Compare commits
20 Commits
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Gameclient
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| 39b42e1e90 | |||
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| 59b6708437 |
5
.gitignore
vendored
5
.gitignore
vendored
@@ -186,7 +186,6 @@ StyleCopReport.xml
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
@@ -304,10 +303,6 @@ PublishScripts/
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
|
||||
6
.vsconfig
Normal file
6
.vsconfig
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
|
||||
8
Assets/ClientSDK.meta
Normal file
8
Assets/ClientSDK.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 799f52449ae21404c9a7593f6dc28c60
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
285
Assets/ClientSDK/Encryption.cs
Normal file
285
Assets/ClientSDK/Encryption.cs
Normal file
@@ -0,0 +1,285 @@
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||||
using System;
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||||
using System.IO;
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||||
using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
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||||
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
|
||||
public class ClientEncryption : IDisposable
|
||||
{
|
||||
private byte[] _sessionKey;
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||||
private byte[] _sessionIv;
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||||
private long _nonceCounter;
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||||
private readonly object _lock = new object();
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||||
|
||||
// Kontrola, zda je session key nastaven
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||||
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
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||||
|
||||
// Generuje nový session key a IV
|
||||
public void GenerateSessionKey()
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||||
{
|
||||
_sessionKey = new byte[32]; // AES-256
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||||
_sessionIv = new byte[16]; // CBC IV (16 bytes)
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||||
|
||||
using (var rng = RandomNumberGenerator.Create())
|
||||
{
|
||||
rng.GetBytes(_sessionKey);
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||||
rng.GetBytes(_sessionIv);
|
||||
}
|
||||
}
|
||||
|
||||
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
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||||
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
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||||
|
||||
// Zašifruje session key pomocí RSA public key serveru
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||||
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
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||||
{
|
||||
if (_sessionKey == null || _sessionIv == null)
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||||
throw new InvalidOperationException("Session key not generated");
|
||||
|
||||
using (var rsa = RSA.Create())
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||||
{
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||||
// Parse PEM - extrahuj Base64 obsah
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||||
var pemLines = rsaPublicKeyPem.Split('\n');
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||||
var base64 = new StringBuilder();
|
||||
foreach (var line in pemLines)
|
||||
{
|
||||
var trimmed = line.Trim();
|
||||
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
|
||||
{
|
||||
base64.Append(trimmed);
|
||||
}
|
||||
}
|
||||
|
||||
var keyBytes = Convert.FromBase64String(base64.ToString());
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||||
|
||||
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
|
||||
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
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||||
|
||||
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
|
||||
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
|
||||
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
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||||
|
||||
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
|
||||
}
|
||||
}
|
||||
|
||||
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
|
||||
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
|
||||
{
|
||||
// SubjectPublicKeyInfo ::= SEQUENCE {
|
||||
// algorithm AlgorithmIdentifier,
|
||||
// subjectPublicKey BIT STRING }
|
||||
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
|
||||
|
||||
int index = 0;
|
||||
|
||||
// Outer SEQUENCE
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// AlgorithmIdentifier SEQUENCE - skip it
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
|
||||
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
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||||
index += algLen;
|
||||
|
||||
// BIT STRING containing RSAPublicKey
|
||||
if (subjectPublicKeyInfo[index++] != 0x03)
|
||||
throw new InvalidOperationException("Invalid BIT STRING");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
index++; // Skip unused bits byte (should be 0)
|
||||
|
||||
// RSAPublicKey SEQUENCE
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid RSAPublicKey");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// Modulus INTEGER
|
||||
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// Exponent INTEGER
|
||||
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||
|
||||
var parameters = new RSAParameters
|
||||
{
|
||||
Modulus = modulus,
|
||||
Exponent = exponent
|
||||
};
|
||||
rsa.ImportParameters(parameters);
|
||||
}
|
||||
|
||||
private static int ReadLength(byte[] data, ref int index)
|
||||
{
|
||||
int length = data[index++];
|
||||
if ((length & 0x80) != 0)
|
||||
{
|
||||
int numBytes = length & 0x7F;
|
||||
length = 0;
|
||||
for (int i = 0; i < numBytes; i++)
|
||||
{
|
||||
length = (length << 8) | data[index++];
|
||||
}
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
||||
private static byte[] ReadInteger(byte[] data, ref int index)
|
||||
{
|
||||
if (data[index++] != 0x02)
|
||||
throw new InvalidOperationException("Expected INTEGER");
|
||||
int length = ReadLength(data, ref index);
|
||||
|
||||
// Skip leading zero if present (used for positive sign in DER)
|
||||
int originalLength = length;
|
||||
int start = index;
|
||||
if (length > 1 && data[start] == 0x00)
|
||||
{
|
||||
start++;
|
||||
length--;
|
||||
}
|
||||
|
||||
byte[] result = new byte[length];
|
||||
Buffer.BlockCopy(data, start, result, 0, length);
|
||||
index += originalLength;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Šifruje zprávu pomocí AES-256-CBC s HMAC
|
||||
public byte[] Encrypt(byte[] plaintext)
|
||||
{
|
||||
if (_sessionKey == null || _sessionIv == null)
|
||||
throw new InvalidOperationException("Session key not set");
|
||||
|
||||
lock (_lock)
|
||||
{
|
||||
// Generuj unikátní IV pro tuto zprávu
|
||||
var iv = GetNextIV();
|
||||
|
||||
using (var aes = Aes.Create())
|
||||
{
|
||||
aes.Key = _sessionKey;
|
||||
aes.IV = iv;
|
||||
aes.Mode = CipherMode.CBC;
|
||||
aes.Padding = PaddingMode.PKCS7;
|
||||
|
||||
byte[] ciphertext;
|
||||
using (var encryptor = aes.CreateEncryptor())
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
|
||||
{
|
||||
cs.Write(plaintext, 0, plaintext.Length);
|
||||
}
|
||||
ciphertext = ms.ToArray();
|
||||
}
|
||||
|
||||
// Compute HMAC pro integritu
|
||||
byte[] hmac;
|
||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||
{
|
||||
var toSign = new byte[iv.Length + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
|
||||
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
|
||||
hmac = hmacSha.ComputeHash(toSign);
|
||||
}
|
||||
|
||||
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
|
||||
var result = new byte[16 + 32 + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, result, 0, 16);
|
||||
Buffer.BlockCopy(hmac, 0, result, 16, 32);
|
||||
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
|
||||
public byte[] Decrypt(byte[] encrypted)
|
||||
{
|
||||
if (_sessionKey == null)
|
||||
throw new InvalidOperationException("Session key not set");
|
||||
|
||||
if (encrypted.Length < 48) return null;
|
||||
|
||||
try
|
||||
{
|
||||
var iv = new byte[16];
|
||||
var hmac = new byte[32];
|
||||
var ciphertext = new byte[encrypted.Length - 48];
|
||||
|
||||
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
|
||||
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
|
||||
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
|
||||
|
||||
// Ověř HMAC
|
||||
byte[] expectedHmac;
|
||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||
{
|
||||
var toVerify = new byte[iv.Length + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
|
||||
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
|
||||
expectedHmac = hmacSha.ComputeHash(toVerify);
|
||||
}
|
||||
|
||||
// Constant-time compare
|
||||
var diff = 0;
|
||||
for (int i = 0; i < 32; i++)
|
||||
{
|
||||
diff |= hmac[i] ^ expectedHmac[i];
|
||||
}
|
||||
if (diff != 0) return null; // HMAC mismatch
|
||||
|
||||
using (var aes = Aes.Create())
|
||||
