||||
Material mat;
|
Material mat;
|
||||||
switch (b.BuildingType.ToLower())
|
switch (b.BuildingType.ToLower())
|
||||||
{
|
{
|
||||||
case "residential":
|
case "residential":
|
||||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||||
height = _buildingSettings.ResidentialBuildingHeight;
|
height = _buildingSettings.ResidentalBuildingHeight;
|
||||||
break;
|
break;
|
||||||
case "commercial":
|
case "commercial":
|
||||||
mat = _buildingSettings.CommercialBuildingsMat;
|
mat = _buildingSettings.CommercialBuildingsMat;
|
||||||
@@ -339,14 +159,11 @@ namespace Subsystems{
|
|||||||
}
|
}
|
||||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||||
meshFilter.mesh = mesh;
|
meshFilter.mesh = mesh;
|
||||||
|
meshCollider.sharedMesh = mesh;
|
||||||
|
|
||||||
//TODO: material by type
|
//TODO: material by type
|
||||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
// Použijeme barvu podle typu budovy
|
||||||
// the project's Material asset reference - no clone, no leak.
|
meshRenderer.material = mat;
|
||||||
// Y-position alone disambiguates building geometry from area/path
|
|
||||||
// layers; we don't need renderQueue overrides (which broke mobile
|
|
||||||
// rendering for transparent-class shaders in P3).
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Přidání collideru pro interakci
|
// Přidání collideru pro interakci
|
||||||
building.AddComponent<MeshCollider>();
|
building.AddComponent<MeshCollider>();
|
||||||
@@ -355,6 +172,7 @@ namespace Subsystems{
|
|||||||
GameObject BuildPathwayMesh(MapPathway w)
|
GameObject BuildPathwayMesh(MapPathway w)
|
||||||
{
|
{
|
||||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||||
|
path.tag = "Map";
|
||||||
|
|
||||||
// Použijeme LineRenderer pro jednoduchost
|
// Použijeme LineRenderer pro jednoduchost
|
||||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||||
@@ -405,19 +223,15 @@ namespace Subsystems{
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// sharedMaterial avoids the LineRenderer cloning the project's
|
line.material = mat;
|
||||||
// shared path Material on every BuildMap call. Queue overrides
|
|
||||||
// dropped (P3 mobile-render regression cause).
|
|
||||||
line.sharedMaterial = mat;
|
|
||||||
line.widthMultiplier = width;
|
line.widthMultiplier = width;
|
||||||
|
|
||||||
// Nastavení bodů cesty - kPathY sits above all area polygons but
|
// Nastavení bodů cesty
|
||||||
// below building bases, so paths visibly run on top of areas.
|
|
||||||
line.positionCount = w.Points.Count;
|
line.positionCount = w.Points.Count;
|
||||||
for (int i = 0; i < w.Points.Count; i++)
|
for (int i = 0; i < w.Points.Count; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
pos.y = kPathY;
|
pos.y = 0.1f; // Mírně nad zemí
|
||||||
line.SetPosition(i, pos);
|
line.SetPosition(i, pos);
|
||||||
}
|
}
|
||||||
return path;
|
return path;
|
||||||
@@ -425,6 +239,7 @@ namespace Subsystems{
|
|||||||
GameObject BuildAreaMesh(MapArea a)
|
GameObject BuildAreaMesh(MapArea a)
|
||||||
{
|
{
|
||||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||||
|
area.tag = "Map";
|
||||||
|
|
||||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||||
@@ -460,58 +275,13 @@ namespace Subsystems{
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// sharedMaterial: no per-area material clone. Render-queue forcing
|
meshRenderer.material = mat;
|
||||||
// dropped in P8 (caused mobile-render regression). The Y-stagger
|
|
||||||
// below alone now drives "smaller polygon on top of larger one"
|
|
||||||
// depth ordering - which is what the depth buffer was always
|
|
||||||
// designed to do, and works on mobile GPUs with weak precision
|
|
||||||
// because the stagger spread (0.04 units) is well above any
|
|
||||||
// reasonable depth-buffer epsilon.
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Y stagger: smaller polygons sit a hair higher than larger ones,
|
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||||
// so depth-test draws them on top of bigger area polygons they sit
|
|
||||||
// inside (e.g. a playground inside a park). Total spread is 0.04
|
|
||||||
// units - visually invisible but plenty for the depth buffer.
|
|
||||||
float yStagger = ComputeAreaYStagger(a.Outline);
|
|
||||||
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
|
|
||||||
|
|
||||||
return area;
|
return area;
|
||||||
}
|
}
|
||||||
|
//TODO: POIs
|
||||||
/// <summary>
|
|
||||||
/// Returns a non-negative size proxy used to bucket areas by footprint.
|
|
||||||
/// Larger polygons return higher numbers; used inversely for queue/Y.
|
|
||||||
/// </summary>
|
|
||||||
private float AreaSizeBucket(List<Position> outline)
|
|
||||||
{
|
|
||||||
if (outline == null || outline.Count < 3) return 1f;
|
|
||||||
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
|
|
||||||
// monotonic ordering, not a real geographic area.
|
|
||||||
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
|
|
||||||
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
|
|
||||||
for (int i = 1; i < outline.Count; i++)
|
|
||||||
{
|
|
||||||
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
|
|
||||||
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
|
|
||||||
}
|
|
||||||
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
|
|
||||||
return (float)System.Math.Max(0.001, bbox);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Smaller areas get a higher Y so they render on top of any larger
|
|
||||||
/// area they overlap. Returns a value in [0, 0.04] units.
|
|
||||||
/// </summary>
|
|
||||||
private float ComputeAreaYStagger(List<Position> outline)
|
|
||||||
{
|
|
||||||
float bucket = AreaSizeBucket(outline);
|
|
||||||
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
|
|
||||||
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
|
|
||||||
return t * 0.04f;
|
|
||||||
}
|
|
||||||
#endregion
|
#endregion
|
||||||
#region Polygon Utils
|
#region Polygon Utils
|
||||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||||
@@ -523,52 +293,19 @@ namespace Subsystems{
|
|||||||
}
|
}
|
||||||
return center / points.Count;
|
return center / points.Count;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
|
|
||||||
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
|
|
||||||
/// negative = CW (downward-facing normal -> top face invisible from
|
|
||||||
/// above unless we reverse the winding before triangulating).
|
|
||||||
/// </summary>
|
|
||||||
private static float PolygonSignedAreaXZ(List<Vector3> verts)
|
|
||||||
{
|
|
||||||
float area = 0f;
|
|
||||||
int n = verts.Count;
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
var a = verts[i];
|
|
||||||
var b = verts[(i + 1) % n];
|
|
||||||
area += (b.x - a.x) * (a.z + b.z);
|
|
||||||
}
|
|
||||||
return area * 0.5f;
|
|
||||||
}
|
|
||||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||||
{
|
{
|
||||||
Mesh mesh = new Mesh();
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
|
|
||||||
// outlines on broken ways. Empty mesh -> renderer draws nothing,
|
|
||||||
// safer than a malformed triangle list.
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
// Convert to local space first so we can run a winding check, then
|
|
||||||
// reverse if needed. Without this, CW outlines from Overpass yield
|
|
||||||
// downward-facing top normals and the building roof is invisible
|
|
||||||
// from the top-down map camera.
|
|
||||||
int vertexCount = outline.Count;
|
int vertexCount = outline.Count;
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
|
||||||
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
// Vertices - spodní a horní podstava
|
// Vertices - spodní a horní podstava
|
||||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||||
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
for (int i = 0; i < vertexCount; i++)
|
||||||
{
|
{
|
||||||
Vector3 pos = localVerts[i];
|
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
vertices[i] = pos; // Spodní
|
vertices[i] = pos; // Spodní
|
||||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||||
}
|
}
|
||||||
@@ -612,31 +349,26 @@ namespace Subsystems{
|
|||||||
{
|
{
|
||||||
Mesh mesh = new Mesh();
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
int vertexCount = outline.Count;
|
int vertexCount = outline.Count;
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
Vector3[] vertices = new Vector3[vertexCount];
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
for (int i = 0; i < vertexCount; i++)
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
{
|
||||||
|
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
// Force CCW so RecalculateNormals produces an upward-facing normal.
|
}
|
||||||
// CW polygons from Overpass would otherwise render as black voids
|
|
||||||
// when the top-down camera looks at their back face.
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
Vector3[] vertices = localVerts.ToArray();
|
|
||||||
|
|
||||||
// Triangulace - fan pattern
|
// Triangulace - fan pattern
|
||||||
List<int> triangles = new List<int>();
|
List<int> triangles = new List<int>();
|
||||||
|
if (vertexCount >= 3)
|
||||||
|
{
|
||||||
for (int i = 1; i < vertexCount - 1; i++)
|
for (int i = 1; i < vertexCount - 1; i++)
|
||||||
{
|
{
|
||||||
triangles.Add(0);
|
triangles.Add(0);
|
||||||
triangles.Add(i);
|
triangles.Add(i);
|
||||||
triangles.Add(i + 1);
|
triangles.Add(i + 1);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
mesh.vertices = vertices;
|
mesh.vertices = vertices;
|
||||||
mesh.triangles = triangles.ToArray();
|
mesh.triangles = triangles.ToArray();
|
||||||
@@ -645,164 +377,5 @@ namespace Subsystems{
|
|||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
#region Markers
|
|
||||||
|
|
||||||
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
|
|
||||||
foreach (var task in tasks)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
|
||||||
var pos = task.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
|
|
||||||
go.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
// Pulsing point light so the task literally glows on the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = taskColor;
|
|
||||||
light.intensity = 3f;
|
|
||||||
light.range = 25f;
|
|
||||||
_taskMarkers[task.TaskId] = go;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RemoveTaskMarker(string taskId)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.TryGetValue(taskId, out var go))
|
|
||||||
{
|
|
||||||
UnityEngine.Object.Destroy(go);
|
|
||||||
_taskMarkers.Remove(taskId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateBodyMarker(string bodyId, Position location)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_bodyMarkers.ContainsKey(bodyId)) return;
|
|
||||||
var pos = location.ToLocalVector3(_centerPosition);
|
|
||||||
// Bright red pillar with "BODY" label - players need to see this
|
|
||||||
// from across the map to call it in.
|
|
||||||
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
|
|
||||||
new Color(0.96f, 0.18f, 0.18f), "BODY");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
_bodyMarkers[bodyId] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearBodyMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _bodyMarkers.Values)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_bodyMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Player avatar sizing ────────────────────────────────────────────
|
|
||||||
// The default Unity capsule primitive is 2m tall in local space. The
|
|
||||||
// map camera defaults to 150m orthographic-ish height (see
|
|
||||||
// MapCameraController), so anything smaller than ~3m world-size is a
|
|
||||||
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
|
|
||||||
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
|
|
||||||
// need to be visibly distinct from those AND from each other. The
|
|
||||||
// local player gets a halo light + larger scale so the user can find
|
|
||||||
// themselves on the map at a glance.
|
|
||||||
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
|
|
||||||
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
|
|
||||||
private const float kLocalPlayerHaloRange = 18f;
|
|
||||||
private const float kLocalPlayerHaloIntensity = 2.5f;
|
|
||||||
|
|
||||||
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
foreach (var kvp in positions)
|
|
||||||
{
|
|
||||||
string uuid = kvp.Key;
|
|
||||||
var info = kvp.Value;
|
|
||||||
bool isLocal = uuid == myUuid;
|
|
||||||
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
|
|
||||||
{
|
|
||||||
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
|
||||||
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
// Strip the auto-collider - avatars are visual only and the
|
|
||||||
// collider would interact with the map's MeshColliders.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
|
|
||||||
go.transform.localScale = Vector3.one * scale;
|
|
||||||
|
|
||||||
if (isLocal)
|
|
||||||
{
|
|
||||||
// Halo light around the local player so the user can
|
|
||||||
// find themselves at a glance even at the widest zoom.
|
|
||||||
// Range/intensity tuned so it reads as "this is me"
|
|
||||||
// without bleeding far enough to drown POI markers.
|
|
||||||
var halo = go.AddComponent<Light>();
|
|
||||||
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
|
|
||||||
halo.intensity = kLocalPlayerHaloIntensity;
|
|
||||||
halo.range = kLocalPlayerHaloRange;
|
|
||||||
}
|
|
||||||
|
|
||||||
_playerAvatars[uuid] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Lift the avatar so the bottom of the capsule sits roughly at
|
|
||||||
// ground level despite the larger scale. Capsule's local pivot
|
|
||||||
// is at center, height = 2 * localScale.y world units, so we
|
|
||||||
// raise by half the local height.
|
|
||||||
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
|
|
||||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
|
|
||||||
+ Vector3.up * halfHeight;
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr)
|
|
||||||
{
|
|
||||||
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
|
|
||||||
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
|
|
||||||
else mr.material.color = Color.white;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
|
|
||||||
{
|
|
||||||
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
|
|
||||||
foreach (var station in stations)
|
|
||||||
{
|
|
||||||
var pos = station.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
|
|
||||||
color, "REPAIR");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
|
|
||||||
// Repair stations also pulse light so impostors and crew see
|
|
||||||
// the urgency from across the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = color;
|
|
||||||
light.intensity = 4f;
|
|
||||||
light.range = 30f;
|
|
||||||
_sabotageMarkers.Add(go);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearSabotageMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _sabotageMarkers)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_sabotageMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,6 @@ using UnityEngine;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Subsystems;
|
using Subsystems;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
@@ -14,34 +13,9 @@ namespace Subsystems
|
|||||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||||
private const int _serverPort = 7777;
|
private const int _serverPort = 7777;
|
||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private GameManager _manager;
|
private GameManager_Map _mapSubsystem;
|
||||||
private bool _pendingMapBuild;
|
public async void OpenConection()
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Authoritative game state; written here, read by GameManager_UI.
