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| Author | SHA1 | Date | |
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| 2ae5d28cc9 | |||
| e55aa6b258 | |||
| 2f86bab336 | |||
| 8948cbdb14 | |||
| f9ceea4992 | |||
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| 3879c0879d |
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Assets/1.unity
490
Assets/1.unity
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Assets/KeyInsertMinigameAssets/Scripts/InsertKeysManager.cs
Normal file
47
Assets/KeyInsertMinigameAssets/Scripts/InsertKeysManager.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class InserKeysMinigameManager : MonoBehaviour, ITask
|
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{
|
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public int correctIndex;
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private void Start()
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{
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correctIndex = UnityEngine.Random.Range(0, 9);
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Debug.Log("The correct keyhole is: " + correctIndex);
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{
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89
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Normal file
89
Assets/KeyInsertMinigameAssets/Scripts/Key.cs
Normal file
@@ -0,0 +1,89 @@
|
||||
using System.Collections;
|
||||
using NUnit.Framework.Constraints;
|
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using UnityEngine;
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public class Key : MonoBehaviour
|
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{
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|
||||
public AudioSource lockSound;
|
||||
public InserKeysMinigameManager manager;
|
||||
private Light keyLight;
|
||||
void Start()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
startRotation = transform.eulerAngles;
|
||||
keyLight = GetComponentInChildren<Light>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
if (manager.isInputLocked) return;
|
||||
isSelected = true;
|
||||
keyLight.enabled = true;
|
||||
Debug.Log("Key tapped - isSelected is now: " + isSelected);
|
||||
}
|
||||
|
||||
public IEnumerator HandleWrongAttempt()
|
||||
{
|
||||
manager.isInputLocked = true;
|
||||
|
||||
Vector3 baseRot = transform.eulerAngles;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
transform.eulerAngles = baseRot + wiggleOffset;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
transform.eulerAngles = baseRot - wiggleOffset;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
transform.eulerAngles = baseRot;
|
||||
|
||||
yield return new WaitForSeconds(lockoutDuration - 0.48f);
|
||||
|
||||
transform.position = startPosition;
|
||||
transform.eulerAngles = startRotation;
|
||||
isSelected = false;
|
||||
keyLight.enabled = false;
|
||||
manager.isInputLocked = false;
|
||||
}
|
||||
|
||||
public IEnumerator HandleWin()
|
||||
{
|
||||
manager.isInputLocked = true;
|
||||
if (lockSound != null) lockSound.Play();
|
||||
|
||||
Vector3 startRot = transform.eulerAngles;
|
||||
Vector3 endRot = startRot + winRotation;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < WinRotDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / WinRotDuration;
|
||||
transform.eulerAngles = Vector3.Lerp(startRot, endRot, t);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
transform.eulerAngles = endRot;
|
||||
|
||||
Debug.Log("You win");
|
||||
if (winText != null) winText.SetActive(true);
|
||||
manager.Complete();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
2
Assets/KeyInsertMinigameAssets/Scripts/Key.cs.meta
Normal file
2
Assets/KeyInsertMinigameAssets/Scripts/Key.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
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guid: 4aae5484fa5ce7d42a5ab54ccd82bc19
|
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45
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs
Normal file
45
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class KeyHole : MonoBehaviour
|
||||
{
|
||||
public int index;
|
||||
public Key key;
|
||||
public InserKeysMinigameManager manager;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
if (manager.isInputLocked) return;
|
||||
|
||||
Debug.Log("Keyhole " + index + " was tapped.");
|
||||
|
||||
if (key.isSelected)
|
||||
{
|
||||
key.transform.position = transform.position + key.insertedOffset;
|
||||
key.transform.eulerAngles = key.insertedRotation;
|
||||
Debug.Log("Key teleported to keyhole " + index);
|
||||
|
||||
if (manager.CheckKeyHole(index))
|
||||
{
|
||||
key.StartCoroutine(key.HandleWin());
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Wrong");
|
||||
key.StartCoroutine(key.HandleWrongAttempt());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
2
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs.meta
Normal file
2
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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8
Assets/KeyInsertMinigameAssets/Textures.meta
Normal file
8
Assets/KeyInsertMinigameAssets/Textures.meta
Normal file
@@ -0,0 +1,8 @@
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@@ -37,13 +37,13 @@ TextureImporter:
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@@ -52,9 +52,9 @@ TextureImporter:
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@@ -93,32 +93,6 @@ TextureImporter:
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@@ -126,7 +100,7 @@ TextureImporter:
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BIN
Assets/KeyInsertMinigameAssets/Textures/Texture - Key.png
Normal file
BIN
Assets/KeyInsertMinigameAssets/Textures/Texture - Key.png
Normal file
Binary file not shown.