{
|
||||
aes.Key = _sessionKey;
|
||||
aes.IV = iv;
|
||||
aes.Mode = CipherMode.CBC;
|
||||
aes.Padding = PaddingMode.PKCS7;
|
||||
|
||||
using (var decryptor = aes.CreateDecryptor())
|
||||
using (var ms = new MemoryStream(ciphertext))
|
||||
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
|
||||
using (var output = new MemoryStream())
|
||||
{
|
||||
cs.CopyTo(output);
|
||||
return output.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (CryptographicException)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private byte[] GetNextIV()
|
||||
{
|
||||
if (_sessionIv == null)
|
||||
throw new InvalidOperationException("Session IV not set");
|
||||
|
||||
var iv = new byte[16];
|
||||
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
|
||||
|
||||
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
|
||||
var counterBytes = BitConverter.GetBytes(counter);
|
||||
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
|
||||
|
||||
return iv;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_sessionKey != null)
|
||||
{
|
||||
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
||||
_sessionKey = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc06bb57786c7e142b06ec231e5cf709
|
||||
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Event dispatcher pro Unity main thread
|
||||
// Unity může přidat SynchronizationContext, nebo polling z Update()
|
||||
public class EventDispatcher
|
||||
{
|
||||
private readonly Queue<Action> _pendingActions = new Queue<Action>();
|
||||
private readonly object _lock = new object();
|
||||
private SynchronizationContext? _syncContext;
|
||||
|
||||
public EventDispatcher()
|
||||
{
|
||||
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
|
||||
_syncContext = SynchronizationContext.Current;
|
||||
}
|
||||
|
||||
// Volat z networking vlákna - naplánuje callback na main thread
|
||||
public void Post(Action action)
|
||||
{
|
||||
if (_syncContext != null)
|
||||
{
|
||||
_syncContext.Post(_ => action(), null);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback - přidáme do fronty pro polling
|
||||
lock (_lock)
|
||||
{
|
||||
_pendingActions.Enqueue(action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Volat z Unity Update() pokud není SynchronizationContext
|
||||
public void ProcessPendingActions()
|
||||
{
|
||||
Action[] actions;
|
||||
lock (_lock)
|
||||
{
|
||||
if (_pendingActions.Count == 0) return;
|
||||
actions = _pendingActions.ToArray();
|
||||
_pendingActions.Clear();
|
||||
}
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
try
|
||||
{
|
||||
action();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"EventDispatcher error: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int PendingCount
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
return _pendingActions.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d2251b279edb0147bd274a884ac878b
|
||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Hlavní klientská třída pro připojení k serveru
|
||||
public class GameClient : IDisposable
|
||||
{
|
||||
private TcpClient? _tcpClient;
|
||||
private NetworkStream? _stream;
|
||||
private ClientEncryption? _encryption;
|
||||
private CancellationTokenSource? _cts;
|
||||
private Task? _receiveTask;
|
||||
private int _clientSeq;
|
||||
private readonly object _sendLock = new object();
|
||||
private bool _handshakeComplete;
|
||||
|
||||
public string ClientUuid { get; }
|
||||
public string DisplayName { get; set; }
|
||||
public bool IsConnected => _tcpClient?.Connected ?? false;
|
||||
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
||||
public EventDispatcher Dispatcher { get; }
|
||||
|
||||
// Events - voláno na main thread přes dispatcher
|
||||
public event Action? OnConnected;
|
||||
public event Action<string>? OnDisconnected;
|
||||
public event Action<string>? OnError;
|
||||
public event Action<Message>? OnMessage;
|
||||
public event Action<GameEvent>? OnGameEvent;
|
||||
|
||||
// Lobby state
|
||||
public string? LobbyId { get; private set; }
|
||||
public string? JoinCode { get; private set; }
|
||||
public LobbyState? CurrentLobbyState { get; private set; }
|
||||
public PlayerRole? MyRole { get; private set; }
|
||||
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
||||
public Position MyPosition { get; set; }
|
||||
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
||||
public List<Body> Bodies { get; } = new List<Body>();
|
||||
public int Ping { get; private set; }
|
||||
public long LastEventId { get; private set; }
|
||||
|
||||
/// <summary>Returns true if this client is the current lobby owner</summary>
|
||||
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
||||
|
||||
public GameClient(string clientUuid, string displayName)
|
||||
{
|
||||
ClientUuid = clientUuid;
|
||||
DisplayName = displayName;
|
||||
Dispatcher = new EventDispatcher();
|
||||
}
|
||||
|
||||
#region Connection
|
||||
|
||||
public async Task<bool> ConnectAsync(string host, int port)
|
||||
{
|
||||
try
|
||||
{
|
||||
_tcpClient = new TcpClient();
|
||||
await _tcpClient.ConnectAsync(host, port);
|
||||
_stream = _tcpClient.GetStream();
|
||||
_encryption = new ClientEncryption();
|
||||
_cts = new CancellationTokenSource();
|
||||
|
||||
// Handshake
|
||||
if (!await PerformHandshakeAsync())
|
||||
{
|
||||
Disconnect("Handshake failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Spustíme příjem zpráv
|
||||
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
||||
|
||||
Dispatcher.Post(() => OnConnected?.Invoke());
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<bool> PerformHandshakeAsync()
|
||||
{
|
||||
if (_stream == null || _encryption == null) return false;
|
||||
|
||||
// 1. ClientHello
|
||||
var hello = new ClientHello
|
||||
{
|
||||
ClientUuid = ClientUuid,
|
||||
DisplayName = DisplayName
|
||||
};
|
||||
await SendPlainAsync(hello);
|
||||
|
||||
// 2. ServerHello
|
||||
var serverHelloData = await ReadMessageAsync();
|
||||
if (serverHelloData == null) return false;
|
||||
|
||||
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
||||
if (serverHello == null) return false;
|
||||
|
||||
// 3. Generujeme session key a šifrujeme RSA
|
||||
_encryption.GenerateSessionKey();
|
||||
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
||||
|
||||
var keyExchange = new KeyExchange
|
||||
{
|
||||
EncryptedSessionKey = encKey,
|
||||
EncryptedIV = encIv
|
||||
};
|
||||
await SendPlainAsync(keyExchange);
|
||||
|
||||
// 4. KeyExchangeAck (šifrovaně)
|
||||
var ackData = await ReadMessageAsync();
|
||||
if (ackData == null) return false;
|
||||
|
||||
var decrypted = _encryption.Decrypt(ackData);
|
||||
if (decrypted == null) return false;
|
||||
|
||||
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
||||
if (ack?.Status == "success")
|
||||
{
|
||||
_handshakeComplete = true;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Disconnect(string reason = "User disconnected")
|
||||
{
|
||||
_cts?.Cancel();
|
||||
_tcpClient?.Close();
|
||||
_tcpClient = null;
|
||||
_stream = null;
|
||||
_encryption?.Dispose();
|
||||
_encryption = null;
|
||||
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
CurrentLobbyState = null;
|
||||
MyRole = null;
|
||||
MyTasks.Clear();
|
||||
PlayerPositions.Clear();
|
||||
Bodies.Clear();
|
||||
|
||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sending
|
||||
|
||||
public void Send(Message message)
|
||||
{
|
||||
if (_stream == null || _encryption == null || !IsConnected) return;
|
||||
|
||||
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
||||
if (string.IsNullOrEmpty(message.ActionId))
|
||||
{
|
||||
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
||||
}
|
||||
|
||||
var plain = MessageSerializer.Serialize(message);
|
||||
var encrypted = _encryption.Encrypt(plain);
|
||||
|
||||
lock (_sendLock)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendData(encrypted);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async Task SendPlainAsync(Message message)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
var data = MessageSerializer.Serialize(message);
|
||||
await SendDataAsync(data);
|
||||
}
|
||||
|
||||
private void SendData(byte[] data)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
|
||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
|
||||
_stream.Write(lengthBuffer, 0, 4);
|
||||
_stream.Write(data, 0, data.Length);
|
||||
_stream.Flush();
|
||||
}
|
||||
|
||||
private async Task SendDataAsync(byte[] data)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
|
||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
|
||||
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
||||
await _stream.WriteAsync(data, 0, data.Length);
|
||||
await _stream.FlushAsync();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Receiving
|
||||
|
||||
private async Task ReceiveLoopAsync(CancellationToken ct)
|
||||
{
|
||||
int decryptFailures = 0;
|
||||
|
||||
try
|
||||
{
|
||||
while (!ct.IsCancellationRequested && IsConnected)
|
||||
{
|
||||
var data = await ReadMessageAsync();
|
||||
if (data == null) break;
|
||||
|
||||
var decrypted = _encryption?.Decrypt(data);
|
||||
if (decrypted == null)
|
||||
{
|
||||
decryptFailures++;
|
||||
if (decryptFailures >= 3)
|
||||
{
|
||||