|
|
||||||
/// </summary>
|
|
||||||
public GameState State { get; } = new GameState();
|
|
||||||
|
|
||||||
public GameManager_Network(GameClient gameClient, GameManager manager)
|
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
|
||||||
_manager = manager;
|
|
||||||
RegisterEventHandlers();
|
|
||||||
}
|
|
||||||
|
|
||||||
public async void OpenConnection()
|
|
||||||
{
|
|
||||||
// Snapshot the lobby we believed we were in BEFORE the new connect
|
|
||||||
// attempt. If the client SDK preserved it across a transient drop
|
|
||||||
// (P9 fix), this is non-null and we'll send a Reconnect message
|
|
||||||
// post-handshake to re-associate with the lobby on the server side.
|
|
||||||
// Without it, the next CastVote / TaskComplete / etc. would arrive
|
|
||||||
// on a fresh connection the server doesn't recognize and bounce
|
|
||||||
// with NOT_IN_LOBBY.
|
|
||||||
var rejoinLobbyId = _gameClient.LobbyId;
|
|
||||||
|
|
||||||
int retries = 0;
|
|
||||||
int delayMs = 5000;
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||||
@@ -49,29 +23,20 @@ namespace Subsystems
|
|||||||
if (state.Result)
|
if (state.Result)
|
||||||
{
|
{
|
||||||
Debug.Log("Connected to server.");
|
Debug.Log("Connected to server.");
|
||||||
|
|
||||||
// Re-attach to the prior lobby if we had one. Server-side
|
|
||||||
// HandleReconnectAsync will replay missed events and ack
|
|
||||||
// with a ReconnectResponse carrying the snapshot.
|
|
||||||
if (!string.IsNullOrEmpty(rejoinLobbyId))
|
|
||||||
{
|
|
||||||
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
|
|
||||||
_gameClient.Reconnect(rejoinLobbyId);
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
retries++;
|
else
|
||||||
if (retries >= 10)
|
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
|
Debug.Log("Failed to connect to server");
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
|
await Task.Delay(5000);
|
||||||
await Task.Delay(delayMs);
|
|
||||||
delayMs = Mathf.Min(delayMs * 2, 30000);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public GameManager_Network(GameClient gameClient)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
RegisterEventHandlers();
|
||||||
|
}
|
||||||
public void RegisterEventHandlers()
|
public void RegisterEventHandlers()
|
||||||
{
|
{
|
||||||
_gameClient.OnConnected += OnConnected;
|
_gameClient.OnConnected += OnConnected;
|
||||||
@@ -80,514 +45,152 @@ namespace Subsystems
|
|||||||
_gameClient.OnMessage += OnMessage;
|
_gameClient.OnMessage += OnMessage;
|
||||||
_gameClient.OnGameEvent += OnGameEvent;
|
_gameClient.OnGameEvent += OnGameEvent;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnConnected()
|
private void OnConnected()
|
||||||
{
|
{
|
||||||
Debug.Log("Successfully connected to the server.");
|
Debug.Log("Successfully connected to the server.");
|
||||||
// Tear the reconnect overlay down once the socket is healthy.
|
|
||||||
// No-op if it wasn't shown.
|
|
||||||
_manager?.uiSubsystem?.HideReconnecting();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnError(string e) => Debug.LogError($"Network error: {e}");
|
|
||||||
|
|
||||||
private void OnDisconnected(string reason)
|
private void OnDisconnected(string reason)
|
||||||
{
|
{
|
||||||
Debug.Log($"Disconnected: {reason}");
|
Debug.Log($"Host disconnected due to {reason}");
|
||||||
// Show the reconnect overlay only if the user is mid-game; we
|
|
||||||
// don't want it flashing during a clean shutdown ("Disposed") or
|
|
||||||
// before a real game has started.
|
|
||||||
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
|
|
||||||
_manager?.uiSubsystem?.ShowReconnecting();
|
|
||||||
|
|
||||||
if (reason != "Disposed" && _manager != null)
|
|
||||||
_manager.StartCoroutine(ReconnectAfterDelay(3f));
|
|
||||||
}
|
}
|
||||||
|
private void OnError(string error)
|
||||||
private IEnumerator ReconnectAfterDelay(float seconds)
|
|
||||||
{
|
{
|
||||||
yield return new UnityEngine.WaitForSeconds(seconds);
|
Debug.LogError($"Network error: {error}");
|
||||||
Debug.Log("Attempting to reconnect...");
|
|
||||||
OpenConnection();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMessage(Message message)
|
private void OnMessage(Message message)
|
||||||
{
|
{
|
||||||
switch (message.Type)
|
switch (message.Type)
|
||||||
{
|
{
|
||||||
|
case "GameEvent":
|
||||||
|
OnGameEvent(message as GameEvent);
|
||||||
|
break;
|
||||||
case "CreateLobbyResponse":
|
case "CreateLobbyResponse":
|
||||||
|
Debug.Log("Received CreateLobbyResponse message");
|
||||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||||
break;
|
break;
|
||||||
case "JoinLobbyResponse":
|
case "JoinLobbyResponse":
|
||||||
|
Debug.Log("Received JoinLobbyResponse message");
|
||||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||||
break;
|
break;
|
||||||
case "PositionBroadcast":
|
|
||||||
HandlePositionBroadcast(message as PositionBroadcast);
|
|
||||||
break;
|
|
||||||
case "Error":
|
|
||||||
HandleErrorMessage(message as ErrorMessage);
|
|
||||||
break;
|
|
||||||
case "Ack":
|
case "Ack":
|
||||||
case "GameEvent":
|
Debug.Log("Received Ack message");
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
Debug.Log("Received message of type: " + message.Type);
|
Debug.Log("Received message of type: " + message.Type);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
|
|
||||||
/// believe we have a lobby (LobbyId preserved across the transient
|
|
||||||
/// disconnect), the lobby association on the server's side of the new
|
|
||||||
/// connection is missing - typically a race between OpenConnection's
|
|
||||||
/// Reconnect call and an in-flight action message that beat it. Retry
|
|
||||||
/// the Reconnect; if the second attempt also bounces, the lobby really
|
|
||||||
/// is gone and we'll surface the error to the user.
|
|
||||||
/// </summary>
|
|
||||||
private void HandleErrorMessage(ErrorMessage err)
|
|
||||||
{
|
|
||||||
if (err == null) return;
|
|
||||||
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
|
|
||||||
|
|
||||||
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
|
|
||||||
{
|
|
||||||
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
|
|
||||||
_gameClient.Reconnect(_gameClient.LobbyId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGameEvent(GameEvent gameEvent)
|
private void OnGameEvent(GameEvent gameEvent)
|
||||||
{
|
{
|
||||||
// Always sync player list from lobby state after any event
|
|
||||||
SyncPlayersFromLobby();
|
|
||||||
|
|
||||||
switch (gameEvent.EventType)
|
switch (gameEvent.EventType)
|
||||||
{
|
{
|
||||||
case "PlayerJoined":
|
case "PlayerJoined":
|
||||||
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||||
|
break;
|
||||||
case "PlayerLeft":
|
case "PlayerLeft":
|
||||||
case "HostChanged":
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "GameStarting":
|
case "GameStarting":
|
||||||
State.Phase = GamePhase.Loading;
|
Debug.Log("Game is starting!");
|
||||||
HandleGameStarting();
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "MapDataReady":
|
|
||||||
HandleMapDataReady();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarted":
|
case "GameStarted":
|
||||||
State.Phase = GamePhase.Playing;
|
Debug.Log("Game started");
|
||||||
break;
|
break;
|
||||||
|
case "MapDataReady":
|
||||||
case "RoleAssigned":
|
Debug.Log("Map data ready");
|
||||||
HandleRoleAssigned(gameEvent);
|
|
||||||
break;
|
break;
|
||||||
|
case "PlayerMapDataReceived":
|
||||||
case "TaskCompleted":
|
Debug.Log("Player map data recieved");
|
||||||
HandleTaskCompleted(gameEvent);
|
|
||||||
break;
|
break;
|
||||||
|
case "MapDataError":
|
||||||
case "PlayerKilled":
|
Debug.Log("Received MapData server error");
|
||||||
HandlePlayerKilled(gameEvent);
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "BodyReported":
|
|
||||||
case "EmergencyMeetingCalled":
|
|
||||||
Toast("Meeting called! Head to the meeting point.");
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MeetingStarted":
|
|
||||||
HandleMeetingStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerArrivedAtMeeting":
|
|
||||||
HandlePlayerArrivedAtMeeting(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerVoted":
|
|
||||||
HandlePlayerVoted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "VotingClosed":
|
|
||||||
HandleVotingClosed(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameEnded":
|
|
||||||
HandleGameEnded(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "ReturnedToLobby":
|
|
||||||
HandleReturnedToLobby();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "SabotageStarted":
|
case "SabotageStarted":
|
||||||
|
Debug.Log("Sabotage started");
|
||||||
HandleSabotageStarted(gameEvent);
|
HandleSabotageStarted(gameEvent);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case "RepairStarted":
|
|
||||||
HandleRepairStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "RepairStopped":
|
|
||||||
HandleRepairStopped(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "SabotageRepaired":
|
|
||||||
case "SabotageMeltdown":
|
|
||||||
case "SabotageExpired":
|
|
||||||
State.ActiveSabotage = null;
|
|
||||||
State.ActiveRepairs.Clear();
|
|
||||||
_manager?.uiSubsystem?.HideSabotageTimer();
|
|
||||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "TaskStarted":
|
|
||||||
// Server now broadcasts when a player begins a task. Phase 1
|
|
||||||
// only acks; Phase 2/3 will surface this to other players.
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MapDataError":
|
|
||||||
HandleMapDataError(gameEvent);
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
default:
|
||||||
Debug.Log("GameEvent: " + gameEvent.EventType);
|
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ── Lobby responses ───────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||||
{
|
{
|
||||||
if (message == null) return;
|
|
||||||
if (message.Success)
|
if (message.Success)
|
||||||
{
|
{
|
||||||
Debug.Log($"Lobby created. Code: {message.JoinCode}");
|
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
||||||
// P13b: snapshot the server's authoritative settings into
|
|
||||||
// GameState so HUD / proximity code can read distances and
|
|
||||||
// cooldowns from a single source of truth instead of hardcodes.
|
|
||||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||||
{
|
{
|
||||||
if (message == null) return;
|
|
||||||
if (message.Success)
|
if (message.Success)
|
||||||
{
|
{
|
||||||
Debug.Log($"Joined lobby: {message.LobbyId}");
|
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
||||||
// P13b: same settings snapshot path as host. Joiners read the
|
|
||||||
// server's snapshot taken at lobby creation; they cannot edit.
|
|
||||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
|
||||||
// Unified lobby: both host and joiners land on create.unity.
|
|
||||||
// LobbyDisplayUI handles the role split internally (start
|
|
||||||
// button for host, waiting text for joiners).
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError("Failed to join lobby: " + message.Error);
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
public void CrateLobby(double lat, double lon)
|
||||||
// ── Game flow ─────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void HandleGameStarting()
|
|
||||||
{
|
{
|
||||||
_pendingMapBuild = false;
|
_gameClient.CreateLobby(new Position(lat, lon));
|
||||||
// Reset per-game state
|
|
||||||
State.MyRole = null;
|
|
||||||
State.IsDead = false;
|
|
||||||
State.MyTasks = new List<GameTask>();
|
|
||||||
State.MyCompletedTaskIds = new HashSet<string>();
|
|
||||||
State.TotalCompleted = 0;
|
|
||||||
State.TotalRequired = 0;
|
|
||||||
State.ActiveMeeting = null;
|
|
||||||
State.LastVoteResult = null;
|
|
||||||
State.VotedPlayerIds = new HashSet<string>();
|
|
||||||
State.ActiveSabotage = null;
|
|
||||||
State.GameEndData = null;
|
|
||||||
State.KillCooldownRemaining = 0;
|
|
||||||
SceneManager.LoadScene("Client", LoadSceneMode.Single);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleMapDataReady()
|
|
||||||
{
|
|
||||||
_pendingMapBuild = true;
|
|
||||||
TryBuildMapAndMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnClientSceneReady()
|
|
||||||
{
|
|
||||||
TryBuildMapAndMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TryBuildMapAndMarkers()
|
|
||||||
{
|
|
||||||
if (!_pendingMapBuild) return;
|
|
||||||
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
|
|
||||||
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
|
|
||||||
|
|
||||||
_manager.mapSubsystem.BuildMap();
|
|
||||||
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
|
|
||||||
_pendingMapBuild = false;
|
|
||||||
Debug.Log("[Network] Map built.");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRoleAssigned(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<RoleAssignedPayload>();
|
|
||||||
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
|
|
||||||
|
|
||||||
State.MyRole = payload.Role;
|
|
||||||
State.MyTasks = payload.Tasks ?? new List<GameTask>();
|
|
||||||
State.MyCompletedTaskIds.Clear();
|
|
||||||
|
|
||||||
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
|
|
||||||
_manager?.taskSubsystem?.Initialize(State.MyTasks);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleTaskCompleted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<TaskCompletedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
// Track if it's our task
|
|
||||||
if (payload.ClientUuid == _gameClient.ClientUuid)
|
|
||||||
State.MyCompletedTaskIds.Add(payload.TaskId);
|
|
||||||
|
|
||||||
State.TotalCompleted = payload.TotalCompleted;
|
|
||||||
State.TotalRequired = payload.TotalTasks;
|
|
||||||
|
|
||||||
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
|
|
||||||
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerKilled(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerKilledPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
|
|
||||||
|
|
||||||
if (payload.VictimId == _gameClient.ClientUuid)
|
|
||||||
{
|
|
||||||
State.IsDead = true;
|
|
||||||
_manager?.uiSubsystem?.OnLocalPlayerDied();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update player state in our list
|
|
||||||
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
|
|
||||||
if (p != null) p.State = PlayerState.Dead;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMeetingStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<MeetingStartedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Meeting;
|
|
||||||
State.ActiveMeeting = payload;
|
|
||||||
State.VotedPlayerIds = new HashSet<string>();
|
|
||||||
State.ArrivedPlayerIds = new HashSet<string>();
|
|
||||||
State.VoterTargets = new Dictionary<string, string>();
|
|
||||||
State.VoteTallies = new Dictionary<string, int>();
|
|
||||||
State.MyVoteTarget = null;
|
|
||||||
State.LastVoteResult = null;
|
|
||||||
|
|
||||||
SyncPlayersFromLobby();
|
|
||||||
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerArrivedAtMeetingPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
State.ArrivedPlayerIds.Add(payload.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePlayerVoted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<PlayerVotedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
// Server allows vote changes within a 2s rate limit, so we always
|
|
||||||
// overwrite the voter's previous target rather than appending.