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||||
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BIN
Assets/KeyInsertMinigameAssets/Textures/Texture - KeyHole.png
Normal file
BIN
Assets/KeyInsertMinigameAssets/Textures/Texture - KeyHole.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 125 KiB |
@@ -1,5 +1,5 @@
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TextureImporter:
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@@ -93,32 +93,6 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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File diff suppressed because it is too large
Load Diff
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File diff suppressed because it is too large
Load Diff
2098
Assets/Scenes/Minigame-KeyInsert.unity
Normal file
2098
Assets/Scenes/Minigame-KeyInsert.unity
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1,7 +0,0 @@
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||||
fileFormatVersion: 2
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guid: 2df0edf87e5f52f4e958416765418027
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20
Assets/Scripts/KeyIDManager.cs
Normal file
20
Assets/Scripts/KeyIDManager.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class KeyIDManager : MonoBehaviour
|
||||
{
|
||||
public int KeyID;
|
||||
|
||||
void Start()
|
||||
{
|
||||
System.Random KeyID = new System.Random();
|
||||
KeyID.Next(0,9);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/KeyIDManager.cs.meta
Normal file
2
Assets/Scripts/KeyIDManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4aa26e9ef84d88c4ebc0a9b29ac62e02
|
||||
51
Assets/Scripts/WindController.cs
Normal file
51
Assets/Scripts/WindController.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class WindController : MonoBehaviour
|
||||
{
|
||||
[Header("settings větru")]
|
||||
[Tooltip("Maximální síla větru (kladná i záporná)")]
|
||||
public float maxWindTorque = 8f;
|
||||
|
||||
[Tooltip("Jak rychle se větr mění směrem/sílou")]
|
||||
public float windChangeSpeed = 0.6f;
|
||||
|
||||
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
|
||||
public float gustInterval = 4f;
|
||||
|
||||
[Tooltip("Multiplier pro sílu vichřice")]
|
||||
public float gustMultiplier = 2.0f;
|
||||
|
||||
public float CurrentWindTorque { get; private set; }
|
||||
|
||||
private float targetTorque;
|
||||
private float gustTimer;
|
||||
|
||||
void Start()
|
||||
{
|
||||
PickNewTargetTorque();
|
||||
gustTimer = gustInterval;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Smoothly move wind toward target torque
|
||||
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
|
||||
|
||||
// Occasional gusts
|
||||
gustTimer -= Time.deltaTime;
|
||||
if (gustTimer <= 0f)
|
||||
{
|
||||
// Apply a short gust by shifting target torque more aggressively
|
||||
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
|
||||
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
|
||||
|
||||
gustTimer = gustInterval;
|
||||
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s
|
||||
}
|
||||
}
|
||||
|
||||
private void PickNewTargetTorque()
|
||||
{
|
||||
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: 7bdbf665e98e4784abc032b54fa6188b
|
||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,202 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class GPSTaskManager : MonoBehaviour, ITask
|
||||
{
|
||||
[Header("Target Location")]
|
||||
[SerializeField] private double targetLatitude = 48.8584;
|
||||
[SerializeField] private double targetLongitude = 2.2945;
|
||||
|
||||
[Header("Task Settings")]
|
||||
[SerializeField] private float completionRadius = 15f;
|
||||