Disconnect("Too many decryption failures");
|
||||
return;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
decryptFailures = 0;
|
||||
|
||||
var message = MessageSerializer.Deserialize(decrypted);
|
||||
if (message != null)
|
||||
{
|
||||
ProcessMessage(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||
{
|
||||
Disconnect($"Connection error: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<byte[]?> ReadMessageAsync()
|
||||
{
|
||||
if (_stream == null) return null;
|
||||
|
||||
var lengthBuffer = new byte[4];
|
||||
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
||||
if (read < 4) return null;
|
||||
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
||||
|
||||
if (length <= 0 || length > 1048576) return null;
|
||||
|
||||
var buffer = new byte[length];
|
||||
var totalRead = 0;
|
||||
while (totalRead < length)
|
||||
{
|
||||
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
||||
if (read == 0) return null;
|
||||
totalRead += read;
|
||||
}
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
private void ProcessMessage(Message message)
|
||||
{
|
||||
// Zpracujeme speciální typy
|
||||
switch (message)
|
||||
{
|
||||
case CreateLobbyResponse r:
|
||||
if (r.Success)
|
||||
{
|
||||
LobbyId = r.LobbyId;
|
||||
JoinCode = r.JoinCode;
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
}
|
||||
break;
|
||||
|
||||
case JoinLobbyResponse r:
|
||||
if (r.Success)
|
||||
{
|
||||
LobbyId = r.LobbyId;
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
JoinCode = r.LobbyState?.JoinCode;
|
||||
}
|
||||
break;
|
||||
|
||||
case PositionBroadcast b:
|
||||
ProcessPositionBroadcast(b);
|
||||
break;
|
||||
|
||||
case Pong p:
|
||||
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
Ping = (int)(now - p.ClientTime);
|
||||
break;
|
||||
|
||||
case GameEvent evt:
|
||||
ProcessGameEvent(evt);
|
||||
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
||||
break;
|
||||
}
|
||||
|
||||
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
||||
}
|
||||
|
||||
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
||||
{
|
||||
PlayerPositions.Clear();
|
||||
foreach (var player in broadcast.Players)
|
||||
{
|
||||
PlayerPositions[player.ClientUuid] = player;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessGameEvent(GameEvent evt)
|
||||
{
|
||||
LastEventId = evt.EventId;
|
||||
|
||||
switch (evt.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
// Add player to lobby state
|
||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||
{
|
||||
// Check if player already exists
|
||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||
if (!exists)
|
||||
{
|
||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = joinedPayload.ClientUuid,
|
||||
DisplayName = joinedPayload.DisplayName,
|
||||
IsOwner = false,
|
||||
IsReady = false,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "PlayerLeft":
|
||||
// Remove player from lobby state
|
||||
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
||||
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
||||
{
|
||||
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
||||
}
|
||||
break;
|
||||
|
||||
case "HostChanged":
|
||||
// Update lobby owner
|
||||
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
||||
if (hostPayload != null && CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
||||
// Update IsOwner flag on all players
|
||||
foreach (var player in CurrentLobbyState.Players)
|
||||
{
|
||||
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "GameStarting":
|
||||
// Game is entering loading phase - update lobby state if available
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Loading;
|
||||
}
|
||||
break;
|
||||
|
||||
case "MapDataReady":
|
||||
// Map data received - store it and send confirmation
|
||||
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
||||
if (mapDataPayload != null && CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
||||
CurrentLobbyState.MapDataReady = true;
|
||||
}
|
||||
// Send confirmation to server
|
||||
Send(new MapDataReceived());
|
||||
break;
|
||||
|
||||
case "GameStarted":
|
||||
// Game officially started - update phase
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||
}
|
||||
break;
|
||||
|
||||
case "RoleAssigned":
|
||||
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
||||
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
||||
{
|
||||
MyRole = rolePayload.Role;
|
||||
MyTasks.Clear();
|
||||
if (rolePayload.Tasks != null)
|
||||
{
|
||||
MyTasks.AddRange(rolePayload.Tasks);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "PlayerKilled":
|
||||
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
||||
if (killPayload != null)
|
||||
{
|
||||
Bodies.Add(new Body
|
||||
{
|
||||
BodyId = killPayload.BodyId,
|
||||
VictimId = killPayload.VictimId,
|
||||
Location = killPayload.Location
|
||||
});
|
||||
}
|
||||
break;
|
||||
|
||||
case "MeetingStarted":
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Meeting;
|
||||
}
|
||||
break;
|
||||
|
||||
case "VotingClosed":
|
||||
Bodies.Clear(); // Bodies zmizí po meetingu
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||
}
|
||||
break;
|
||||
|
||||
case "GameEnded":
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Ended;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Actions
|
||||
|
||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||
{
|
||||
Send(new CreateLobby
|
||||
{
|
||||
PlayAreaCenter = center,
|
||||
PlayAreaRadius = playAreaRadius,
|
||||
ImpostorCount = impostorCount,
|
||||
TaskCount = taskCount,
|
||||
Password = password
|
||||
});
|
||||
}
|
||||
|
||||
public void JoinLobby(string joinCode, string? password = null)
|
||||
{
|
||||
Send(new JoinLobby
|
||||
{
|
||||
JoinCode = joinCode.ToUpperInvariant(),
|
||||
Password = password
|
||||
});
|
||||
}
|
||||
|
||||
public void LeaveLobby()
|
||||
{
|
||||
Send(new LeaveLobby());
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
Send(new StartGame());
|
||||
}
|
||||
|
||||
public void ReturnToLobby()
|
||||
{
|
||||
Send(new ReturnToLobby());
|
||||
}
|
||||
|
||||
public void UpdatePosition(Position position)
|
||||
{
|
||||
MyPosition = position;
|
||||
Send(new UpdatePosition { Position = position });
|
||||
}
|
||||
|
||||
public void Kill(string targetUuid)
|
||||
{
|
||||
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
||||
}
|
||||
|
||||
public void ReportBody(string bodyId)
|
||||
{
|
||||
Send(new ReportBody { BodyId = bodyId });
|
||||
}
|
||||
|
||||
public void CallEmergencyMeeting()
|
||||
{
|
||||
Send(new CallEmergencyMeeting());
|
||||
}
|
||||
|
||||
public void Vote(string? targetUuid)
|
||||
{
|
||||
Send(new CastVote { TargetClientUuid = targetUuid });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
||||
/// </summary>
|
||||
public void CompleteTask(string taskId)
|
||||
{
|
||||
Send(new TaskComplete { TaskId = taskId });
|
||||
}
|
||||
|
||||
public void SendPing()
|
||||
{
|
||||
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
||||
}
|
||||
|
||||
public void Reconnect(string lobbyId)
|
||||
{
|
||||
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helpers
|
||||
|
||||
public Body? FindNearbyBody(double maxDistance)
|
||||
{
|
||||
foreach (var body in Bodies)
|
||||
{
|
||||
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
||||
{
|
||||
return body;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
||||
{
|
||||
foreach (var (uuid, info) in PlayerPositions)
|
||||
{
|
||||
if (uuid == ClientUuid) continue;
|
||||
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
||||
|
||||
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
||||
{
|
||||
return uuid;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public GameTask? FindNearbyTask(double maxDistance)
|
||||
{
|
||||
foreach (var task in MyTasks)
|
||||
{
|
||||
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
||||
{
|
||||
return task;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Volat z Unity Update() pro zpracování callbacků
|
||||
public void Update()
|
||||
{
|
||||
Dispatcher.ProcessPendingActions();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Disconnect("Disposed");
|
||||
_encryption?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91e0f647c37b0b94b83f53bb854db28c
|
||||
1055
Assets/ClientSDK/Protocol.cs
Normal file
1055
Assets/ClientSDK/Protocol.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
||||
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
||||
8
Assets/ClientSDK/bin.meta
Normal file
8
Assets/ClientSDK/bin.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a4035bdb812fee4f96cb1aa1b24c999
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/ClientSDK/obj.meta
Normal file
8
Assets/ClientSDK/obj.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
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Assets/GameManager/AreaMat.mat.meta
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158
Assets/GameManager/GameManager.cs
Normal file
158
Assets/GameManager/GameManager.cs
Normal file
@@ -0,0 +1,158 @@
|
||||
using UnityEngine;
|
||||
using GeoSus.Client;
|
||||
using Subsystems;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using TMPro;
|
||||
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