|
|
||||||
string target = payload.TargetId ?? GameState.VoteSkip;
|
|
||||||
|
|
||||||
State.VotedPlayerIds.Add(payload.VoterId);
|
|
||||||
State.VoterTargets[payload.VoterId] = target;
|
|
||||||
RecomputeVoteTallies();
|
|
||||||
|
|
||||||
if (payload.VoterId == _gameClient.ClientUuid)
|
|
||||||
State.MyVoteTarget = target;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RecomputeVoteTallies()
|
|
||||||
{
|
|
||||||
State.VoteTallies.Clear();
|
|
||||||
foreach (var t in State.VoterTargets.Values)
|
|
||||||
{
|
|
||||||
if (string.IsNullOrEmpty(t)) continue;
|
|
||||||
State.VoteTallies.TryGetValue(t, out var count);
|
|
||||||
State.VoteTallies[t] = count + 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleVotingClosed(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<VotingClosedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Playing;
|
|
||||||
State.ActiveMeeting = null;
|
|
||||||
State.LastVoteResult = payload;
|
|
||||||
|
|
||||||
// Mark ejected player dead in our list
|
|
||||||
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
|
|
||||||
{
|
|
||||||
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
|
|
||||||
if (p != null) p.State = PlayerState.Dead;
|
|
||||||
}
|
|
||||||
|
|
||||||
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
|
|
||||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleGameEnded(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<GameEndedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.Phase = GamePhase.Ended;
|
|
||||||
State.GameEndData = payload;
|
|
||||||
|
|
||||||
// If the round ended while the meeting/vote-result overlay was
|
|
||||||
// still up (e.g. ejection won the game outright), the auto-close
|
|
||||||
// coroutine would otherwise fire 5s later and tear down the
|
|
||||||
// meeting panel while the GameEndPanel sits on top - leaving a
|
|
||||||
// glimpse of the dead overlay during the transition.
|
|
||||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
|
||||||
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleReturnedToLobby()
|
|
||||||
{
|
|
||||||
State.Phase = GamePhase.Lobby;
|
|
||||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
|
||||||
// Bodies survive the scene reload because the marker GameObjects are
|
|
||||||
// parented under MapCenterPoint (which lives in the persistent
|
|
||||||
// Client.unity scene). Without this clear, returning to lobby and
|
|
||||||
// starting a new round leaves stale corpses on the map of the new
|
|
||||||
// round. Server already cleared its `_bodies` set in
|
|
||||||
// ProcessReturnToLobby; this is the client-side mirror that was
|
|
||||||
// missing in HandleVotingClosed's symmetry.
|
|
||||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
|
||||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
|
||||||
// Unified lobby: regardless of role, return to create.unity.
|
|
||||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleSabotageStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<SabotageStartedPayload>();
|
|
||||||
if (payload == null) return;
|
|
||||||
|
|
||||||
State.ActiveSabotage = payload;
|
|
||||||
State.ActiveRepairs.Clear();
|
|
||||||
|
|
||||||
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
|
|
||||||
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
|
|
||||||
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
|
|
||||||
if (payload.Type == SabotageType.CommsBlackout)
|
|
||||||
_manager?.uiSubsystem?.SetCommsBlackout(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRepairStarted(GameEvent evt)
|
|
||||||
{
|
|
||||||
var payload = evt.GetPayload<RepairStartedPayload>();
|
|
||||||
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
|
|
||||||
State.ActiveRepairs.Add(payload.StationId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleRepairStopped(GameEvent evt)
|
|
||||||
{
|
|
||||||
// A player abandoned a repair station mid-fix. The station is no
|
|
||||||
// longer counted as active for the simultaneous-repair coaching;
|
|
||||||
// the marker stays on the map until the sabotage resolves.
|
|
||||||
var payload = evt.GetPayload<RepairStoppedPayload>();
|
|
||||||
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
|
|
||||||
State.ActiveRepairs.Remove(payload.StationId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMapDataError(GameEvent evt)
|
|
||||||
{
|
|
||||||
// Server failed to fetch Overpass data. Without this the loading
|
|
||||||
// screen would hang forever. Drop back to lobby and surface the
|
|
||||||
// failure so the player can re-host or try a different center.
|
|
||||||
Debug.LogError("[Network] Server could not generate map data.");
|
|
||||||
State.Phase = GamePhase.Lobby;
|
|
||||||
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
|
|
||||||
LeaveLobby();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePositionBroadcast(PositionBroadcast broadcast)
|
|
||||||
{
|
|
||||||
if (broadcast == null) return;
|
|
||||||
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Helpers ───────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void SyncPlayersFromLobby()
|
|
||||||
{
|
|
||||||
var lobby = _gameClient.CurrentLobbyState;
|
|
||||||
if (lobby?.Players != null)
|
|
||||||
State.Players = lobby.Players;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Toast(string message)
|
|
||||||
{
|
|
||||||
State.ToastMessage = message;
|
|
||||||
State.ToastExpiry = UnityEngine.Time.time + 4f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Send helpers ──────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
|
|
||||||
{
|
|
||||||
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void JoinLobby(string joinCode)
|
public void JoinLobby(string joinCode)
|
||||||
{
|
{
|
||||||
try { _gameClient.JoinLobby(joinCode); }
|
try
|
||||||
catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
|
{
|
||||||
|
_gameClient.JoinLobby(joinCode);
|
||||||
|
}
|
||||||
|
catch (System.Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogError("Error joining lobby: " + ex.Message);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LeaveLobby()
|
public void LeaveLobby()
|
||||||
{
|
{
|
||||||
_gameClient.LeaveLobby();
|
_gameClient.Disconnect();
|
||||||
State.Phase = GamePhase.Lobby;
|
Application.Quit();
|
||||||
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartGame()
|
public void StartGame()
|
||||||
{
|
{
|
||||||
_gameClient.StartGame();
|
_gameClient.StartGame();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
#region GameEvent Handlers
|
||||||
|
private void HandleSabotageStarted(GameEvent gameEvent)
|
||||||
|
{
|
||||||
|
SabotageStartedPayload payload = gameEvent.GetPayload<SabotageStartedPayload>();
|
||||||
|
switch (payload.Type)
|
||||||
|
{
|
||||||
|
case SabotageType.CommsBlackout:
|
||||||
|
for(int i = 0;i < payload.RequiredSimultaneousRepairs; i++)
|
||||||
|
{
|
||||||
|
//create stations
|
||||||
|
}
|
||||||
|
//Ui.alert
|
||||||
|
//DisableComms
|
||||||
|
return;
|
||||||
|
case SabotageType.CriticalMeltdown:
|
||||||
|
for (int i = 0; i < payload.RequiredSimultaneousRepairs; i++)
|
||||||
|
{
|
||||||
|
//create stations
|
||||||
|
}
|
||||||
|
//UI.alert
|
||||||
|
//UI Time remain
|
||||||
|
return;
|
||||||
|
|
||||||
|
default:
|
||||||
|
Debug.Log($"Sabotage of unknown type: {payload.Type}");
|
||||||
|
return;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,2 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
guid: 9c2032ed1184ad7418cc415edf97b69e
|
||||||
@@ -1,328 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
using GeoSus.Client;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
|
|
||||||
/// </summary>
|
|
||||||
public class GameManager_Tasks
|
|
||||||
{
|
|
||||||
private class TaskEntry
|
|
||||||
{
|
|
||||||
public GeoSus.Client.GameTask ServerTask;
|
|
||||||
public string MinigameScene;
|
|
||||||
public bool Completed;
|
|
||||||
}
|
|
||||||
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private string[] _minigameScenes;
|
|
||||||
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
|
|
||||||
private List<TaskEntry> _tasks = new List<TaskEntry>();
|
|
||||||
private bool _minigameOpen;
|
|
||||||
private string _loadedMinigameScene;
|
|
||||||
private Camera _hostCameraSuspended;
|
|
||||||
private GameObject _hostInGameHudHidden;
|
|
||||||
|
|
||||||
// Proximity state (checked every frame in UpdateProximity)
|
|
||||||
public GeoSus.Client.GameTask NearbyTask { get; private set; }
|
|
||||||
|
|
||||||
// P13b: per-check distances pulled from the server-snapshotted lobby
|
|
||||||
// settings (null-fallback to 5m matches the old hardcoded behavior).
|
|
||||||
// Different actions use different fields so a host can tune e.g. a
|
|
||||||
// long-range "spotter" task radius without also widening kill range.
|
|
||||||
private const float ProximityRadiusFallback = 5f;
|
|
||||||
|
|
||||||
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_minigameScenes = minigameScenes ?? new string[0];
|
|
||||||
_host = host;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
|
|
||||||
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
|
|
||||||
{
|
|
||||||
_tasks.Clear();
|
|
||||||
if (_minigameScenes.Length == 0) return;
|
|
||||||
|
|
||||||
for (int i = 0; i < serverTasks.Count; i++)
|
|
||||||
{
|
|
||||||
_tasks.Add(new TaskEntry
|
|
||||||
{
|
|
||||||
ServerTask = serverTasks[i],
|
|
||||||
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
|
|
||||||
Completed = false
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create map markers
|
|
||||||
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
|
|
||||||
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called every frame from GameManager.Update().</summary>
|
|
||||||
public void UpdateProximity()
|
|
||||||
{
|
|
||||||
if (_minigameOpen) return;
|
|
||||||
|
|
||||||
// P13b: distances now come from the per-lobby settings snapshot
|
|
||||||
// instead of one hardcoded 5m radius for everything. ?? fallback
|
|
||||||
// matches the old behavior when running against an old server.
|
|
||||||
var state = GameManager.Instance?.networkSubsystem?.State;
|
|
||||||
var settings = state?.Settings;
|
|
||||||
double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback;
|
|
||||||
double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback;
|
|
||||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback;
|
|
||||||
double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback;
|
|
||||||
|
|
||||||
NearbyTask = null;
|
|
||||||
var myPos = _gameClient.MyPosition;
|
|
||||||
if (myPos.Lat == 0 && myPos.Lon == 0) return;
|
|
||||||
|
|
||||||
foreach (var entry in _tasks)
|
|
||||||
{
|
|
||||||
if (entry.Completed) continue;
|
|
||||||
double dist = myPos.DistanceTo(entry.ServerTask.Location);
|
|
||||||
if (dist <= taskDist)
|
|
||||||
{
|
|
||||||
NearbyTask = entry.ServerTask;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Drive the action button in UI
|
|
||||||
var ui = GameManager.Instance?.uiSubsystem;
|
|
||||||
if (ui == null || ui.IsPlayerDead) return;
|
|
||||||
|
|
||||||
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
|
|
||||||
|
|
||||||
if (!isImpostor && NearbyTask != null)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Check body proximity
|
|
||||||
if (!ui.IsCommsBlackout)
|
|
||||||
{
|
|
||||||
var body = _gameClient.FindNearbyBody(reportDist);
|
|
||||||
if (body != null)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Emergency meeting proximity
|
|
||||||
if (_gameClient.CurrentLobbyState?.MapData != null)
|
|
||||||
{
|
|
||||||
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
if (dist <= emergencyDist)
|
|
||||||
{
|
|
||||||
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Impostor kill
|
|
||||||
if (isImpostor)
|
|
||||||
{
|
|
||||||
var target = _gameClient.FindNearbyPlayer(killDist);
|
|
||||||
if (!string.IsNullOrEmpty(target))
|
|
||||||
{
|
|
||||||
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
|
|
||||||
// Hide sabotage menu while a kill is on offer (cleaner HUD).
|
|
||||||
ui.SetSabotageMenuVisible(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Nothing nearby
|
|
||||||
ui.SetActionButton("", false);
|
|
||||||
|
|
||||||
// P13g: persistent sabotage menu for impostors when no proximity
|
|
||||||
// action is on offer. Hidden when state isn't suitable - dead,
|
|
||||||
// not-impostor, in meeting, sabotage already active, or comms
|
|
||||||
// blackout (the impostor's own sabotage triggers a UI lock).
|
|
||||||
bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing;
|
|
||||||
bool sabotageActive = state?.ActiveSabotage != null;
|
|
||||||
bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase &&
|
|
||||||
!sabotageActive && !ui.IsCommsBlackout;
|
|
||||||
ui.SetSabotageMenuVisible(showSabMenu);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
|
|
||||||
public void TriggerNearbyTask()
|
|
||||||
{
|
|
||||||
OnUsePressed();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnUsePressed()
|
|
||||||
{
|
|
||||||
if (NearbyTask == null || _minigameOpen) return;
|
|
||||||
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
|
|
||||||
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator LaunchMinigame(TaskEntry entry)
|
|
||||||
{
|
|
||||||
_minigameOpen = true;
|
|
||||||
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
|
|
||||||
|
|
||||||
// Validate that the scene name resolves to a build-included scene.
|
|
||||||
// LoadSceneAsync silently returns null when the scene name doesn't
|
|
||||||
// match (case-sensitive) or isn't in EditorBuildSettings, which
|
|
||||||
// leaves the action button looking dead from the player's POV.
|
|
||||||
if (string.IsNullOrEmpty(entry.MinigameScene) ||
|
|
||||||
!Application.CanStreamedLevelBeLoaded(entry.MinigameScene))
|
|
||||||
{
|
|
||||||
Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " +
|
|
||||||
$"Check the scene name (case-sensitive) and that it's enabled in Build Settings.");
|
|
||||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
|
||||||
$"Task scene missing: {entry.MinigameScene}");
|
|
||||||
_minigameOpen = false;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Inform server that task started
|
|
||||||
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
|
|
||||||
|
|
||||||
// Disable the host scene's main camera while the minigame is up.
|
|
||||||
// With both cameras enabled the minigame's UI/3D content would
|
|
||||||
// fight the host's map camera for screen space, and what gets
|
|
||||||
// drawn depends on Camera.depth which isn't guaranteed across
|
|
||||||
// scenes. Restored in FinishMinigame.