[SerializeField] private float updateInterval = 1f;
|
||||
|
||||
[Header("GPS Initialization")]
|
||||
[SerializeField] private float gpsInitTimeout = 20f;
|
||||
[SerializeField] private float desiredAccuracyMeters = 5f;
|
||||
[SerializeField] private float updateDistanceMeters = 1f;
|
||||
|
||||
[Header("UI References")]
|
||||
[SerializeField] private TMP_Text distanceText;
|
||||
[SerializeField] private TMP_Text bearingText;
|
||||
[SerializeField] private TMP_Text statusText;
|
||||
|
||||
public event Action OnTaskCompleted;
|
||||
public event Action<float, float> OnLocationUpdated;
|
||||
|
||||
private Action<ITask> _onCompleted;
|
||||
private Action<ITask> _onExit;
|
||||
|
||||
public string TaskID { get; set; }
|
||||
public TaskType TaskType { get; set; }
|
||||
public string TaskName { get; set; }
|
||||
public (double, double) TaskLocation { get; set; }
|
||||
public bool IsCompleted { get; private set; }
|
||||
|
||||
private bool _gpsInitialized = false;
|
||||
private bool _taskCompleted = false;
|
||||
private bool _isRunning = false;
|
||||
private Coroutine _trackingCoroutine;
|
||||
|
||||
private const double EarthRadiusMeters = 6_371_000.0;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
SetStatus("Initializing GPS…");
|
||||
_trackingCoroutine = StartCoroutine(InitializeAndTrack());
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
StopTracking();
|
||||
}
|
||||
|
||||
public void SetTarget(double latitude, double longitude)
|
||||
{
|
||||
targetLatitude = latitude;
|
||||
targetLongitude = longitude;
|
||||
_taskCompleted = false;
|
||||
IsCompleted = false;
|
||||
Debug.Log($"[GPS] New target → ({latitude:F6}, {longitude:F6})");
|
||||
}
|
||||
|
||||
public void StopTracking()
|
||||
{
|
||||
_isRunning = false;
|
||||
if (_trackingCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_trackingCoroutine);
|
||||
_trackingCoroutine = null;
|
||||
}
|
||||
Input.location.Stop();
|
||||
Debug.Log("[GPS] Tracking stopped.");
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
_onCompleted = onCompleted;
|
||||
IsCompleted = false;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
_onExit = onExit;
|
||||
_onExit?.Invoke(this);
|
||||
|
||||
StopTracking();
|
||||
}
|
||||
|
||||
private IEnumerator InitializeAndTrack()
|
||||
{
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
SetStatus("ERROR: GPS disabled.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
Input.location.Start(desiredAccuracyMeters, updateDistanceMeters);
|
||||
SetStatus("Starting GPS…");
|
||||
|
||||
float elapsed = 0f;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && elapsed < gpsInitTimeout)
|
||||
{
|
||||
elapsed += 0.5f;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
|
||||
if (Input.location.status != LocationServiceStatus.Running)
|
||||
{
|
||||
SetStatus("ERROR: GPS failed.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
_gpsInitialized = true;
|
||||
_isRunning = true;
|
||||
SetStatus("GPS Active ✓");
|
||||
|
||||
while (_isRunning)
|
||||
{
|
||||
LocationInfo loc = Input.location.lastData;
|
||||
|
||||
float distance = CalculateDistance(loc.latitude, loc.longitude,
|
||||
targetLatitude, targetLongitude);
|
||||
|
||||
float bearing = CalculateBearing(loc.latitude, loc.longitude,
|
||||
targetLatitude, targetLongitude);
|
||||
|
||||
UpdateUI(distance, bearing);
|
||||
OnLocationUpdated?.Invoke(distance, bearing);
|
||||
|
||||
if (!_taskCompleted && distance <= completionRadius)
|
||||
{
|
||||
_taskCompleted = true;
|
||||
HandleTaskCompleted(distance);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(updateInterval);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleTaskCompleted(float finalDistance)