|
||||
{
|
||||
[Header("Subsystems")]
|
||||
protected GameManager_Network networkSubsystem;
|
||||
protected GameManager_UI uiSubsystem;
|
||||
protected GameManager_Map mapSubsystem;
|
||||
protected GameManager_Input inputSubsystem;
|
||||
protected GameManager_Game gameSubsystem;
|
||||
|
||||
protected GameClient gameClient;
|
||||
|
||||
[Header("Player Info")]
|
||||
public string displayName;
|
||||
|
||||
[Header("UI Elements")]
|
||||
public Canvas JoinCreateLobby;
|
||||
public Canvas InLobby;
|
||||
public Canvas LoadingScreen;
|
||||
public Canvas GameScreen;
|
||||
|
||||
|
||||
[Header("Map")]
|
||||
public GameObject MapCenterPoint;
|
||||
public BuildingSettings buildingSettings;
|
||||
public PathwaySettings pathwaySettings;
|
||||
public AreaSettings areaSettings;
|
||||
|
||||
[Header("GPS")]
|
||||
public GameObject Player;
|
||||
|
||||
[Header("Debug")]
|
||||
public bool testMode = false;
|
||||
private GameClient _secondClient;
|
||||
private GameClient _thirdClient;
|
||||
private GameManager_Network _secondNetwork;
|
||||
private GameManager_Network _thirdNetwork;
|
||||
|
||||
[Header("Tasks")]
|
||||
public List<TaskData> AvailableTasks = new List<TaskData>();
|
||||
public StationSettings settings = new StationSettings();
|
||||
|
||||
void Start()
|
||||
{
|
||||
DontDestroyOnLoad(this);
|
||||
if (displayName == null || displayName == "")
|
||||
{
|
||||
displayName = GenerateUsername();
|
||||
}
|
||||
if (testMode)
|
||||
{
|
||||
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||
_secondNetwork = new GameManager_Network(_secondClient);
|
||||
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||
_thirdNetwork = new GameManager_Network(_thirdClient);
|
||||
|
||||
_secondNetwork.OpenConection();
|
||||
_thirdNetwork.OpenConection();
|
||||
}
|
||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
||||
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
|
||||
networkSubsystem = new GameManager_Network(gameClient);
|
||||
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
|
||||
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
|
||||
gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
|
||||
networkSubsystem.OpenConection();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (gameClient.CurrentLobbyState != null)
|
||||
{
|
||||
uiSubsystem.UpdateLobbyUI();
|
||||
}
|
||||
try
|
||||
{
|
||||
if (gameClient.CurrentLobbyState.MapDataReady)
|
||||
{
|
||||
mapSubsystem.BuildMap();
|
||||
gameClient.CurrentLobbyState.MapDataReady = false;
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException ex) { }
|
||||
inputSubsystem.positionCheck();
|
||||
}
|
||||
|
||||
|
||||
protected string GenerateUUID()
|
||||
{
|
||||
string UUID = System.Guid.NewGuid().ToString();
|
||||
Debug.Log(UUID);
|
||||
return UUID;
|
||||
}
|
||||
protected string GenerateUsername()
|
||||
{
|
||||
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;
|
||||
}
|
||||
public void CreateLobbyButton()
|
||||
{
|
||||
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
||||
if (testMode)
|
||||
{
|
||||
StartCoroutine(ConnectTestClients());
|
||||
}
|
||||
}
|
||||
public void JoinLobbyButton()
|
||||
{
|
||||
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
||||
if (joinCode.text != null && joinCode.text != "")
|
||||
{
|
||||
networkSubsystem.JoinLobby(joinCode.text);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Join code is empty!");
|
||||
}
|
||||
}
|
||||
public void LeaveLobbyButton()
|
||||
{
|
||||
networkSubsystem.LeaveLobby();
|
||||
}
|
||||
public void StartGameButton()
|
||||
{
|
||||
networkSubsystem.StartGame();
|
||||
}
|
||||
public void Interact()
|
||||
{
|
||||
//TODO: Interakce s úkoly
|
||||
}
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
gameClient.Disconnect();
|
||||
_secondClient?.Disconnect();
|
||||
_thirdClient?.Disconnect();
|
||||
}
|
||||
IEnumerator ConnectTestClients()
|
||||
{
|
||||
yield return new WaitForSeconds(2f);
|
||||
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager.cs.meta
Normal file
2
Assets/GameManager/GameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
|
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guid: 9e2c3e4ba4e36ea40a686e58feca4d2b
|
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141
Assets/GameManager/GameManager_Game.cs
Normal file
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
2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aba57c59fb2a19141a4868fa6a5c924c
|
||||
254
Assets/GameManager/GameManager_Input.cs
Normal file
254
Assets/GameManager/GameManager_Input.cs
Normal file
@@ -0,0 +1,254 @@
|
||||
using UnityEngine;
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
internal class CoroutineHost : MonoBehaviour
|
||||
{
|
||||
public CoroutineHost() { }
|
||||
}
|
||||
internal enum GPSState
|
||||
{
|
||||
Uninitialized,
|
||||
Initializing,
|
||||
Running,
|
||||
Failed
|
||||
}
|
||||
public static class PositonExtensions
|
||||
{
|
||||
public static Position ToLocal(this Position position, Position center)
|
||||
{
|
||||
double latDiff = position.Lat - center.Lat;
|
||||
double lonDiff = position.Lon - center.Lon;
|
||||
double metersPerDegreeLat = 111320.0;
|
||||
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
|
||||
float x = (float)(lonDiff * metersPerDegreeLon);
|
||||
float z = (float)(latDiff * metersPerDegreeLat);
|
||||
return new Position(z, x);
|
||||
}
|
||||
public static Vector3 ToLocalVector3(this Position position, Position center)
|
||||
{
|
||||
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static Vector3 ToVector3(this Position position)
|
||||
{
|
||||
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static double DistanceTo(this Vector3 pos, Vector3 other)
|
||||
{
|
||||
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class GameManager_Input
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Position _currentPosition;
|
||||
private Position _lastSentPosition;
|
||||
private GameObject _player;
|
||||
private bool _testMode;
|
||||
|
||||
private GPSState _GPSState = GPSState.Uninitialized;
|
||||
private float _speed = 0.00001f;
|
||||
private Position _mapCenter;
|
||||
private CoroutineHost _coroutineHost = new CoroutineHost();
|
||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_player = player;
|
||||
_testMode = testMode;
|
||||
}
|
||||
public void positionCheck()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
{
|
||||
if (_testMode)
|
||||
{
|
||||
|
||||
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
||||
{
|
||||
//Init blok
|
||||
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
|
||||
TestPlayerPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Initializing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.Log(ex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GPS failed, trying again...");
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException ex) { Debug.Log(ex); }
|
||||
}
|
||||
private void TestPlayerPosition()
|
||||
{
|
||||
double x = Input.GetAxis("Horizontal");
|
||||
double y = Input.GetAxis("Vertical");
|
||||
Debug.Log($"Input: {x}, {y}");
|
||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
Debug.Log($"Local Current Position: {localCurrent}");
|
||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading != null)
|
||||
{
|
||||
Debug.Log($"Heading: {heading}");
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||
}
|
||||
_player.transform.position = localCurrent;
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
}
|
||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||
{
|
||||
double? heading = null;
|
||||
if ((first - second).magnitude == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else if (first.x == second.x && first.z < second.z)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (first.x == second.x && first.z > second.z)
|
||||
{
|
||||
return 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z == second.z)
|
||||
{
|
||||
return 270;
|
||||
}
|
||||
else if (first.x < second.x && first.z == second.z)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
else if (first.x < second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI;
|
||||
}
|
||||
else if (first.x < second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI + 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else if (first.x > second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
return heading;
|
||||
}
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
||||
}
|
||||
// Starts the location service.
|
||||
|
||||
float desiredAccuracyInMeters = 10f;
|
||||
float updateDistanceInMeters = 10f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
// Waits until the location service initializes
|
||||
int maxWait = 20;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait--;
|
||||
}
|
||||
|
||||
// If the service didn't initialize in 20 seconds this cancels location service use.
|
||||
if (maxWait < 1)
|
||||
{
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Timed out");
|
||||
yield break;
|
||||
}
|
||||
_GPSState = GPSState.Running;
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
// Check if the user has location service enabled.
|
||||
|
||||
|
||||
// If the connection failed this cancels location service use.