|
|
||||||
_hostCameraSuspended = Camera.main;
|
|
||||||
if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
|
|
||||||
|
|
||||||
// Hide the persistent InGame HUD canvas (if present). It lives
|
|
||||||
// in Client.unity and renders Screen Space - Overlay so it would
|
|
||||||
// otherwise stack on top of the minigame's UI regardless of
|
|
||||||
// which scene is active. SetActive(false) is reversible.
|
|
||||||
_hostInGameHudHidden = GameObject.Find("InGame");
|
|
||||||
if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
|
|
||||||
_hostInGameHudHidden.SetActive(false);
|
|
||||||
else
|
|
||||||
_hostInGameHudHidden = null; // nothing to restore
|
|
||||||
|
|
||||||
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
|
|
||||||
if (op == null)
|
|
||||||
{
|
|
||||||
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
|
|
||||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
|
||||||
$"Task scene failed to load: {entry.MinigameScene}");
|
|
||||||
if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
|
|
||||||
_minigameOpen = false;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
yield return op;
|
|
||||||
|
|
||||||
_loadedMinigameScene = entry.MinigameScene;
|
|
||||||
|
|
||||||
// CRITICAL: switch the active scene to the loaded minigame.
|
|
||||||
// LoadSceneMode.Additive stacks scenes without changing which one
|
|
||||||
// is "active" - and an inactive scene's RenderSettings, ambient
|
|
||||||
// light, and skybox don't drive rendering. The host (Client.unity)
|
|
||||||
// remains active and its lighting context still applies, which
|
|
||||||
// is the root cause of "task opens to white screen": the
|
|
||||||
// minigame's content loads but its visuals don't take over.
|
|
||||||
// Without SetActiveScene, even minigames that ARE wired up
|
|
||||||
// correctly render against the host's lighting and look broken.
|
|
||||||
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
|
|
||||||
if (scene.IsValid()) SceneManager.SetActiveScene(scene);
|
|
||||||
|
|
||||||
// Diagnostic: count cameras / canvases / lights in the loaded
|
|
||||||
// scene. If the white screen persists after this fix, the
|
|
||||||
// numbers tell us whether the scene is missing rendering bits
|
|
||||||
// (camera=0, canvas=0) or if the issue is elsewhere.
|
|
||||||
int camCount = 0, canvasCount = 0, lightCount = 0;
|
|
||||||
foreach (var root in scene.GetRootGameObjects())
|
|
||||||
{
|
|
||||||
camCount += root.GetComponentsInChildren<Camera>(true).Length;
|
|
||||||
canvasCount += root.GetComponentsInChildren<Canvas>(true).Length;
|
|
||||||
lightCount += root.GetComponentsInChildren<Light>(true).Length;
|
|
||||||
}
|
|
||||||
Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " +
|
|
||||||
$"canvases={canvasCount}, lights={lightCount}, " +
|
|
||||||
$"activeScene={SceneManager.GetActiveScene().name}");
|
|
||||||
|
|
||||||
// Find the ITask component in the newly loaded scene
|
|
||||||
ITask taskComponent = null;
|
|
||||||
foreach (var root in scene.GetRootGameObjects())
|
|
||||||
{
|
|
||||||
taskComponent = root.GetComponentInChildren<ITask>();
|
|
||||||
if (taskComponent != null) break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (taskComponent == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " +
|
|
||||||
$"Either the minigame's controller script isn't attached to a GameObject in the scene, " +
|
|
||||||
$"or the script doesn't implement ITask. Auto-completing.");
|
|
||||||
yield return FinishMinigame(entry, true);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set task metadata
|
|
||||||
taskComponent.TaskID = entry.ServerTask.TaskId;
|
|
||||||
taskComponent.TaskName = entry.ServerTask.Name;
|
|
||||||
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
|
|
||||||
|
|
||||||
bool done = false;
|
|
||||||
taskComponent.Initialize(t => { done = true; });
|
|
||||||
|
|
||||||
// Wait for completion or exit
|
|
||||||
yield return new WaitUntil(() => done);
|
|
||||||
|
|
||||||
yield return FinishMinigame(entry, done);
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
|
|
||||||
{
|
|
||||||
if (completed)
|
|
||||||
{
|
|
||||||
entry.Completed = true;
|
|
||||||
_gameClient.CompleteTask(entry.ServerTask.TaskId);
|
|
||||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Unload minigame scene. Switch the active scene back to the
|
|
||||||
// host BEFORE the unload so we don't end up with no active
|
|
||||||
// scene mid-frame (Unity will complain and lighting flickers).
|
|
||||||
if (!string.IsNullOrEmpty(_loadedMinigameScene))
|
|
||||||
{
|
|
||||||
var hostScene = SceneManager.GetSceneByName("Client");
|
|
||||||
if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene);
|
|
||||||
|
|
||||||
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
|
|
||||||
yield return unload;
|
|
||||||
_loadedMinigameScene = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-enable the host camera that was suspended during the minigame.
|
|
||||||
if (_hostCameraSuspended != null)
|
|
||||||
{
|
|
||||||
_hostCameraSuspended.enabled = true;
|
|
||||||
_hostCameraSuspended = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Re-show the InGame HUD canvas hidden at minigame entry.
|
|
||||||
if (_hostInGameHudHidden != null)
|
|
||||||
{
|
|
||||||
_hostInGameHudHidden.SetActive(true);
|
|
||||||
_hostInGameHudHidden = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
_minigameOpen = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 27a123dbda9eef8ba4815c0c0d30b6fb
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,934 +1,71 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
|
||||||
using Subsystems;
|
using Subsystems;
|
||||||
using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using System.Collections.Generic;
|
using System.ComponentModel;
|
||||||
using System;
|
using System.Threading;
|
||||||
using System.Linq;
|
|
||||||
using TMPro;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
/// <summary>
|
|
||||||
/// Reads from GameManager_Network.State (the authoritative GameState) and drives
|
|
||||||
/// all in-game canvas panels. No business logic lives here.
|
|
||||||
/// </summary>
|
|
||||||
public class GameManager_UI
|
public class GameManager_UI
|
||||||
{
|
{
|
||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private GameState _state => GameManager.Instance?.networkSubsystem?.State;
|
private Canvas _CreateJoinLobby;
|
||||||
|
private Canvas _InLobby;
|
||||||
// ── Canvas refs (wired by BindClientScene from Client.unity) ──────────
|
private Canvas _LoadingScreen;
|
||||||
public Canvas ClientCreateJoinLobby;
|
private Canvas _GameScreen;
|
||||||
public Canvas ClientInLobby;
|
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||||
public Canvas ClientLoadingScreen;
|
|
||||||
public Canvas ClientGameScreen;
|
|
||||||
|
|
||||||
// ── HUD element refs (resolved once in BindClientScene) ───────────────
|
|
||||||
private TMP_Text _roleText;
|
|
||||||
private TMP_Text _taskListText;
|
|
||||||
private TMP_Text _taskProgressText;
|
|
||||||
private Button _actionButton;
|
|
||||||
private TMP_Text _actionButtonText;
|
|
||||||
private TMP_Text _killCooldownText;
|
|
||||||
private GameObject _sabotagePanel;
|
|
||||||
private TMP_Text _sabotageTimerText;
|
|
||||||
private GameObject _meetingPanel;
|
|
||||||
private TMP_Text _meetingHeader;
|
|
||||||
private TMP_Text _meetingPhaseLabel;
|
|
||||||
private TMP_Text _meetingPhaseCountdown;
|
|
||||||
private Image _meetingPhaseProgressBar;
|
|
||||||
private TMP_Text _myVoteIndicator;
|
|
||||||
private GameObject _meetingScrollGO;
|
|
||||||
private Transform _meetingScrollContent;
|
|
||||||
private TMP_Text _meetingFallbackText;
|
|
||||||
private GameObject _voteResultPanel;
|
|
||||||
private TMP_Text _voteResultText;
|
|
||||||
private Button _skipButton;
|
|
||||||
private GameObject _gameEndPanel;
|
|
||||||
private TMP_Text _gameEndText;
|
|
||||||
private RectTransform _returnToLobbyBtn;
|
|
||||||
private TMP_Text _toastText;
|
|
||||||
private GameObject _toastGO;
|
|
||||||
private GameObject _reconnectOverlay;
|
|
||||||
|
|
||||||
// ── Internal state ────────────────────────────────────────────────────
|
|
||||||
private bool _isDead;
|
|
||||||
private bool _commsBlackout;
|
|
||||||
private DateTime _sabotageMeltdownDeadline;
|
|
||||||
private bool _sabotageTimerActive;
|
|
||||||
private volatile bool _lobbyDirty;
|
|
||||||
|
|
||||||
// Meeting vote-row references rebuilt each meeting
|
|
||||||
private readonly List<GameObject> _voteRows = new List<GameObject>();
|
|
||||||
private string _pendingVoteResultDisplay; // shown after voting
|
|
||||||
private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it
|
|
||||||
|
|
||||||
public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; }
|
|
||||||
|
|
||||||
public void NotifyLobbyChanged() => _lobbyDirty = true;
|
|
||||||
public bool IsCommsBlackout => _commsBlackout;
|
|
||||||
public bool IsPlayerDead => _isDead;
|
|
||||||
|
|
||||||
// ── Scene binding ─────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
|
|
||||||
{
|
{
|
||||||
ClientCreateJoinLobby = createJoin;
|
_gameClient = gameClient;
|
||||||
ClientInLobby = inLobby;
|
_CreateJoinLobby = CreateJoinLobby;
|
||||||
ClientLoadingScreen = loading;
|
_LoadingScreen = LoadingScreen;
|
||||||
ClientGameScreen = game;
|
_GameScreen = GameScreen;
|
||||||
|
_InLobby = InLobby;
|
||||||
foreach (var c in new[] { createJoin, inLobby, loading, game })
|
_CreateJoinLobby.enabled = true;
|
||||||
EnsureCanvasReady(c);
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = false;
|
||||||
if (createJoin) createJoin.gameObject.SetActive(false);
|
_LoadingScreen.enabled = false;
|
||||||
if (inLobby) inLobby.gameObject.SetActive(false);
|
|
||||||
if (loading) loading.gameObject.SetActive(false);
|
|
||||||
if (game) game.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
if (game == null) return;
|
|
||||||
var t = game.transform;
|
|
||||||
|
|
||||||
_roleText = FindTMP(t, "Role");
|
|
||||||
_taskListText = FindTMP(t, "TaskList");
|
|
||||||
_taskProgressText = FindTMP(t, "TaskProgress");
|
|
||||||
_killCooldownText = FindTMP(t, "KillCooldown");
|
|
||||||
_sabotageTimerText = FindTMP(t, "SabotageTimer");
|
|
||||||
_gameEndText = FindTMP(t, "GameEndText");
|
|
||||||
_toastText = FindTMP(t, "Toast");
|
|
||||||
_meetingHeader = FindTMP(t, "MeetingHeader");
|
|
||||||
_meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel");
|
|
||||||
_meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown");
|
|
||||||
_myVoteIndicator = FindTMP(t, "MyVoteIndicator");
|
|
||||||
_meetingFallbackText = FindTMP(t, "MeetingPlayerList");
|
|
||||||
_voteResultText = FindTMP(t, "VoteResult");
|
|
||||||
_meetingScrollContent = FindTransform(t, "MeetingContent");
|
|
||||||
_meetingScrollGO = FindTransformGO(t, "_MeetingScroll");
|
|
||||||
|
|
||||||
var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar");
|
|
||||||
if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent<Image>();
|
|
||||||
|
|
||||||
var skipGO = FindTransformGO(t, "SkipButton");
|
|
||||||
if (skipGO != null) _skipButton = skipGO.GetComponent<Button>();
|
|
||||||
|
|
||||||
var actionGO = t.Find("ActionButton");
|
|
||||||
if (actionGO != null)
|
|
||||||
{
|
|
||||||
_actionButton = actionGO.GetComponent<Button>();
|
|
||||||
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
_sabotagePanel = t.Find("SabotagePanel")?.gameObject;
|
|
||||||
_meetingPanel = t.Find("MeetingPanel")?.gameObject;
|
|
||||||
_gameEndPanel = t.Find("GameEndPanel")?.gameObject;
|
|
||||||
_voteResultPanel = FindTransformGO(t, "VoteResultPanel");
|
|
||||||
_toastGO = FindTransformGO(t, "Toast");
|
|
||||||
_reconnectOverlay = FindTransformGO(t, "ReconnectOverlay");
|
|
||||||
|
|
||||||
var retBtn = FindTransform(t, "ReturnToLobbyButton");
|
|
||||||
if (retBtn != null) _returnToLobbyBtn = retBtn as RectTransform;
|
|
||||||
|
|
||||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
|
||||||
if (_gameEndPanel) _gameEndPanel.SetActive(false);
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_toastGO) _toastGO.SetActive(false);
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Update (called every frame from GameManager.Update) ───────────────
|
|
||||||
|
|
||||||
public void UpdateLobbyUI()
|
public void UpdateLobbyUI()
|
||||||
{
|
{
|
||||||
var lobbyState = _gameClient.CurrentLobbyState;
|
if (_gameClient.CurrentLobbyState == null)
|
||||||
if (lobbyState == null) return;
|
|
||||||
|
|
||||||
if (_lobbyDirty)
|
|
||||||
{
|
{
|
||||||
_lobbyDirty = false;
|
_CreateJoinLobby.enabled = true;
|
||||||
LobbyDisplayUI.RefreshAll(lobbyState);
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = false;
|
||||||
|
_LoadingScreen.enabled = false;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||||
if (ClientGameScreen == null) return;
|
|
||||||
|
|
||||||
switch (lobbyState.Phase)
|
|
||||||
{
|
{
|
||||||
case GamePhase.Loading:
|
_CreateJoinLobby.enabled = false;
|
||||||
SetCanvases(false, false, true, false);
|
_InLobby.enabled = false;
|
||||||
break;
|
_GameScreen.enabled = false;
|
||||||
case GamePhase.Lobby:
|
_LoadingScreen.enabled = true;
|
||||||
SetCanvases(false, true, false, false);
|
return;
|
||||||
break;
|
|
||||||
case GamePhase.Playing:
|
|
||||||
case GamePhase.Meeting:
|
|
||||||
case GamePhase.Voting:
|
|
||||||
SetCanvases(false, false, false, true);
|
|
||||||
UpdateGameHUD();
|
|
||||||
break;
|
|
||||||
case GamePhase.Ended:
|
|
||||||
SetCanvases(false, false, false, true);
|
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||||
TickToast();
|
{
|
||||||
|
_InLobby.enabled = true;
|
||||||
|
_CreateJoinLobby.enabled = false;
|
||||||
|
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||||
|
playerList.text = "";
|
||||||
|
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||||
|
{
|
||||||
|
playerList.text += player.DisplayName + "\n";
|
||||||
}
|
}
|
||||||
|
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||||
// ── Game HUD tick ─────────────────────────────────────────────────────
|
return;
|
||||||
|
|
||||||
private void UpdateGameHUD()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (s == null) return;
|
|
||||||
|
|
||||||
// Role
|
|
||||||
if (_roleText != null)
|
|
||||||
{
|
|
||||||
string ghostSuffix = s.IsDead ? " (GHOST)" : "";
|
|
||||||
_roleText.text = $"{s.MyRole?.ToString() ?? "?"}{ghostSuffix}";
|
|
||||||
_roleText.color = s.MyRole == PlayerRole.Impostor ? new Color(0.9f,0.2f,0.2f) : new Color(0.2f,0.8f,1f);
|
|
||||||
}
|
}
|
||||||
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||||
// Task list with checkmarks
|
|
||||||
if (_taskListText != null)
|
|
||||||
{
|
{
|
||||||
var sb = new System.Text.StringBuilder();
|
_CreateJoinLobby.enabled = false;
|
||||||
foreach (var task in s.MyTasks)
|
_InLobby.enabled = false;
|
||||||
{
|
_GameScreen.enabled = true;
|
||||||
bool done = s.MyCompletedTaskIds.Contains(task.TaskId);
|
_LoadingScreen.enabled = false;
|
||||||
string mark = done ? "<color=#2DB84B>✓</color>" : "○";
|
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
|
||||||
sb.AppendLine($"{mark} {task.Name}");
|
|
||||||
}
|
|
||||||
_taskListText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Global task progress
|
|
||||||
if (_taskProgressText != null && s.TotalRequired > 0)
|
|
||||||
_taskProgressText.text = $"Tasks: {s.TotalCompleted}/{s.TotalRequired}";
|
|
||||||
|
|
||||||
// Kill cooldown
|
|
||||||
if (_killCooldownText != null)
|
|
||||||
{
|
|
||||||
bool show = s.KillCooldownRemaining > 0;
|
|
||||||
_killCooldownText.gameObject.SetActive(show);
|
|
||||||
if (show) _killCooldownText.text = $"Kill: {Mathf.CeilToInt(s.KillCooldownRemaining)}s";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Sabotage banner - meltdown countdown plus simultaneous-repair coaching
|
|
||||||
if (_sabotageTimerActive && _sabotageTimerText != null)
|
|
||||||
{
|
|
||||||
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
|
|
||||||
string head = remaining > 0 ? $"⚠ MELTDOWN: {remaining:F0}s" : "⚠ MELTDOWN!";
|
|
||||||
|
|
||||||
// For multi-station sabotages, surface how many of the required
|
|
||||||
// simultaneous repair stations are currently active. This is
|
|
||||||
// what makes "you're alone, you need a partner" obvious.