|
||||
{
|
||||
Debug.Log($"[GPS] TASK COMPLETED ({finalDistance:F1}m)");
|
||||
SetStatus($" Done ({finalDistance:F1}m)");
|
||||
|
||||
OnTaskCompleted?.Invoke();
|
||||
|
||||
Complete();
|
||||
}
|
||||
|
||||
private float CalculateDistance(double lat1, double lon1, double lat2, double lon2)
|
||||
{
|
||||
double dLat = ToRadians(lat2 - lat1);
|
||||
double dLon = ToRadians(lon2 - lon1);
|
||||
|
||||
double a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
|
||||
Math.Cos(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) *
|
||||
Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
|
||||
|
||||
double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
|
||||
return (float)(EarthRadiusMeters * c);
|
||||
}
|
||||
|
||||
private float CalculateBearing(double lat1, double lon1, double lat2, double lon2)
|
||||
{
|
||||
double dLon = ToRadians(lon2 - lon1);
|
||||
|
||||
double y = Math.Sin(dLon) * Math.Cos(ToRadians(lat2));
|
||||
double x = Math.Cos(ToRadians(lat1)) * Math.Sin(ToRadians(lat2)) -
|
||||
Math.Sin(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) * Math.Cos(dLon);
|
||||
|
||||
double brng = ToDegrees(Math.Atan2(y, x));
|
||||
return (float)((brng + 360) % 360);
|
||||
}
|
||||
|
||||
private void UpdateUI(float distance, float bearing)
|
||||
{
|
||||
if (distanceText != null)
|
||||
distanceText.text = $"Distance: {distance:F1} m";
|
||||
|
||||
if (bearingText != null)
|
||||
bearingText.text = $"Bearing: {bearing:F1}°";
|
||||
}
|
||||
|
||||
private void SetStatus(string message)
|
||||
{
|
||||
if (statusText != null)
|
||||
statusText.text = message;
|
||||
}
|
||||
|
||||
private static double ToRadians(double deg) => deg * Math.PI / 180.0;
|
||||
private static double ToDegrees(double rad) => rad * 180.0 / Math.PI;
|
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}
|
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fileFormatVersion: 2
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guid: a3ce561d9b4708f40855570fb194929d
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@@ -1,30 +0,0 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RevealObjects : MonoBehaviour
|
||||
{
|
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public List<GameObject> objects; // seznam objektů
|
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public float delay = 1f; // čas mezi odkrýváním
|
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|
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|
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{
|
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// nejdřív všechny skryjeme
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foreach (GameObject obj in objects)
|
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{
|
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obj.SetActive(false);
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|
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// spustíme postupné odkrývání
|
||||
StartCoroutine(Reveal());
|
||||
}
|
||||
|
||||
IEnumerator Reveal()
|
||||
{
|
||||
foreach (GameObject obj in objects)
|
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{
|
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yield return new WaitForSeconds(delay);
|
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obj.SetActive(true);
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@@ -1,30 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class RevealObjectCopy : MonoBehaviour
|
||||
{
|
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public List<GameObject> objects; // seznam objekt?