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
Debug.LogError("Unable to determine device location");
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
||||
381
Assets/GameManager/GameManager_Map.cs
Normal file
381
Assets/GameManager/GameManager_Map.cs
Normal file
@@ -0,0 +1,381 @@
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Pseudo;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
namespace Subsystems{
|
||||
[System.Serializable]
|
||||
public class BuildingSettings
|
||||
{
|
||||
public Material ResidentalBuildingsMat;
|
||||
public float ResidentalBuildingHeight;
|
||||
public Material CommercialBuildingsMat;
|
||||
public float CommercialBuildingHeight;
|
||||
public Material IndustrialBuildingsMat;
|
||||
public float IndustrialBuildingHeight;
|
||||
public Material DefaultBuildingMat;
|
||||
public float DefaultBuildingHeight;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class PathwaySettings
|
||||
{
|
||||
public Material FootwayMat;
|
||||
public float FootwayWidth;
|
||||
public Material PathMat;
|
||||
public float PathWidth;
|
||||
public Material StepsMat;
|
||||
public float StepsWidth;
|
||||
public Material CyclewayMat;
|
||||
public float CyclewayWidth;
|
||||
public Material PedestrianMat;
|
||||
public float PedestrianWidth;
|
||||
public Material RoadMat;
|
||||
public float RoadWidth;
|
||||
public Material ServiceMat;
|
||||
public float ServiceWidth;
|
||||
public Material ResidentialMat;
|
||||
public float ResidentialWidth;
|
||||
public Material TrackMat;
|
||||
public float TrackWidth;
|
||||
public Material DefaultMat;
|
||||
public float DefaultWidth;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class AreaSettings
|
||||
{
|
||||
public Material ParkMat;
|
||||
public Material GardenMat;
|
||||
public Material PlaygroundMat;
|
||||
public Material ForestMat;
|
||||
public Material GrassMat;
|
||||
public Material WaterMat;
|
||||
public Material DefaultMat;
|
||||
}
|
||||
public class GameManager_Map
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private GameObject _mapCenterPoint;
|
||||
private Position _centerPosition;
|
||||
private BuildingSettings _buildingSettings;
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_mapCenterPoint = mapCenterPoint;
|
||||
_buildingSettings = buildingSettings;
|
||||
_pathwaySettings = pathwaySettings;
|
||||
_areaSettings = areaSettings;
|
||||
}
|
||||
public void BuildMap()
|
||||
{
|
||||
ClearChildren();
|
||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject pathRoot = new GameObject("Pathways");
|
||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject areaRoot = new GameObject("Areas");
|
||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||
{
|
||||
string buildingType = "Unknown";
|
||||
try
|
||||
{
|
||||
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
||||
}
|
||||
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
||||
building.Name = buildingType;
|
||||
GameObject b = BuildBuildingMesh(building);
|
||||
b.transform.parent = buildingsRoot.transform;
|
||||
}
|
||||
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
||||
{
|
||||
GameObject p = BuildPathwayMesh(path);
|
||||
p.transform.parent = pathRoot.transform;
|
||||
}
|
||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
{
|
||||
GameObject a = BuildAreaMesh(area);
|
||||
a.transform.parent = areaRoot.transform;
|
||||
}
|
||||
//TODO: POIs
|
||||
}
|
||||
void ClearChildren()
|
||||
{
|
||||
List<GameObject> toDestroy = new List<GameObject>();
|
||||
foreach (Transform t in _mapCenterPoint.transform)
|
||||
toDestroy.Add(t.gameObject);
|
||||
foreach (var g in toDestroy)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(g);
|
||||
}
|
||||
}
|
||||
#region Mesh Building
|
||||
GameObject BuildBuildingMesh(MapBuilding b)
|
||||
{
|
||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||
|
||||
// Výpočet středu budovy
|
||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||
building.transform.position = center;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
|
||||
building.tag = "Map";
|
||||
|
||||
float height;
|
||||
Material mat;
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||
height = _buildingSettings.ResidentalBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
height = _buildingSettings.CommercialBuildingHeight;
|
||||
break;
|
||||
case "industrial":
|
||||
mat = _buildingSettings.IndustrialBuildingsMat;
|
||||
height = _buildingSettings.IndustrialBuildingHeight;
|
||||
break;
|
||||
default:
|
||||
mat = _buildingSettings.DefaultBuildingMat;
|
||||
height = _buildingSettings.DefaultBuildingHeight;
|
||||
break;
|
||||
}
|
||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||
meshFilter.mesh = mesh;
|
||||
meshCollider.sharedMesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy
|
||||
meshRenderer.material = mat;
|
||||
|
||||
// Přidání collideru pro interakci
|
||||
building.AddComponent<MeshCollider>();
|
||||
return building;
|
||||
}
|
||||
GameObject BuildPathwayMesh(MapPathway w)
|
||||
{
|
||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||
path.tag = "Map";
|
||||
|
||||
// Použijeme LineRenderer pro jednoduchost
|
||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||
float width;
|
||||
Material mat;
|
||||
|
||||
switch (w.PathType)
|
||||
{
|
||||
case PathType.Footway:
|
||||
mat = _pathwaySettings.FootwayMat;
|
||||
width = _pathwaySettings.FootwayWidth;
|
||||
break;
|
||||
case PathType.Path:
|
||||
mat = _pathwaySettings.PathMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Steps:
|
||||
mat = _pathwaySettings.StepsMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Cycleway:
|
||||
mat = _pathwaySettings.CyclewayMat;
|
||||
width = _pathwaySettings.CyclewayWidth;
|
||||
break;
|
||||
case PathType.Pedestrian:
|
||||
mat = _pathwaySettings.PedestrianMat;
|
||||
width = _pathwaySettings.PedestrianWidth;
|
||||
break;
|
||||
case PathType.Road:
|
||||
mat = _pathwaySettings.RoadMat;
|
||||
width = _pathwaySettings.RoadWidth;
|
||||
break;
|
||||
case PathType.Service:
|
||||
mat = _pathwaySettings.ServiceMat;
|
||||
width = _pathwaySettings.ServiceWidth;
|
||||
break;
|
||||
case PathType.Residential:
|
||||
mat = _pathwaySettings.ResidentialMat;
|
||||
width = _pathwaySettings.ResidentialWidth;
|
||||
break;
|
||||
case PathType.Track:
|
||||
mat = _pathwaySettings.TrackMat;
|
||||
width = _pathwaySettings.TrackWidth;
|
||||
break;
|
||||
default:
|
||||
mat = _pathwaySettings.DefaultMat;
|
||||
width = _pathwaySettings.DefaultWidth;
|
||||
break;
|
||||
}
|
||||
|
||||
line.material = mat;
|
||||
line.widthMultiplier = width;
|
||||
|
||||
// Nastavení bodů cesty
|
||||
line.positionCount = w.Points.Count;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = 0.1f; // Mírně nad zemí
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
GameObject BuildAreaMesh(MapArea a)
|
||||
{
|
||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||
area.tag = "Map";
|
||||
|
||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||
|
||||
// Vytvoření plochého mesh
|
||||
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
|
||||
Material mat;
|
||||
switch (a.AreaType)
|
||||
{
|
||||
case MapAreaType.Park:
|
||||
mat = _areaSettings.ParkMat;
|
||||
break;
|
||||
case MapAreaType.Garden:
|
||||
mat = _areaSettings.GardenMat;
|
||||
break;
|
||||
case MapAreaType.Playground:
|
||||
mat = _areaSettings.PlaygroundMat;
|
||||
break;
|
||||
case MapAreaType.Forest:
|
||||
mat = _areaSettings.ForestMat;
|
||||
break;
|
||||
case MapAreaType.Grass:
|
||||
mat = _areaSettings.GrassMat;
|
||||
break;
|
||||
case MapAreaType.Water:
|
||||
mat = _areaSettings.WaterMat;
|
||||
break;
|
||||
default:
|
||||
mat = _areaSettings.DefaultMat;
|
||||
break;
|
||||
}
|
||||
|
||||
meshRenderer.material = mat;
|
||||
|
||||
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||
|
||||
return area;
|
||||
}
|
||||
//TODO: POIs
|
||||
#endregion
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
{
|
||||
Vector3 center = Vector3.zero;
|
||||
foreach (var point in points)
|
||||
{
|
||||
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
}
|
||||
return center / points.Count;
|
||||
}
|
||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
|
||||
// Vertices - spodní a horní podstava
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
|
||||
// Triangles - jen boční stěny pro jednoduchost
|
||||
List<int> triangles = new List<int>();
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
int next = (i + 1) % vertexCount;
|
||||
|
||||
// Boční stěna - dva trojúhelníky
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next);
|
||||
|
||||
triangles.Add(next);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next + vertexCount);
|
||||
}
|
||||
|
||||
// Horní podstava - zjednodušená triangulace (fan)