|
|
||||||
int required = s.ActiveSabotage?.RequiredSimultaneousRepairs ?? 0;
|
|
||||||
if (required > 1)
|
|
||||||
{
|
|
||||||
int active = s.ActiveRepairs.Count;
|
|
||||||
head += $" <size=32>{active}/{required} stations active</size>";
|
|
||||||
}
|
|
||||||
_sabotageTimerText.text = head;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keep meeting sub-phase strip, countdown, vote gating, tallies and
|
|
||||||
// my-vote indicator fresh each frame.
|
|
||||||
UpdateMeetingPhaseStrip();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Kill cooldown helper (called from GameManager) ────────────────────
|
|
||||||
|
|
||||||
// ── Reconnect overlay ─────────────────────────────────────────────────
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Show a full-screen "Reconnecting..." overlay. Call when the socket
|
|
||||||
/// drops mid-game; the server keeps the player slot for ~60s before
|
|
||||||
/// removing them so a brief disconnect is recoverable.
|
|
||||||
/// </summary>
|
|
||||||
public void ShowReconnecting()
|
|
||||||
{
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide the reconnect overlay. Call from OnConnected once the socket
|
|
||||||
/// is healthy again.
|
|
||||||
/// </summary>
|
|
||||||
public void HideReconnecting()
|
|
||||||
{
|
|
||||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetKillCooldownText(string text)
|
|
||||||
{
|
|
||||||
if (_killCooldownText == null) return;
|
|
||||||
bool show = !string.IsNullOrEmpty(text);
|
|
||||||
_killCooldownText.gameObject.SetActive(show);
|
|
||||||
if (show) _killCooldownText.text = text;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateTaskProgress(int completed, int total)
|
|
||||||
{
|
|
||||||
if (_taskProgressText != null)
|
|
||||||
_taskProgressText.text = $"Tasks: {completed}/{total}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Action button ─────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
|
|
||||||
{
|
|
||||||
if (_actionButton == null) return;
|
|
||||||
_actionButton.gameObject.SetActive(visible);
|
|
||||||
if (_actionButtonText != null) _actionButtonText.text = label;
|
|
||||||
if (onClick != null)
|
|
||||||
{
|
|
||||||
_actionButton.onClick.RemoveAllListeners();
|
|
||||||
_actionButton.onClick.AddListener(onClick);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── P13g: Impostor sabotage menu ──────────────────────────────────────
|
|
||||||
// The audit found that the production HUD never had an impostor
|
|
||||||
// sabotage trigger - GameManager.StartSabotage exists, the wire path
|
|
||||||
// is intact (StartSabotage -> server -> SabotageStarted broadcast +
|
|
||||||
// station markers), but no UI ever called it. So sabotages literally
|
|
||||||
// never fired in production. This menu fixes that gap with a runtime-
|
|
||||||
// built two-button overlay (no scene file change, no prefab needed).
|
|
||||||
|
|
||||||
private GameObject _sabotageMenuRoot;
|
|
||||||
private Button _sabotageBlackoutBtn;
|
|
||||||
private Button _sabotageMeltdownBtn;
|
|
||||||
|
|
||||||
private void EnsureSabotageMenu()
|
|
||||||
{
|
|
||||||
if (_sabotageMenuRoot != null || ClientGameScreen == null) return;
|
|
||||||
|
|
||||||
var canvasRT = ClientGameScreen.transform as RectTransform;
|
|
||||||
if (canvasRT == null) return;
|
|
||||||
|
|
||||||
// Root container - top-right corner, vertical stack.
|
|
||||||
_sabotageMenuRoot = new GameObject("ImpostorSabotageMenu", typeof(RectTransform), typeof(CanvasRenderer));
|
|
||||||
var rootRT = _sabotageMenuRoot.GetComponent<RectTransform>();
|
|
||||||
rootRT.SetParent(canvasRT, worldPositionStays: false);
|
|
||||||
rootRT.anchorMin = new Vector2(1, 1);
|
|
||||||
rootRT.anchorMax = new Vector2(1, 1);
|
|
||||||
rootRT.pivot = new Vector2(1, 1);
|
|
||||||
rootRT.anchoredPosition = new Vector2(-24, -180); // below the top-right safe-area
|
|
||||||
rootRT.sizeDelta = new Vector2(360, 240);
|
|
||||||
|
|
||||||
_sabotageBlackoutBtn = BuildSabotageOption(rootRT, "📡 BLACKOUT",
|
|
||||||
new Color(0.20f, 0.55f, 1.0f), 0, () => GameManager.Instance?.StartSabotage(0));
|
|
||||||
|
|
||||||
_sabotageMeltdownBtn = BuildSabotageOption(rootRT, "☢️ MELTDOWN",
|
|
||||||
new Color(1.0f, 0.30f, 0.30f), 1, () => GameManager.Instance?.StartSabotage(1));
|
|
||||||
|
|
||||||
_sabotageMenuRoot.SetActive(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Button BuildSabotageOption(RectTransform parent, string label, Color tint, int slot, UnityEngine.Events.UnityAction onClick)
|
|
||||||
{
|
|
||||||
// Each button: 360w x 110h, stacked vertically with 10px gap.
|
|
||||||
var go = new GameObject($"SabBtn_{slot}", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
|
|
||||||
var rt = go.GetComponent<RectTransform>();
|
|
||||||
rt.SetParent(parent, worldPositionStays: false);
|
|
||||||
rt.anchorMin = new Vector2(0, 1);
|
|
||||||
rt.anchorMax = new Vector2(1, 1);
|
|
||||||
rt.pivot = new Vector2(0.5f, 1);
|
|
||||||
rt.anchoredPosition = new Vector2(0, -slot * 120);
|
|
||||||
rt.sizeDelta = new Vector2(0, 110);
|
|
||||||
|
|
||||||
var img = go.GetComponent<Image>();
|
|
||||||
img.color = new Color(tint.r * 0.4f, tint.g * 0.4f, tint.b * 0.4f, 0.92f);
|
|
||||||
|
|
||||||
// Border via outline component
|
|
||||||
var outline = go.AddComponent<Outline>();
|
|
||||||
outline.effectColor = tint;
|
|
||||||
outline.effectDistance = new Vector2(2, -2);
|
|
||||||
|
|
||||||
// Text child
|
|
||||||
var txtGO = new GameObject("Label", typeof(RectTransform));
|
|
||||||
var txtRT = txtGO.GetComponent<RectTransform>();
|
|
||||||
txtRT.SetParent(rt, worldPositionStays: false);
|
|
||||||
txtRT.anchorMin = Vector2.zero;
|
|
||||||
txtRT.anchorMax = Vector2.one;
|
|
||||||
txtRT.offsetMin = Vector2.zero;
|
|
||||||
txtRT.offsetMax = Vector2.zero;
|
|
||||||
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
|
|
||||||
tmp.text = label;
|
|
||||||
tmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
tmp.fontSize = 36;
|
|
||||||
tmp.color = Color.white;
|
|
||||||
tmp.fontStyle = FontStyles.Bold;
|
|
||||||
|
|
||||||
var btn = go.GetComponent<Button>();
|
|
||||||
btn.onClick.AddListener(onClick);
|
|
||||||
return btn;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// P13g: show the impostor sabotage menu when the local player is
|
|
||||||
/// alive impostor in the Playing phase with no active sabotage and
|
|
||||||
/// not in a meeting. Driven from GameManager_Tasks.UpdateProximity.
|
|
||||||
/// </summary>
|
|
||||||
public void SetSabotageMenuVisible(bool visible)
|
|
||||||
{
|
|
||||||
if (visible) EnsureSabotageMenu();
|
|
||||||
if (_sabotageMenuRoot != null && _sabotageMenuRoot.activeSelf != visible)
|
|
||||||
_sabotageMenuRoot.SetActive(visible);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Player state ──────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void OnLocalPlayerDied()
|
|
||||||
{
|
|
||||||
_isDead = true;
|
|
||||||
if (_state != null) _state.IsDead = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Meeting ───────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowMeetingAlert()
|
|
||||||
{
|
|
||||||
ShowToast("⚠ Meeting called! Head to the meeting point.");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
|
|
||||||
{
|
|
||||||
if (_meetingPanel == null) return;
|
|
||||||
_meetingPanel.SetActive(true);
|
|
||||||
|
|
||||||
if (_meetingHeader != null)
|
|
||||||
_meetingHeader.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
|
|
||||||
|
|
||||||
// Make sure the result subpanel is hidden at start of a fresh meeting,
|
|
||||||
// and the scroll list is visible (results phase will swap them).