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(vertexCount); // Střed (první bod horní)
|
||||
triangles.Add(vertexCount + i);
|
||||
triangles.Add(vertexCount + i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
Vector3[] vertices = new Vector3[vertexCount];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
}
|
||||
|
||||
// Triangulace - fan pattern
|
||||
List<int> triangles = new List<int>();
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
||||
196
Assets/GameManager/GameManager_Network.cs
Normal file
196
Assets/GameManager/GameManager_Network.cs
Normal file
@@ -0,0 +1,196 @@
|
||||
using GeoSus.Client;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Subsystems;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_Network
|
||||
{
|
||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||
private const int _serverPort = 7777;
|
||||
private GameClient _gameClient;
|
||||
private GameManager_Map _mapSubsystem;
|
||||
public async void OpenConection()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||
await state;
|
||||
if (state.Result)
|
||||
{
|
||||
Debug.Log("Connected to server.");
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Failed to connect to server");
|
||||
}
|
||||
await Task.Delay(5000);
|
||||
}
|
||||
}
|
||||
public GameManager_Network(GameClient gameClient)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
RegisterEventHandlers();
|
||||
}
|
||||
public void RegisterEventHandlers()
|
||||
{
|
||||
_gameClient.OnConnected += OnConnected;
|
||||
_gameClient.OnDisconnected += OnDisconnected;
|
||||
_gameClient.OnError += OnError;
|
||||
_gameClient.OnMessage += OnMessage;
|
||||
_gameClient.OnGameEvent += OnGameEvent;
|
||||
}
|
||||
private void OnConnected()
|
||||
{
|
||||
Debug.Log("Successfully connected to the server.");
|
||||
}
|
||||
private void OnDisconnected(string reason)
|
||||
{
|
||||
Debug.Log($"Host disconnected due to {reason}");
|
||||
}
|
||||
private void OnError(string error)
|
||||
{
|
||||
Debug.LogError($"Network error: {error}");
|
||||
}
|
||||
private void OnMessage(Message message)
|
||||
{
|
||||
switch (message.Type)
|
||||
{
|
||||
case "GameEvent":
|
||||
OnGameEvent(message as GameEvent);
|
||||
break;
|
||||
case "CreateLobbyResponse":
|
||||
Debug.Log("Received CreateLobbyResponse message");
|
||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||
break;
|
||||
case "JoinLobbyResponse":
|
||||
Debug.Log("Received JoinLobbyResponse message");
|
||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||
break;
|
||||
case "Ack":
|
||||
Debug.Log("Received Ack message");
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received message of type: " + message.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void OnGameEvent(GameEvent gameEvent)
|
||||
{
|
||||
switch (gameEvent.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||
break;
|
||||
case "PlayerLeft":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||
break;
|
||||
case "GameStarting":
|
||||
Debug.Log("Game is starting!");
|
||||
break;
|
||||
case "GameStarted":
|
||||
Debug.Log("Game started");
|
||||
break;
|
||||
case "MapDataReady":
|
||||
Debug.Log("Map data ready");
|
||||
break;
|
||||
case "PlayerMapDataReceived":
|
||||
Debug.Log("Player map data recieved");
|
||||
break;
|
||||
case "MapDataError":
|
||||
Debug.Log("Received MapData server error");
|
||||
break;
|
||||
case "SabotageStarted":
|
||||
Debug.Log("Sabotage started");
|
||||
HandleSabotageStarted(gameEvent);
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||
{
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||
{
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
public void CrateLobby(double lat, double lon)
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon));
|
||||
}
|
||||
public void JoinLobby(string joinCode)
|
||||
{
|
||||
try
|
||||
{
|
||||
_gameClient.JoinLobby(joinCode);
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError("Error joining lobby: " + ex.Message);
|
||||
}
|
||||
}
|
||||
public void LeaveLobby()
|
||||
{
|
||||
_gameClient.Disconnect();
|
||||
Application.Quit();
|
||||
}
|
||||
public void 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
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c2032ed1184ad7418cc415edf97b69e
|
||||
71
Assets/GameManager/GameManager_UI.cs
Normal file
71
Assets/GameManager/GameManager_UI.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using UnityEngine;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.ComponentModel;
|
||||
using System.Threading;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_UI
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Canvas _CreateJoinLobby;
|
||||
private Canvas _InLobby;
|
||||
private Canvas _LoadingScreen;
|
||||
private Canvas _GameScreen;
|
||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_CreateJoinLobby = CreateJoinLobby;
|
||||
_LoadingScreen = LoadingScreen;
|
||||
_GameScreen = GameScreen;
|
||||
_InLobby = InLobby;
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
}
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState == null)
|
||||
{
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||
{
|
||||
_CreateJoinLobby.enabled = false;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = true;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||
{
|
||||
_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;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
{
|
||||
_CreateJoinLobby.enabled = false;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = true;
|
||||
_LoadingScreen.enabled = false;
|
||||
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f575016e02384774d88b46ed7f09579f
|
||||
73
Assets/GameManager/Interfaces.cs
Normal file
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
2
Assets/GameManager/Interfaces.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e926b313c00d4f48ad68750c88817bf
|
||||
83
Assets/GameManager/Stations.cs
Normal file
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);
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}
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private void ResumeTask()
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{
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private void OnTaskCompleted(ITask task)
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{
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private void OnTaskExit(ITask task)
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{
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text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
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url:
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3438
Assets/Scenes/Client.unity
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3438
Assets/Scenes/Client.unity
Normal file
File diff suppressed because it is too large
Load Diff
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548
Assets/Scenes/scene.unity
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Normal file
7
Assets/Scenes/scene.unity.meta
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8
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Normal file
8
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68
Assets/Scripts/GPSManager.cs
Normal file
68
Assets/Scripts/GPSManager.cs
Normal file
@@ -0,0 +1,68 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class GPSManager : MonoBehaviour
|
||||
{
|
||||
[Header("GPS settings")]
|
||||
public float Accuracy = 10f;
|
||||
public float UpdateDistance = 5f;
|
||||
public int MaxWait = 20;
|
||||
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||||
[Header("GPS coordinates")]
|
||||
private double[] LastCoords = new double[2];
|
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private double[] FailsafeCoords = new double[] { 50.7727878, 15.0718625 };
|
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private double? LastTime;
|
||||
|
||||
void Start()
|
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{
|
||||
StartCoroutine(UpdateGPS());
|
||||
}
|
||||
|
||||
public double[] GetLastCoords()
|
||||
{
|
||||
if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
|
||||
return LastCoords;
|
||||
}
|
||||
IEnumerator UpdateGPS()
|
||||
{
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.Log("GPS not enabled by user");
|
||||
LastCoords = FailsafeCoords;
|
||||
LastTime = null;
|
||||
yield break;
|
||||
}
|
||||
|
||||
Input.location.Start(Accuracy, UpdateDistance);
|
||||
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && MaxWait > 0)
|
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{
|
||||
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
yield break;
|
||||
}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
LastTime = null;