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
|
||||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
|
||||||
|
|
||||||
BuildMeetingVoteRows(players);
|
|
||||||
UpdateMeetingPhaseStrip();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void BuildMeetingVoteRows(List<PlayerInfo> players)
|
|
||||||
{
|
|
||||||
// Clear old rows
|
|
||||||
foreach (var r in _voteRows) if (r) UnityEngine.Object.Destroy(r);
|
|
||||||
_voteRows.Clear();
|
|
||||||
|
|
||||||
if (_meetingScrollContent == null || players == null)
|
|
||||||
{
|
|
||||||
// Fall back to text list
|
|
||||||
if (_meetingFallbackText != null)
|
|
||||||
{
|
|
||||||
_meetingFallbackText.gameObject.SetActive(true);
|
|
||||||
var sb = new System.Text.StringBuilder();
|
|
||||||
foreach (var p in players ?? new List<PlayerInfo>())
|
|
||||||
sb.AppendLine($"{p.DisplayName} [{p.State}]");
|
|
||||||
_meetingFallbackText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
string myId = _gameClient.ClientUuid;
|
|
||||||
bool canVote = !_isDead;
|
|
||||||
|
|
||||||
// Dynamic row height: spread the available scroll-area height
|
|
||||||
// across however many players we have. Clamps so rows never get
|
|
||||||
// tinier than legible (small phone, many players -> 80px) or
|
|
||||||
// ridiculously tall (tablet, two players -> 140px).
|
|
||||||
float rowH = ComputeVoteRowHeight(players.Count);
|
|
||||||
|
|
||||||
foreach (var player in players)
|
|
||||||
{
|
|
||||||
bool isMe = player.ClientUuid == myId;
|
|
||||||
bool isAlive = player.State == PlayerState.Alive;
|
|
||||||
var row = BuildVoteRow(player, isMe, isAlive, canVote && isAlive && !isMe, rowH);
|
|
||||||
row.transform.SetParent(_meetingScrollContent, false);
|
|
||||||
_voteRows.Add(row);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Compute a per-row height that fills the scroll viewport when there
|
|
||||||
/// are few players, and shrinks (until scrolling kicks in) when there
|
|
||||||
/// are many. Inputs are CanvasScaler reference coordinates, so the
|
|
||||||
/// values are device-independent.
|
|
||||||
/// </summary>
|
|
||||||
private float ComputeVoteRowHeight(int playerCount)
|
|
||||||
{
|
|
||||||
if (playerCount <= 0) return 110f;
|
|
||||||
// The scroll area occupies y=0.18 to y=0.74 of the canvas (per
|
|
||||||
// InGameHUDBuilder.BuildMeetingPanel) and reference height is 1920.
|
|
||||||
const float referenceHeight = 1920f;
|
|
||||||
const float scrollFraction = 0.74f - 0.18f; // 0.56
|
|
||||||
float available = referenceHeight * scrollFraction;
|
|
||||||
float h = available / playerCount;
|
|
||||||
return Mathf.Clamp(h, 80f, 140f);
|
|
||||||
}
|
|
||||||
|
|
||||||
private GameObject BuildVoteRow(PlayerInfo player, bool isMe, bool isAlive, bool canVote, float rowH)
|
|
||||||
{
|
|
||||||
var go = new GameObject($"VoteRow_{player.ClientUuid}");
|
|
||||||
var rt = go.AddComponent<RectTransform>();
|
|
||||||
rt.sizeDelta = new Vector2(0, rowH);
|
|
||||||
var le = go.AddComponent<LayoutElement>();
|
|
||||||
le.minHeight = le.preferredHeight = rowH;
|
|
||||||
|
|
||||||
var bg = go.AddComponent<Image>();
|
|
||||||
bg.color = isMe ? new Color(0.12f,0.18f,0.30f) : new Color(0.10f,0.12f,0.20f);
|
|
||||||
|
|
||||||
// Dead overlay
|
|
||||||
if (!isAlive)
|
|
||||||
{
|
|
||||||
bg.color = new Color(0.08f,0.08f,0.10f,0.7f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Name label - left 50% (was 65%, gave width back to tally + button)
|
|
||||||
var namRT = MakeChild("Name", rt);
|
|
||||||
namRT.anchorMin = new Vector2(0,0); namRT.anchorMax = new Vector2(0.50f,1);
|
|
||||||
namRT.offsetMin = new Vector2(16,6); namRT.offsetMax = new Vector2(0,-6);
|
|
||||||
var namTmp = namRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
namTmp.text = (player.IsOwner ? "👑 " : "") + (player.DisplayName ?? "???");
|
|
||||||
namTmp.fontSize = 36;
|
|
||||||
namTmp.color = !isAlive ? Color.gray : (isMe ? Color.white : new Color(0.73f,0.8f,0.88f));
|
|
||||||
namTmp.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
|
|
||||||
namTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
|
||||||
|
|
||||||
// Tally column - middle 18%, shows live vote count for this player
|
|
||||||
var tallyRT = MakeChild("Tally", rt);
|
|
||||||
tallyRT.anchorMin = new Vector2(0.50f,0); tallyRT.anchorMax = new Vector2(0.66f,1);
|
|
||||||
tallyRT.offsetMin = Vector2.zero; tallyRT.offsetMax = Vector2.zero;
|
|
||||||
var tallyTmp = tallyRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
tallyTmp.text = "";
|
|
||||||
tallyTmp.fontSize = 30;
|
|
||||||
tallyTmp.fontStyle = FontStyles.Bold;
|
|
||||||
tallyTmp.color = new Color(1f,0.72f,0.10f); // C_YELLOW-ish
|
|
||||||
tallyTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
|
|
||||||
// Vote button - right 30% (interactability is updated each frame)
|
|
||||||
var voteBtnRT = MakeChild("VoteBtn", rt);
|
|
||||||
voteBtnRT.anchorMin = new Vector2(0.68f,0.10f); voteBtnRT.anchorMax = new Vector2(0.95f,0.90f);
|
|
||||||
var voteBg = voteBtnRT.gameObject.AddComponent<Image>();
|
|
||||||
voteBg.color = canVote ? new Color(0.2f,0.6f,1f) : new Color(0.2f,0.2f,0.2f,0.5f);
|
|
||||||
var voteBtn = voteBtnRT.gameObject.AddComponent<Button>();
|
|
||||||
voteBtn.targetGraphic = voteBg;
|
|
||||||
voteBtn.interactable = canVote;
|
|
||||||
string capturedId = player.ClientUuid;
|
|
||||||
voteBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(capturedId));
|
|
||||||
var voteTxtRT = MakeChild("Txt", voteBtnRT);
|
|
||||||
Stretch(voteTxtRT);
|
|
||||||
var voteTmp = voteTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
voteTmp.text = isAlive ? "VOTE" : "DEAD";
|
|
||||||
voteTmp.fontSize = 28;
|
|
||||||
voteTmp.fontStyle = FontStyles.Bold;
|
|
||||||
voteTmp.color = Color.white;
|
|
||||||
voteTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
|
|
||||||
// Voted-by-this-player checkmark (shown when the row's player has cast a vote)
|
|
||||||
var votedRT = MakeChild("VotedTick", rt);
|
|
||||||
votedRT.anchorMin = new Vector2(0.95f,0.20f); votedRT.anchorMax = new Vector2(1f,0.80f);
|
|
||||||
var vtTmp = votedRT.gameObject.AddComponent<TextMeshProUGUI>();
|
|
||||||
vtTmp.text = "✓"; vtTmp.fontSize = 34;
|
|
||||||
vtTmp.color = new Color(0.18f,0.75f,0.30f); vtTmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
votedRT.gameObject.SetActive(false);
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Per-frame meeting UI update. Computes the meeting sub-phase from the
|
|
||||||
/// timestamps in MeetingStartedPayload (server doesn't broadcast a
|
|
||||||
/// discrete discussion-end event) and uses it to drive the countdown
|
|
||||||
/// label, progress bar, vote-button interactivity, live tallies, and
|
|
||||||
/// "Your vote: X" indicator.
|
|
||||||
/// </summary>
|
|
||||||
private void UpdateMeetingPhaseStrip()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (s == null) return;
|
|
||||||
// Only run if we're actually in a meeting; phase Playing skips the work.
|
|
||||||
if (s.Phase != GamePhase.Meeting && s.LastVoteResult == null) return;
|
|
||||||
|
|
||||||
var sub = s.GetMeetingSubPhase();
|
|
||||||
|
|
||||||
// ── Sub-phase label + countdown text + progress bar ───────────────
|
|
||||||
string label;
|
|
||||||
switch (sub)
|
|
||||||
{
|
|
||||||
case MeetingSubPhase.Arrival: label = "ARRIVAL"; break;
|
|
||||||
case MeetingSubPhase.Discussion: label = "DISCUSSION"; break;
|
|
||||||
case MeetingSubPhase.Voting: label = "VOTING"; break;
|
|
||||||
case MeetingSubPhase.Resolved: label = "RESULTS"; break;
|
|
||||||
default: label = ""; break;
|
|
||||||
}
|
|
||||||
if (_meetingPhaseLabel != null) _meetingPhaseLabel.text = label;
|
|
||||||
|
|
||||||
if (s.ActiveMeeting != null && sub != MeetingSubPhase.Resolved)
|
|
||||||
{
|
|
||||||
var deadline = s.GetMeetingSubPhaseDeadline(sub);
|
|
||||||
var remaining = (deadline - DateTime.UtcNow).TotalSeconds;
|
|
||||||
if (remaining < 0) remaining = 0;
|
|
||||||
|
|
||||||
if (_meetingPhaseCountdown != null)
|
|
||||||
{
|
|
||||||
int mins = (int)(remaining / 60);
|
|
||||||
int secs = (int)(remaining % 60);
|
|
||||||
string verb = sub == MeetingSubPhase.Voting ? "Voting ends in"
|
|
||||||
: sub == MeetingSubPhase.Discussion ? "Voting begins in"
|
|
||||||
: "Arrival ends in";
|
|
||||||
_meetingPhaseCountdown.text = $"{verb} {mins}:{secs:D2}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Progress bar drains over the current sub-phase. The server
|
|
||||||
// doesn't tell us when the meeting started, so we can only
|
|
||||||
// compute a meaningful fill for Discussion (start = arrival
|
|
||||||
// deadline) and Voting (start = discussion end / arrival
|
|
||||||
// deadline). Arrival's start time is unknown here; show full.
|
|
||||||
if (_meetingPhaseProgressBar != null)
|
|
||||||
{
|
|
||||||
if (sub == MeetingSubPhase.Arrival)
|
|
||||||
{
|
|
||||||
_meetingPhaseProgressBar.fillAmount = 1f;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
DateTime start = sub == MeetingSubPhase.Discussion
|
|
||||||
? s.ActiveMeeting.ArrivalDeadline
|
|
||||||
: (s.ActiveMeeting.DiscussionEndTime ?? s.ActiveMeeting.ArrivalDeadline);
|
|
||||||
var total = (deadline - start).TotalSeconds;
|
|
||||||
var elapsed = (DateTime.UtcNow - start).TotalSeconds;
|
|
||||||
float fill = total > 0.001
|
|
||||||
? Mathf.Clamp01(1f - (float)(elapsed / total))
|
|
||||||
: 0f;
|
|
||||||
_meetingPhaseProgressBar.fillAmount = fill;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (_meetingPhaseCountdown != null) _meetingPhaseCountdown.text = "";
|
|
||||||
if (_meetingPhaseProgressBar != null) _meetingPhaseProgressBar.fillAmount = 0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Vote button gating + per-row tally / voted-indicator ──────────
|
|
||||||
bool votingOpen = sub == MeetingSubPhase.Voting && !_isDead;
|
|
||||||
bool iAmArrived = s.ActiveMeeting == null
|
|
||||||
|| s.ArrivedPlayerIds.Contains(_gameClient.ClientUuid);
|
|
||||||
|
|
||||||
// Skip button mirrors the same gate
|
|
||||||
if (_skipButton != null) _skipButton.interactable = votingOpen && iAmArrived;
|
|
||||||
|
|
||||||
foreach (var row in _voteRows)
|
|
||||||
{
|
|
||||||
if (row == null) continue;
|
|
||||||
string rowUuid = row.name.Replace("VoteRow_", "");
|
|
||||||
|
|
||||||
// Voted-tick: this row's player has cast a vote
|
|
||||||
var tick = row.transform.Find("VotedTick")?.gameObject;
|
|
||||||
if (tick != null) tick.SetActive(s.VotedPlayerIds.Contains(rowUuid));
|
|
||||||
|
|
||||||
// Tally text: how many votes is this row's player receiving?
|
|
||||||
var tally = row.transform.Find("Tally")?.GetComponent<TMP_Text>();
|
|
||||||
if (tally != null)
|
|
||||||
{
|
|
||||||
s.VoteTallies.TryGetValue(rowUuid, out var count);
|
|
||||||
tally.text = count > 0 ? count.ToString() : "";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Vote button: gate by sub-phase + arrival + alive + not-self
|
|
||||||
var btnGO = row.transform.Find("VoteBtn")?.gameObject;
|
|
||||||
if (btnGO != null)
|
|
||||||
{
|
|
||||||
var btn = btnGO.GetComponent<Button>();
|
|
||||||
var btnImg = btnGO.GetComponent<Image>();
|
|
||||||
var rowPlayer = s.Players?.FirstOrDefault(p => p.ClientUuid == rowUuid);
|
|
||||||
bool isMe = rowUuid == _gameClient.ClientUuid;
|
|
||||||
bool rowAlive = rowPlayer?.State == PlayerState.Alive;
|
|
||||||
|
|
||||||
bool canPress = votingOpen && iAmArrived && rowAlive && !isMe;
|
|
||||||
if (btn != null) btn.interactable = canPress;
|
|
||||||
if (btnImg != null)
|
|
||||||
btnImg.color = canPress ? new Color(0.2f,0.6f,1f)
|
|
||||||
: new Color(0.2f,0.2f,0.2f,0.5f);
|
|
||||||
|
|
||||||
// Mark the row's button if it's the local player's chosen vote
|
|
||||||
if (s.MyVoteTarget != null && s.MyVoteTarget == rowUuid && btnImg != null)
|
|
||||||
btnImg.color = new Color(0.2f,0.75f,0.30f); // green = your vote
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── My vote indicator strip ───────────────────────────────────────
|
|
||||||
if (_myVoteIndicator != null)
|
|
||||||
{
|
|
||||||
if (s.LastVoteResult != null) _myVoteIndicator.text = "";
|
|
||||||
else if (!iAmArrived) _myVoteIndicator.text = "Travel to the meeting point to vote";
|
|
||||||
else if (sub == MeetingSubPhase.Discussion) _myVoteIndicator.text = "Discussion - voting opens shortly";
|
|
||||||
else if (sub == MeetingSubPhase.Arrival) _myVoteIndicator.text = "Waiting for players to arrive";
|
|
||||||
else if (s.MyVoteTarget == null) _myVoteIndicator.text = "Cast your vote";
|
|
||||||
else if (s.MyVoteTarget == GameState.VoteSkip) _myVoteIndicator.text = "You voted: SKIP";
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var target = s.Players?.FirstOrDefault(p => p.ClientUuid == s.MyVoteTarget);
|
|
||||||
_myVoteIndicator.text = $"You voted for: {target?.DisplayName ?? s.MyVoteTarget}";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AppendVoteInstruction()
|
|
||||||
{
|
|
||||||
// no-op - vote instructions are embedded in the row buttons
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
|
|
||||||
{
|
|
||||||
// Swap scroll list out, result subpanel in. They occupy the same
|
|
||||||
// anchor region (0.18-0.74) so the result text replaces the vote
|
|
||||||
// rows rather than overlapping them.
|
|
||||||
if (_meetingScrollGO != null) _meetingScrollGO.SetActive(false);
|
|
||||||
if (_voteResultPanel != null) _voteResultPanel.SetActive(true);
|
|
||||||
// Skip + my-vote strips are no longer relevant once voting ended.
|
|
||||||
if (_skipButton != null) _skipButton.gameObject.SetActive(false);
|
|
||||||
if (_myVoteIndicator != null) _myVoteIndicator.text = "";
|
|
||||||
|
|
||||||
if (_voteResultText != null)
|
|
||||||
{
|
|
||||||
// Build a compact tally summary alongside the headline.
|
|
||||||
var sb = new System.Text.StringBuilder();
|
|
||||||
if (payload.WasTie)
|
|
||||||
sb.AppendLine("⚖ TIE — nobody ejected.");
|
|
||||||
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
|
|
||||||
sb.AppendLine("Nobody ejected (skip).");
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var ej = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
|
|
||||||
sb.AppendLine($"🚪 {ej?.DisplayName ?? payload.EjectedPlayerId} ejected!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (payload.VoteCounts != null && payload.VoteCounts.Count > 0)
|
|
||||||
{
|
|
||||||
sb.AppendLine();
|
|
||||||
foreach (var kv in payload.VoteCounts.OrderByDescending(p => p.Value))
|
|
||||||
{
|
|
||||||
if (kv.Value <= 0) continue;
|
|
||||||
string name = kv.Key == GameState.VoteSkip
|
|
||||||
? "(skip)"
|
|
||||||
: (players?.Find(p => p.ClientUuid == kv.Key)?.DisplayName ?? kv.Key);
|
|
||||||
sb.AppendLine($"<size=24>{name}: {kv.Value}</size>");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_voteResultText.text = sb.ToString();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Auto-close meeting panel after 5 s. Track the handle so we can
|
|
||||||
// cancel it if the game ends or returns to lobby before it fires
|
|
||||||
// (otherwise the coroutine fires mid-GameEndPanel and hides nothing
|
|
||||||
// useful while the meeting overlay sits visibly stacked on top).
|
|
||||||
CancelMeetingAutoClose();
|
|
||||||
var gm = GameManager.Instance;
|
|
||||||
if (gm != null) _meetingCloseCoroutine = gm.StartCoroutine(CloseMeetingAfterDelay(5f));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Hide the meeting/vote panels immediately and cancel any pending
|
|
||||||
/// auto-close coroutine. Resets internal toggles (skip/result/scroll
|
|
||||||
/// visibility) so the next meeting starts from a clean state. Safe to
|
|
||||||
/// call from any phase transition.
|
|
||||||
/// </summary>
|
|
||||||
public void HideMeetingPanel()
|
|
||||||
{
|
|
||||||
CancelMeetingAutoClose();
|
|
||||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
|
||||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
|
||||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
|
||||||
if (_skipButton) _skipButton.gameObject.SetActive(true);
|
|
||||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
|
||||||
if (_meetingPhaseLabel) _meetingPhaseLabel.text = "";
|
|
||||||
if (_meetingPhaseCountdown) _meetingPhaseCountdown.text = "";
|
|
||||||
if (_meetingPhaseProgressBar) _meetingPhaseProgressBar.fillAmount = 0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CancelMeetingAutoClose()
|
|
||||||
{
|
|
||||||
if (_meetingCloseCoroutine != null)
|
|
||||||
{
|
|
||||||
var gm = GameManager.Instance;
|
|
||||||
if (gm != null) gm.StopCoroutine(_meetingCloseCoroutine);
|
|
||||||
_meetingCloseCoroutine = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private System.Collections.IEnumerator CloseMeetingAfterDelay(float delay)
|
|
||||||
{
|
|
||||||
yield return new UnityEngine.WaitForSeconds(delay);
|
|
||||||
// Use HideMeetingPanel so we restore the scroll/skip/indicator
|
|
||||||
// state for the next meeting, not just hide the root panel.
|
|
||||||
HideMeetingPanel();
|
|
||||||
_meetingCloseCoroutine = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Sabotage ──────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowSabotageTimer(DateTime deadline)
|
|
||||||
{
|
|
||||||
_sabotageMeltdownDeadline = deadline;
|
|
||||||
_sabotageTimerActive = true;
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
|
||||||
if (_sabotageTimerText) _sabotageTimerText.gameObject.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void HideSabotageTimer()
|
|
||||||
{
|
|
||||||
_sabotageTimerActive = false;
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
|
||||||
SetCommsBlackout(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Set the comms-blackout flag and (when active) raise the sabotage
|
|
||||||
/// banner with a clear "comms down" message. The flag is read by
|
|
||||||
/// GameManager_Tasks.UpdateProximity to suppress the REPORT/EMERGENCY
|
|
||||||
/// action button while comms are jammed - this gives the player the
|
|
||||||
/// visible reason why those buttons disappeared.
|
|
||||||
/// </summary>
|
|
||||||
public void SetCommsBlackout(bool active)
|
|
||||||
{
|
|
||||||
_commsBlackout = active;
|
|
||||||
if (active)
|
|
||||||
{
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
|
||||||
if (_sabotageTimerText)
|
|
||||||
{
|
|
||||||
_sabotageTimerText.gameObject.SetActive(true);
|
|
||||||
_sabotageTimerText.text = "📡 COMMS DOWN — reports & meetings disabled";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!_sabotageTimerActive)
|
|
||||||
{
|
|
||||||
// Only tear the banner down if no meltdown timer is using it.
|
|
||||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Game end ──────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
|
|
||||||
{
|
|
||||||
if (_gameEndPanel) _gameEndPanel.SetActive(true);
|
|
||||||
if (_gameEndText != null)
|
|
||||||
{
|
|
||||||
bool won = payload.Winners?.Contains(myUuid) ?? false;
|
|
||||||
string title = won ? "<color=#FFB800>🏆 VICTORY</color>" : "<color=#C43232>💔 DEFEAT</color>";
|
|
||||||
string faction = payload.WinningFaction == "Impostor" ? "Impostors win!" : "Crew wins!";
|
|
||||||
|
|
||||||
// Non-owners can't actually return to lobby themselves; tell
|
|
||||||
// them who they're waiting on so the panel doesn't read as
|
|
||||||
// "tap leave or stare at the wall." If we can't find an
|
|
||||||
// owner record, fall back to a generic message.
|
|
||||||
string waitMessage = "";
|
|
||||||
if (!_gameClient.IsOwner)
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
var host = s?.Players?.Find(p => p.IsOwner);
|
|
||||||
string hostName = host?.DisplayName ?? "the host";
|
|
||||||
waitMessage = $"\n\n<size=32>Waiting for {hostName} to return to lobby...</size>";
|
|
||||||
}
|
|
||||||
_gameEndText.text = $"{title}\n{faction}\n<size=38>{payload.Reason}</size>{waitMessage}";
|
|
||||||
}
|
|
||||||
|
|
||||||
// Show "Return to Lobby" only for the host
|
|
||||||
if (_returnToLobbyBtn != null)
|
|
||||||
_returnToLobbyBtn.gameObject.SetActive(_gameClient.IsOwner);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Toast ─────────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
public void ShowToast(string message)
|
|
||||||
{
|
|
||||||
if (_state != null) { _state.ToastMessage = message; _state.ToastExpiry = UnityEngine.Time.time + 4f; }
|
|
||||||
if (_toastGO == null) return;
|
|
||||||
_toastGO.SetActive(true);
|
|
||||||
if (_toastText != null) _toastText.text = message;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TickToast()
|
|
||||||
{
|
|
||||||
var s = _state;
|
|
||||||
if (_toastGO == null) return;
|
|
||||||
|
|
||||||
if (s != null && !string.IsNullOrEmpty(s.ToastMessage) && UnityEngine.Time.time < s.ToastExpiry)
|
|
||||||
{
|
|
||||||
_toastGO.SetActive(true);
|
|
||||||
if (_toastText != null) _toastText.text = s.ToastMessage;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_toastGO.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Canvas switching ──────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private void SetCanvases(bool createJoin, bool inLobby, bool loading, bool game)
|
|
||||||
{
|
|
||||||
EnsureCanvasReady(ClientCreateJoinLobby);
|
|
||||||
EnsureCanvasReady(ClientInLobby);
|
|
||||||
EnsureCanvasReady(ClientLoadingScreen);
|
|
||||||
EnsureCanvasReady(ClientGameScreen);
|
|
||||||
|
|
||||||
if (ClientCreateJoinLobby) ClientCreateJoinLobby.gameObject.SetActive(createJoin);
|
|
||||||
if (ClientInLobby) ClientInLobby.gameObject.SetActive(inLobby);
|
|
||||||
if (ClientLoadingScreen) ClientLoadingScreen.gameObject.SetActive(loading);
|
|
||||||
if (ClientGameScreen) ClientGameScreen.gameObject.SetActive(game);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Utilities ─────────────────────────────────────────────────────────
|
|
||||||
|
|
||||||
private static void EnsureCanvasReady(Canvas canvas)
|
|
||||||
{
|
|
||||||
if (canvas == null) return;
|
|
||||||
if (!canvas.enabled) canvas.enabled = true;
|
|
||||||
var t = canvas.transform;
|
|
||||||
if (t != null)
|
|
||||||
{
|
|
||||||
var s = t.localScale;
|
|
||||||
if (Mathf.Abs(s.x) < 0.001f || Mathf.Abs(s.y) < 0.001f || Mathf.Abs(s.z) < 0.001f)
|
|
||||||
t.localScale = Vector3.one;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static TMP_Text FindTMP(Transform root, string name)
|
|
||||||
{
|
|
||||||
if (root == null) return null;
|
|
||||||
foreach (var tmp in root.GetComponentsInChildren<TMP_Text>(true))
|
|
||||||
if (tmp != null && tmp.name == name) return tmp;
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Transform FindTransform(Transform root, string name)
|
|
||||||
{
|
|
||||||
if (root == null) return null;
|
|
||||||
foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
|
|
||||||
if (t.name == name) return t;
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static GameObject FindTransformGO(Transform root, string name)
|
|
||||||
=> FindTransform(root, name)?.gameObject;
|
|
||||||
|
|
||||||
private static RectTransform MakeChild(string name, RectTransform parent)
|
|
||||||
{
|
|
||||||
var go = new GameObject(name);
|
|
||||||
var rt = go.AddComponent<RectTransform>();
|
|
||||||
rt.SetParent(parent, false);
|
|
||||||
rt.localScale = Vector3.one;
|
|
||||||
return rt;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void Stretch(RectTransform rt)
|
|
||||||
{
|
|
||||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
|
||||||
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,2 +1,2 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
guid: f575016e02384774d88b46ed7f09579f
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
|
|
||||||
public enum TaskType
|
|
||||||
{
|
|
||||||
Task
|
|
||||||
}
|
|
||||||
|
|
||||||
public interface ITask
|
|
||||||
{
|
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
|
||||||
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
|
||||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
|
||||||
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
|
||||||
void Complete(); // Označit úkol jako dokončený
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 00f17be43b5049645915f193bf99516b
|
|
||||||
73
Assets/GameManager/Interfaces.cs
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/*public enum TaskType
|
||||||
|
{
|
||||||
|
Task //TODO: Typy úkolù
|
||||||
|
}*/
|
||||||
|
[System.Serializable]
|
||||||
|
public class TaskData
|
||||||
|
{
|
||||||
|
//TaskType
|
||||||
|
public GameObject TaskPrefab;
|
||||||
|
}
|
||||||
|
public interface ITask
|
||||||
|
{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
|
public Position TaskLocation { get; set; } // Polohy na mapì
|
||||||
|
public bool IsCompleted { get; } // Stav dokončení úkolu
|
||||||
|
|
||||||
|
|
||||||
|
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||||
|
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||||
|
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
||||||
|
|
||||||
|
}
|
||||||
|
/* Ukázoková implementace ITask
|
||||||
|
public class Wires : ITask{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
|
public Position TaskLocation { get; set; } // Poloha na mapì
|
||||||
|
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
||||||
|
private Action<ITask> _onCompleted;
|
||||||
|
|
||||||
|
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
||||||
|
{
|
||||||
|
IsCompleted = false;
|
||||||
|
_onCompleted = onCompleted;
|
||||||
|
|
||||||
|
}
|
||||||
|
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||||
|
{
|
||||||
|
onExit?.Invoke(this);
|
||||||
|
}
|
||||||
|
public void Complete() // Dokonèení tasku a zavøení
|
||||||
|
{
|
||||||
|
IsCompleted = true;
|
||||||
|
_onCompleted?.Invoke(this);
|
||||||
|
ExitTask(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
public enum StationType
|
||||||
|
{
|
||||||
|
Sabotage,
|
||||||
|
Task,
|
||||||
|
Meeting,
|
||||||
|
Body
|
||||||
|
}
|
||||||
|
public interface IInteractable
|
||||||
|
{
|
||||||
|
public StationType Type { get; set; } // Typ stanice
|
||||||
|
public Position Location { get; set; } // Pozice na mapě
|
||||||
|
public PlayerRole? ReqRole { get; set; } // Požadovaná role hráče Impostor / Crewmate / Any = null
|
||||||
|
public float InteractionRange { get; set; } // Dosah interakce
|
||||||
|
void Interact(PlayerRole role); // Spuštění interakce
|
||||||
|
}
|
||||||
2
Assets/GameManager/Interfaces.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e926b313c00d4f48ad68750c88817bf
|
||||||
@@ -1,101 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
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--- !u!21 &2100000
|
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m_ValidKeywords: []
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m_LightmapFlags: 4
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|
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|
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m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _MetallicGlossMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _OcclusionMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _ParallaxMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
m_Ints: []
|
|
||||||
m_Floats:
|
|
||||||
- PixelSnap: 0
|
|
||||||
- _BumpScale: 1
|
|
||||||
- _ColorMask: 15