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
LastCoords[0] = Input.location.lastData.latitude;
|
||||
LastCoords[1] = Input.location.lastData.longitude;
|
||||
LastTime = Input.location.lastData.timestamp;
|
||||
|
||||
Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
|
||||
}
|
||||
yield return StartCoroutine(UpdateGPS());
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GPSManager.cs.meta
Normal file
2
Assets/Scripts/GPSManager.cs.meta
Normal file
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|
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8
Assets/Scripts/IMapDataCollector.cs
Normal file
8
Assets/Scripts/IMapDataCollector.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
using UnityEngine;
|
||||
using System.Net.Http;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
public interface IMapDataCollector
|
||||
{
|
||||
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
|
||||
}
|
||||
2
Assets/Scripts/IMapDataCollector.cs.meta
Normal file
2
Assets/Scripts/IMapDataCollector.cs.meta
Normal file
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|
||||
fileFormatVersion: 2
|
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500
Assets/Scripts/MapRenderer.cs
Normal file
500
Assets/Scripts/MapRenderer.cs
Normal file
@@ -0,0 +1,500 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Text;
|
||||
using System.Xml;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||
public class MapRenderer : MonoBehaviour
|
||||
{
|
||||
[Header("Overpass settings")]
|
||||
public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
|
||||
public float queryRadiusMeters = 200f; // radius around lat/lon to query
|
||||
|
||||
[Header("Location (lat, lon)")]
|
||||
public GPSManager gpsManager;
|
||||
private double latitude = 50.7727878;
|
||||
private double longitude = 15.0718625;
|
||||
|
||||
[Header("Building settings")]
|
||||
public Material buildingMaterial;
|
||||
public float defaultFloorHeight = 3.0f; // meters per level
|
||||
public float defaultBuildingHeight = 6.0f; // if no tags
|
||||
|
||||
[Header("Road settings")]
|
||||
public Material roadMaterial;
|
||||
public float defaultRoadWidth = 4.0f; // meters
|
||||
public float motorwayWidth = 10.0f;
|
||||
public float primaryWidth = 8.0f;
|
||||
public float secondaryWidth = 6.0f;
|
||||
public float tertiaryWidth = 5.0f;
|
||||
|
||||
|
||||
[Header("Misc")]
|
||||
public float _metersPerUnit = 1f; // scale: 1 unit = 1 meter
|
||||
|
||||
|
||||
[Header("Storage")]
|
||||
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
|
||||
List<Way> parsedWays = new List<Way>();
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(RenderMap());
|
||||
}
|
||||
IEnumerator RenderMap()
|
||||
{
|
||||
ClearChildren();
|
||||
|
||||
double[] GPS = gpsManager.GetLastCoords();
|
||||
latitude = GPS[0];
|
||||
longitude = GPS[1];
|
||||
|
||||
string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
|
||||
|
||||
WWWForm form = new WWWForm();
|
||||
form.AddField("data", q);
|
||||
|
||||
using (UnityWebRequest www = UnityWebRequest.Post(overpassUrl, form))
|
||||
{
|
||||
www.downloadHandler = new DownloadHandlerBuffer();
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result != UnityWebRequest.Result.Success)
|
||||
{
|
||||
Debug.LogError("Overpass request failed: " + www.error);
|
||||
yield break;
|
||||
}
|
||||
|
||||
string xml = www.downloadHandler.text;
|
||||
ParseOverpassXml(xml);
|
||||
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
buildingsRoot.transform.parent = this.transform;
|
||||
|
||||
GameObject roadsRoot = new GameObject("Roads");
|
||||
roadsRoot.transform.parent = this.transform;
|
||||
|
||||
foreach (var w in parsedWays)
|
||||
{
|
||||
if (w.tags.ContainsKey("building"))
|
||||
{
|
||||
GameObject b = BuildBuildingMesh(w);
|
||||
b.transform.parent = buildingsRoot.transform;
|
||||
}
|
||||
else if (w.tags.ContainsKey("highway"))
|
||||
{
|
||||
GameObject r = BuildRoadMesh(w);
|
||||
r.transform.parent = roadsRoot.transform;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("Map generation complete: " + parsedWays.Count + " ways, " + nodes.Count + " nodes.");
|
||||
}
|
||||
yield return StartCoroutine(RenderMap());
|
||||
}
|
||||
|
||||
void ClearChildren()
|
||||
{
|
||||
List<GameObject> toDestroy = new List<GameObject>();
|
||||
foreach (Transform t in transform)
|
||||
toDestroy.Add(t.gameObject);
|
||||
foreach (var g in toDestroy)
|
||||
DestroyImmediate(g);
|
||||
}
|
||||
|
||||
#region Overpass XML parsing
|
||||
class Way
|
||||
{
|
||||
public long id;
|
||||
public List<long> nodeRefs = new List<long>();
|
||||
public Dictionary<string, string> tags = new Dictionary<string, string>();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ParseOverpassXml(string xmlText)
|
||||
{
|
||||
nodes.Clear();
|
||||
parsedWays.Clear();
|
||||
|
||||
XmlDocument doc = new XmlDocument();
|
||||
doc.LoadXml(xmlText);
|
||||
|
||||
XmlNode osm = doc.SelectSingleNode("/osm");
|
||||
if (osm == null) return;
|
||||
|
||||
// parse nodes
|
||||
foreach (XmlNode node in osm.SelectNodes("node"))
|
||||
{
|
||||
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
|
||||
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
|
||||
nodes[id] = new Vector2((float)lat, (float)lon);
|
||||
}
|
||||
|
||||
// parse ways
|
||||
foreach (XmlNode wayNode in osm.SelectNodes("way"))
|
||||
{
|
||||
Way w = new Way();
|
||||
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||
foreach (XmlNode child in wayNode.ChildNodes)
|
||||
{
|
||||
if (child.Name == "nd")
|
||||
{
|
||||
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
|
||||
w.nodeRefs.Add(r);
|
||||
}
|
||||
else if (child.Name == "tag")
|
||||
{
|
||||
string k = child.Attributes["k"].Value;
|
||||
string v = child.Attributes["v"].Value;
|
||||
w.tags[k] = v;
|
||||
}
|
||||
}
|
||||
parsedWays.Add(w);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utilities: latlon to local meters
|
||||
// Convert latitude/longitude to local XY meters relative to center point
|
||||
Vector3 LatLonToLocal(double lat, double lon)
|
||||
{
|
||||
// Use simple equirectangular projection around center (latitude, longitude)
|
||||
double lat0 = latitude;
|
||||
double lon0 = longitude;
|
||||
double dLat = (lat - lat0) * Mathf.Deg2Rad;
|
||||
double dLon = (lon - lon0) * Mathf.Deg2Rad;
|
||||
double R = 6378137.0; // Earth radius in meters
|
||||
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
|
||||
double y = R * dLat;
|
||||
return new Vector3((float)x / _metersPerUnit, 0f, (float)y / _metersPerUnit);
|
||||
}
|
||||
Vector3 NodeIdToLocal(long nodeId)
|
||||
{
|
||||
if (!nodes.ContainsKey(nodeId))
|
||||
return Vector3.zero;
|
||||
Vector2 latlon = nodes[nodeId];
|
||||
return LatLonToLocal(latlon.x, latlon.y);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Mesh builders
|
||||
GameObject BuildBuildingMesh(Way w)
|
||||
{
|
||||
// gather polygon points
|
||||
List<Vector3> poly = new List<Vector3>();
|
||||
foreach (var id in w.nodeRefs)
|
||||
{
|
||||
Vector3 p = NodeIdToLocal(id);
|
||||
poly.Add(p);
|
||||
}
|
||||
|
||||
// ensure closed
|
||||
if (poly.Count < 3) return null;
|
||||
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
|
||||
poly.Add(poly[0]);
|
||||
|
||||
// determine height
|
||||
float height = defaultBuildingHeight;
|
||||
if (w.tags.ContainsKey("height"))
|
||||
{
|
||||
if (TryParseHeight(w.tags["height"], out float h)) height = h;
|
||||
}
|
||||
else if (w.tags.ContainsKey("building:levels"))
|
||||
{
|
||||
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||
}
|
||||
else if (w.tags.ContainsKey("levels"))
|
||||
{
|
||||
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||
}
|
||||
|
||||
// create GameObject
|
||||
GameObject go = new GameObject("Building_" + w.id);
|
||||
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||
mr.material = buildingMaterial;
|
||||
|
||||
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
|
||||
Mesh mesh = new Mesh();
|
||||
mesh.name = "BuildingMesh_" + w.id;
|
||||
|
||||
// Convert poly to 2D points (XZ plane)
|
||||
List<Vector2> poly2D = new List<Vector2>();
|
||||
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
|
||||
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
|
||||
|
||||
// triangulate roof
|
||||
List<int> roofTris = Triangulate(poly2D);
|
||||
if (roofTris == null || roofTris.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("Triangulation failed for building " + w.id);
|
||||
return go;
|
||||
}
|
||||
|
||||
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
|
||||
int n = poly2D.Count;
|
||||
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
|
||||
List<Vector3> verts = new List<Vector3>();
|
||||
List<int> triangles = new List<int>();
|
||||