|
|
||||||
- _CullMode: 0
|
|
||||||
- _Cutoff: 0.5
|
|
||||||
- _DetailNormalMapScale: 1
|
|
||||||
- _DstBlend: 0
|
|
||||||
- _EnableExternalAlpha: 0
|
|
||||||
- _GlossMapScale: 1
|
|
||||||
- _Glossiness: 0.5
|
|
||||||
- _GlossyReflections: 1
|
|
||||||
- _Metallic: 0
|
|
||||||
- _Mode: 0
|
|
||||||
- _OcclusionStrength: 1
|
|
||||||
- _Parallax: 0.02
|
|
||||||
- _SmoothnessTextureChannel: 0
|
|
||||||
- _SpecularHighlights: 1
|
|
||||||
- _SrcBlend: 1
|
|
||||||
- _Stencil: 0
|
|
||||||
- _StencilComp: 8
|
|
||||||
- _StencilOp: 0
|
|
||||||
- _StencilReadMask: 255
|
|
||||||
- _StencilWriteMask: 255
|
|
||||||
- _UVSec: 0
|
|
||||||
- _UseUIAlphaClip: 0
|
|
||||||
- _ZWrite: 1
|
|
||||||
m_Colors:
|
|
||||||
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
|
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
|
||||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
m_BuildTextureStacks: []
|
|
||||||
m_AllowLocking: 1
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: dac0a6a54861f2c438fc5fd58864473d
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 2100000
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
83
Assets/GameManager/Stations.cs
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
public class Station : IInteractable
|
||||||
|
{
|
||||||
|
public StationType Type { get; set; }
|
||||||
|
public Position Location { get; set; }
|
||||||
|
public PlayerRole? ReqRole { get; set; }
|
||||||
|
public float InteractionRange { get; set; }
|
||||||
|
protected GameObject interfaceInstance;
|
||||||
|
public GameObject Interface { get; set; } // Prefab pro interakci (napø. UI pro úkol nebo sabotáže)
|
||||||
|
|
||||||
|
public virtual void Interact(PlayerRole role)
|
||||||
|
{
|
||||||
|
if (ReqRole.HasValue && role != ReqRole.Value)
|
||||||
|
{
|
||||||
|
Debug.Log("You do not have the required role to interact with this station.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
interfaceInstance = UnityEngine.Object.Instantiate(Interface); // Zobrazí interakèní UI
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
public Station(Position location, float interactionRange)
|
||||||
|
{
|
||||||
|
Location = location;
|
||||||
|
InteractionRange = interactionRange;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public class TaskStation : Station
|
||||||
|
{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
private GameClient _gameClient;
|
||||||
|
public TaskStation(Position pos, float interactionRange, GameClient gameClient, string taskID) : base(pos, interactionRange)
|
||||||
|
{
|
||||||
|
Type = StationType.Task;
|
||||||
|
ReqRole = PlayerRole.Crew;
|
||||||
|
_gameClient = gameClient;
|
||||||
|
}
|
||||||
|
public ITask Task { get; set; }
|
||||||
|
public override void Interact(PlayerRole role)
|
||||||
|
{
|
||||||
|
if(interfaceInstance != null)
|
||||||
|
{
|
||||||
|
ResumeTask();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
base.Interact(role);
|
||||||
|
Task = interfaceInstance.GetComponent<ITask>();
|
||||||
|
Task.TaskID = TaskID;
|
||||||
|
Task.Initialize(OnTaskCompleted);
|
||||||
|
}
|
||||||
|
private void ResumeTask()
|
||||||
|
{
|
||||||
|
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
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0ca1825585bf9bc42bd3b11985048465
|
||||||
@@ -1,113 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class GlassPiece : MonoBehaviour
|
|
||||||
{
|
|
||||||
public int PieceIndex { get; private set; }
|
|
||||||
public bool IsBroken { get; private set; }
|
|
||||||
|
|
||||||
[SerializeField] private float maxHealth = 1000f;
|
|
||||||
|
|
||||||
[Header("Damage Visuals")]
|
|
||||||
[SerializeField] private float damagedAlpha = 0.85f;
|
|
||||||
|
|
||||||
private float currentHealth;
|
|
||||||
private Rigidbody rb;
|
|
||||||
private Renderer rend;
|
|
||||||
private Vector3 originalScale;
|
|
||||||
|
|
||||||
private Color intactColor = Color.white;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
rb = GetComponent<Rigidbody>();
|
|
||||||
rend = GetComponent<Renderer>();
|
|
||||||
|
|
||||||
if (rend == null)
|
|
||||||
rend = GetComponentInChildren<Renderer>();
|
|
||||||
|
|
||||||
originalScale = transform.localScale;
|
|
||||||
|
|
||||||
if (rend != null)
|
|
||||||
{
|
|
||||||
if (rend.material.HasProperty("_BaseColor"))
|
|
||||||
intactColor = rend.material.GetColor("_BaseColor");
|
|
||||||
else if (rend.material.HasProperty("_Color"))
|
|
||||||
intactColor = rend.material.color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Initialize(int index, float startHealth)
|
|
||||||
{
|
|
||||||
PieceIndex = index;
|
|
||||||
maxHealth = startHealth;
|
|
||||||
currentHealth = startHealth;
|
|
||||||
IsBroken = false;
|
|
||||||
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
rb.isKinematic = true;
|
|
||||||
rb.useGravity = false;
|
|
||||||
rb.linearVelocity = Vector3.zero;
|
|
||||||
rb.angularVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
transform.localScale = originalScale;
|
|
||||||
UpdateVisual();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
|
||||||
{
|
|
||||||
if (IsBroken) return false;
|
|
||||||
|
|
||||||
currentHealth = Mathf.Max(0f, currentHealth - damage);
|
|
||||||
UpdateVisual();
|
|
||||||
|
|
||||||
if (currentHealth <= 0f)
|
|
||||||
{
|
|
||||||
Break(hitPoint, impulseDirection, impulseStrength);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateVisual()
|
|
||||||
{
|
|
||||||
if (rend == null) return;
|
|
||||||
|
|
||||||
float damage01 = 1f - (currentHealth / maxHealth);
|
|
||||||
float visualT = Mathf.Pow(damage01, 0.8f);
|
|
||||||
|
|
||||||
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
|
|
||||||
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
|
|
||||||
|
|
||||||
if (rend.material.HasProperty("_BaseColor"))
|
|
||||||
rend.material.SetColor("_BaseColor", finalColor);
|
|
||||||
else if (rend.material.HasProperty("_Color"))
|
|
||||||
rend.material.color = finalColor;
|
|
||||||
|
|
||||||
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
|
|
||||||
transform.localScale = originalScale * shrink;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
|
||||||
{
|
|
||||||
if (IsBroken) return;
|
|
||||||
|
|
||||||
IsBroken = true;
|
|
||||||
|
|
||||||
transform.SetParent(null, true);
|
|
||||||
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
rb.isKinematic = false;
|
|
||||||
rb.useGravity = true;
|
|
||||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
|
||||||
|
|
||||||
if (impulseDirection.sqrMagnitude < 0.0001f)
|
|
||||||
impulseDirection = transform.forward;
|
|
||||||
|
|
||||||
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ceeafc1169c5a7143b9464f59e08660f
|
|
||||||
@@ -1,194 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class GlassRingController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Auto Setup")]
|
|
||||||
public bool autoCollectOnAwake = true;
|
|
||||||
public bool includeInactive = true;
|
|
||||||
public float pieceMaxHealth = 100f;
|
|
||||||
|
|
||||||
[Header("Rotation")]
|
|
||||||
public float rotationSpeedDegrees = 45f;
|
|
||||||
|
|
||||||
[Header("Audio")]
|
|
||||||
public AudioSource audioSource;
|
|
||||||
public AudioClip damageClip;
|
|
||||||
public AudioClip breakClip;
|
|
||||||
[Range(0f, 1f)] public float damageVolume = 0.7f;
|
|
||||||
[Range(0f, 1f)] public float breakVolume = 1f;
|
|
||||||
|
|
||||||
private GlassPiece[] pieces;
|
|
||||||
public GlassPiece[] Pieces => pieces;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
if (audioSource == null)
|
|
||||||
audioSource = GetComponent<AudioSource>();
|
|
||||||
|
|
||||||
if (audioSource == null)
|
|
||||||
audioSource = gameObject.AddComponent<AudioSource>();
|
|
||||||
|
|
||||||
if (Application.isPlaying && autoCollectOnAwake)
|
|
||||||
{
|
|
||||||
CollectPiecesFromChildren();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
|
|
||||||
}
|
|
||||||
|
|
||||||
[ContextMenu("Collect Pieces From Children")]
|
|
||||||
public void CollectPiecesFromChildren()
|
|
||||||
{
|
|
||||||
List<GlassPiece> foundPieces = new List<GlassPiece>();
|
|
||||||
|
|
||||||
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
|
|
||||||
|
|
||||||
foreach (Transform t in allChildren)
|
|
||||||
{
|
|
||||||
if (t == transform) continue;
|
|
||||||
|
|
||||||
Renderer rend = t.GetComponent<Renderer>();
|
|
||||||
if (rend == null)
|
|
||||||
rend = t.GetComponentInChildren<Renderer>();
|
|
||||||
|
|
||||||
if (rend == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Collider col = t.GetComponent<Collider>();
|
|
||||||
|
|
||||||
bool invalidMeshCollider = false;
|
|
||||||
MeshCollider existingMeshCollider = col as MeshCollider;
|
|
||||||
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
|
||||||
{
|
|
||||||
invalidMeshCollider = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (col == null || invalidMeshCollider)
|
|
||||||
{
|
|
||||||
if (invalidMeshCollider)
|
|
||||||
Destroy(existingMeshCollider);
|
|
||||||
|
|
||||||
BoxCollider box = t.GetComponent<BoxCollider>();
|
|
||||||
if (box == null)
|
|
||||||
box = t.gameObject.AddComponent<BoxCollider>();
|
|
||||||
|
|
||||||
Bounds worldBounds = rend.bounds;
|
|
||||||
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
|
|
||||||
|
|
||||||
box.center = localCenter;
|
|
||||||
|
|
||||||
Vector3 lossy = t.lossyScale;
|
|
||||||
box.size = new Vector3(
|
|
||||||
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
|
|
||||||
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
|
|
||||||
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
|
|
||||||
);
|
|
||||||
|
|
||||||
col = box;
|
|
||||||
}
|
|
||||||
|
|
||||||
GlassPiece piece = t.GetComponent<GlassPiece>();
|
|
||||||
if (piece == null)
|
|
||||||
piece = t.gameObject.AddComponent<GlassPiece>();
|
|
||||||
|
|
||||||
Rigidbody rb = t.GetComponent<Rigidbody>();
|
|
||||||
if (rb == null)
|
|
||||||
rb = t.gameObject.AddComponent<Rigidbody>();
|
|
||||||
|
|
||||||
rb.isKinematic = true;
|
|
||||||
rb.useGravity = false;
|
|
||||||
|
|
||||||
foundPieces.Add(piece);
|
|
||||||
}
|
|
||||||
|
|
||||||
foundPieces.Sort((a, b) =>
|
|
||||||
{
|
|
||||||
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
|
|
||||||
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
|
|
||||||
return angleA.CompareTo(angleB);
|
|
||||||
});
|
|
||||||
|
|
||||||
pieces = foundPieces.ToArray();
|
|
||||||
|
|
||||||
for (int i = 0; i < pieces.Length; i++)
|
|
||||||
{
|
|
||||||
pieces[i].Initialize(i, pieceMaxHealth);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
|
|
||||||
{
|
|
||||||
if (pieces == null || pieces.Length == 0) return;
|
|
||||||
|
|
||||||
float sigma = Mathf.Max(0.01f, projectile.sigma);
|
|
||||||
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
|
|
||||||
|
|
||||||
bool anyHealthChanged = false;
|
|
||||||
bool anyNewBreak = false;
|
|
||||||
|
|
||||||
for (int i = 0; i < pieces.Length; i++)
|
|
||||||
{
|
|
||||||
GlassPiece piece = pieces[i];
|
|
||||||
if (piece == null || piece.IsBroken) continue;
|
|
||||||
|
|
||||||
int d = CircularDistance(i, hitIndex, pieces.Length);
|
|
||||||
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
|
|
||||||
|
|
||||||
if (gaussian < 0.005f) continue;
|
|
||||||
|
|
||||||
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
|
|
||||||
if (i == hitIndex)
|
|
||||||
damage *= projectile.directHitMultiplier;
|
|
||||||
|
|
||||||
Vector3 impulseDir = piece.transform.position - hitPoint;
|
|
||||||
if (impulseDir.sqrMagnitude < 0.0001f)
|
|
||||||
impulseDir = piece.transform.position - transform.position;
|
|
||||||
|
|
||||||
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
|
|
||||||
if (i == hitIndex)
|
|
||||||
impulse *= projectile.directHitMultiplier;
|
|
||||||
|
|
||||||
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
|
|
||||||
|
|
||||||
anyHealthChanged = true;
|
|
||||||
if (brokeNow)
|
|
||||||
anyNewBreak = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (anyNewBreak)
|
|
||||||
{
|
|
||||||
PlayBreakSound();
|
|
||||||
}
|
|
||||||
else if (anyHealthChanged)
|
|
||||||
{
|
|
||||||
PlayDamageSound();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PlayDamageSound()
|
|
||||||
{
|
|
||||||
if (audioSource != null && damageClip != null)
|
|
||||||
audioSource.PlayOneShot(damageClip, damageVolume);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void PlayBreakSound()
|
|
||||||
{
|
|
||||||
if (audioSource != null && breakClip != null)
|
|
||||||
audioSource.PlayOneShot(breakClip, breakVolume);
|
|
||||||
}
|
|
||||||
|
|
||||||
private int CircularDistance(int a, int b, int count)
|
|
||||||
{
|
|
||||||
int raw = Mathf.Abs(a - b);
|
|
||||||
return Mathf.Min(raw, count - raw);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bae40152c8c09ac40bb8b2ca0a85308b
|
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: b6397bdf2a1c0de459fbfb30ea5c831b
|
|
||||||
AudioImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 8
|
|
||||||
defaultSettings:
|
|
||||||
serializedVersion: 2
|
|
||||||
loadType: 0
|
|
||||||
sampleRateSetting: 0
|
|
||||||
sampleRateOverride: 44100
|
|
||||||
compressionFormat: 1
|
|
||||||
quality: 1
|
|
||||||
conversionMode: 0
|
|
||||||
preloadAudioData: 0
|
|
||||||
platformSettingOverrides: {}
|
|
||||||
forceToMono: 0
|
|
||||||
normalize: 1
|
|
||||||
loadInBackground: 0
|
|
||||||
ambisonic: 0
|
|
||||||
3D: 1
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||