List<Vector2> uvs = new List<Vector2>();
|
||||
|
||||
// Roof triangles - each triangle gets its own vertices
|
||||
for (int i = 0; i < roofTris.Count; i += 3)
|
||||
{
|
||||
int idx0 = roofTris[i];
|
||||
int idx1 = roofTris[i + 1];
|
||||
int idx2 = roofTris[i + 2];
|
||||
|
||||
Vector2 p0 = poly2D[idx0];
|
||||
Vector2 p1 = poly2D[idx1];
|
||||
Vector2 p2 = poly2D[idx2];
|
||||
|
||||
int baseIdx = verts.Count;
|
||||
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y));
|
||||
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y));
|
||||
verts.Add(new Vector3(p2.x, height / _metersPerUnit, p2.y));
|
||||
|
||||
triangles.Add(baseIdx);
|
||||
triangles.Add(baseIdx + 1);
|
||||
triangles.Add(baseIdx + 2);
|
||||
|
||||
uvs.Add(new Vector2(p0.x, p0.y));
|
||||
uvs.Add(new Vector2(p1.x, p1.y));
|
||||
uvs.Add(new Vector2(p2.x, p2.y));
|
||||
}
|
||||
|
||||
// Walls - each quad gets its own 4 vertices
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int iNext = (i + 1) % n;
|
||||
Vector2 p0 = poly2D[i];
|
||||
Vector2 p1 = poly2D[iNext];
|
||||
|
||||
int baseIdx = verts.Count;
|
||||
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y)); // top left
|
||||
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
|
||||
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
|
||||
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y)); // top right
|
||||
|
||||
triangles.Add(baseIdx);
|
||||
triangles.Add(baseIdx + 1);
|
||||
triangles.Add(baseIdx + 2);
|
||||
|
||||
triangles.Add(baseIdx);
|
||||
triangles.Add(baseIdx + 2);
|
||||
triangles.Add(baseIdx + 3);
|
||||
|
||||
uvs.Add(new Vector2(0, 1));
|
||||
uvs.Add(new Vector2(0, 0));
|
||||
uvs.Add(new Vector2(1, 0));
|
||||
uvs.Add(new Vector2(1, 1));
|
||||
}
|
||||
|
||||
mesh.SetVertices(verts);
|
||||
mesh.SetTriangles(triangles, 0);
|
||||
mesh.SetUVs(0, uvs);
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
mf.mesh = mesh;
|
||||
|
||||
// Center object (using first roof vertex as reference)
|
||||
Vector3 centroid = Vector3.zero;
|
||||
for (int i = 0; i < roofTris.Count; i += 3)
|
||||
{
|
||||
centroid += verts[i];
|
||||
}
|
||||
centroid /= (roofTris.Count / 3);
|
||||
go.transform.position = centroid * -1f;
|
||||
|
||||
// Move the roof/walls vertices back to local space
|
||||
Vector3[] adjustedVerts = mesh.vertices;
|
||||
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
|
||||
mesh.vertices = adjustedVerts;
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
GameObject BuildRoadMesh(Way w)
|
||||
{
|
||||
// build polyline
|
||||
List<Vector3> pts = new List<Vector3>();
|
||||
foreach (var id in w.nodeRefs)
|
||||
pts.Add(NodeIdToLocal(id));
|
||||
if (pts.Count < 2) return null;
|
||||
|
||||
float width = defaultRoadWidth;
|
||||
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
|
||||
width = wv;
|
||||
else if (w.tags.ContainsKey("highway"))
|
||||
{
|
||||
// simple heuristic
|
||||
string h = w.tags["highway"];
|
||||
if (h == "motorway") width = motorwayWidth;
|
||||
else if (h == "primary") width = primaryWidth;
|
||||
else if (h == "secondary") width = secondaryWidth;
|
||||
else if (h == "tertiary") width = tertiaryWidth;
|
||||
else width = defaultRoadWidth;
|
||||
}
|
||||
|
||||
GameObject go = new GameObject("Road_" + w.id);
|
||||
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||
mr.material = roadMaterial;
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
mesh.name = "RoadMesh_" + w.id;
|
||||
|
||||
List<Vector3> verts = new List<Vector3>();
|
||||
List<int> tris = new List<int>();
|
||||
List<Vector2> uvs = new List<Vector2>();
|
||||
|
||||
// build quad strip
|
||||
for (int i = 0; i < pts.Count; i++)
|
||||
{
|
||||
Vector3 p = pts[i];
|
||||
Vector3 dir;
|
||||
if (i == 0) dir = (pts[i + 1] - p).normalized;
|
||||
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
|
||||
else dir = (pts[i + 1] - pts[i - 1]).normalized;
|
||||
|
||||
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
|
||||
Vector3 left = p + normal * (width * 0.5f / _metersPerUnit);
|
||||
Vector3 right = p - normal * (width * 0.5f / _metersPerUnit);
|
||||
verts.Add(left);
|
||||
verts.Add(right);
|
||||
uvs.Add(new Vector2(0, i));
|
||||
uvs.Add(new Vector2(1, i));
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
int baseIdx = verts.Count - 4;
|
||||
tris.Add(baseIdx + 0);
|
||||
tris.Add(baseIdx + 2);
|
||||
tris.Add(baseIdx + 1);
|
||||
|
||||
tris.Add(baseIdx + 1);
|
||||
tris.Add(baseIdx + 2);
|
||||
tris.Add(baseIdx + 3);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.SetVertices(verts);
|
||||
mesh.SetTriangles(tris, 0);
|
||||
mesh.SetUVs(0, uvs);
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
mf.mesh = mesh;
|
||||
go.transform.position = Vector3.zero;
|
||||
return go;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Helpers
|
||||
bool TryParseHeight(string s, out float meters)
|
||||
{
|
||||
// try to parse heights like "12", "12.5m", "40 ft"
|
||||
s = s.Trim();
|
||||
meters = 0f;
|
||||
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
|
||||
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
|
||||
{
|
||||
meters = v;
|
||||
return true;
|
||||
}
|
||||
// fallback: try to extract number
|
||||
StringBuilder num = new StringBuilder();
|
||||
foreach (char c in s)
|
||||
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
|
||||
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
|
||||
{
|
||||
meters = v; return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Basic ear clipping triangulation for simple polygons (2D)
|
||||
List<int> Triangulate(List<Vector2> poly)
|
||||
{
|
||||
List<int> indices = new List<int>();
|
||||
int n = poly.Count;
|
||||
if (n < 3) return indices;
|
||||
|
||||
List<int> V = new List<int>();
|
||||
for (int i = 0; i < n; i++) V.Add(i);
|
||||
|
||||
int guard = 0;
|
||||
while (V.Count > 3 && guard < 10000)
|
||||
{
|
||||
bool earFound = false;
|
||||
for (int i = 0; i < V.Count; i++)
|
||||
{
|
||||
int prev = V[(i - 1 + V.Count) % V.Count];
|
||||
int curr = V[i];
|
||||
int next = V[(i + 1) % V.Count];
|
||||
|
||||
Vector2 a = poly[prev];
|
||||
Vector2 b = poly[curr];
|
||||
Vector2 c = poly[next];
|
||||
|
||||
if (!IsConvex(a, b, c)) continue;
|
||||
|
||||
bool hasPointInside = false;
|
||||
for (int j = 0; j < V.Count; j++)
|
||||
{
|
||||
int vi = V[j];
|
||||
if (vi == prev || vi == curr || vi == next) continue;
|
||||
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
|
||||
}
|
||||
if (hasPointInside) continue;
|
||||
|
||||
// ear found
|
||||
indices.Add(prev);
|
||||
indices.Add(curr);
|
||||
indices.Add(next);
|
||||
V.RemoveAt(i);
|
||||
earFound = true;
|
||||
break;
|
||||
}
|
||||
if (!earFound) break;
|
||||
guard++;
|
||||
}
|
||||
|
||||
if (V.Count == 3)
|
||||
{
|
||||
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
|
||||
}
|
||||
|
||||
return indices;
|
||||
}
|
||||
|
||||
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
|
||||
{
|
||||
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
|
||||
}
|
||||
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
|
||||
{
|
||||
float area = TriangleArea(a, b, c);
|
||||
float area1 = TriangleArea(p, b, c);
|
||||
float area2 = TriangleArea(a, p, c);
|
||||
float area3 = TriangleArea(a, b, p);
|
||||
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
|
||||
}
|
||||
|
||||
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
|
||||
{
|
||||
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
2
Assets/Scripts/MapRenderer.cs.meta
Normal file
2
Assets/Scripts/MapRenderer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 648d9484af013c346bd5ae603a8c7185
|
||||
84
Assets/Scripts/TestMaterial.mat
Normal file
84
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
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with Reserved Font Name Anton.
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
|
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
|
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
|
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
|
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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Normal file
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19
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19
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Normal file
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
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with Reserved Font Name Bangers.
|
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
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This license is copied below, and is also available with a FAQ at:
|
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http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user