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public float delay = 1f; // ?as mezi odkrýváním
|
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|
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void Start()
|
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{
|
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// nejd?ív všechny skryjeme
|
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foreach (GameObject obj in objects)
|
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{
|
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obj.SetActive(false);
|
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}
|
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|
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// spustíme postupné odkrývání
|
||||
StartCoroutine(Reveal());
|
||||
}
|
||||
|
||||
IEnumerator Reveal()
|
||||
{
|
||||
foreach (GameObject obj in objects)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
obj.SetActive(true);
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}
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}
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using System;
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class WhackTheMoleTask : MonoBehaviour, ITask
|
||||
{
|
||||
[Header("Game Settings")]
|
||||
public float moleAppearTime = 1.5f;
|
||||
public float spawnInterval = 0.8f;
|
||||
public int gameDuration = 30;
|
||||
public int scoreThreshold = 5;
|
||||
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||||
[Header("UI References")]
|
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public List<Button> holes;
|
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public TMP_Text scoreText;
|
||||
public TMP_Text timerText;
|
||||
|
||||
public string TaskID { get; set; }
|
||||
public TaskType TaskType { get; set; }
|
||||
public string TaskName { get; set; }
|
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public (double, double) TaskLocation { get; set; }
|
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public bool IsCompleted { get; private set; }
|
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|
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private Action<ITask> _onCompleted;
|
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private Action<ITask> _onExit;
|
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|
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private int _score;
|
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private float _timer;
|
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private bool _gameRunning;
|
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private Button _activeMole;
|
||||
private int _lastHoleIndex = -1;
|
||||
private Coroutine _hideMoleCoroutine;
|
||||
private Coroutine _gameLoopCoroutine;
|
||||
|
||||
private void Start()
|
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{
|
||||
Initialize(null);
|
||||
_gameLoopCoroutine = StartCoroutine(GameLoop());
|
||||
}
|
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private void OnDisable()
|
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{
|
||||
ExitTask(_onExit);
|
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}
|
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|
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public void Initialize(Action<ITask> onCompleted)
|
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{
|
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_onCompleted = onCompleted;
|
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IsCompleted = false;
|
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_score = 0;
|
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_gameRunning = false;
|
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}
|
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public void Complete()
|
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{
|
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if (IsCompleted) return;
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
Debug.Log("[WhackTheMole] Task completed!");
|
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}
|
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public void ExitTask(Action<ITask> onExit)
|
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{
|
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_onExit = onExit;
|
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_gameRunning = false;
|
||||
StopGameCoroutines();
|
||||
SetAllHolesInactive();
|
||||
_onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
private IEnumerator GameLoop()
|
||||
{
|
||||
_timer = gameDuration;
|
||||
_score = 0;
|
||||
_gameRunning = true;
|
||||
RefreshScore();
|
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RefreshTimer();
|
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|
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float nextSpawn = 0f;
|
||||
|
||||
while (_timer > 0f && _gameRunning)
|
||||
{
|
||||
_timer -= Time.deltaTime;
|
||||
nextSpawn -= Time.deltaTime;
|
||||
RefreshTimer();
|
||||
|
||||
if (nextSpawn <= 0f)
|
||||
{
|
||||
SpawnMole();
|
||||
nextSpawn = spawnInterval;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_gameRunning = false;
|
||||
EndGame();
|
||||
}
|
||||
|
||||
private void SpawnMole()
|
||||
{
|
||||
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
|
||||
if (_activeMole != null) _activeMole.gameObject.SetActive(false);
|
||||
|
||||
int index = PickHoleIndex();
|
||||
_lastHoleIndex = index;
|
||||
_activeMole = holes[index];
|
||||
|
||||
_activeMole.gameObject.SetActive(true);
|
||||
Button thisHole = _activeMole;
|
||||
_activeMole.onClick.RemoveAllListeners();
|
||||
_activeMole.onClick.AddListener(() => OnMoleHit(thisHole));
|
||||
|
||||
_hideMoleCoroutine = StartCoroutine(AutoHideMole(thisHole, moleAppearTime));
|
||||
}
|
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|
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private int PickHoleIndex()
|
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{
|
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if (holes.Count == 1) return 0;
|
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int index;
|
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int attempts = 0;
|
||||
const int maxAttempts = 10;
|
||||
do
|
||||
{
|
||||
index = UnityEngine.Random.Range(0, holes.Count);
|
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attempts++;
|
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} while (index == _lastHoleIndex && attempts < maxAttempts);
|
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return index;
|
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}
|
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|
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private IEnumerator AutoHideMole(Button mole, float delay)
|
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{
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (mole == _activeMole) mole.gameObject.SetActive(false);
|
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_activeMole = null;
|
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_hideMoleCoroutine = null;
|
||||
}
|
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|
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private void OnMoleHit(Button mole)
|
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{
|
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if (!_gameRunning) return;
|
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if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
|
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mole.gameObject.SetActive(false);
|
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if (mole == _activeMole) _activeMole = null;
|
||||
_score++;
|
||||
RefreshScore();
|
||||
}
|
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|
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private void EndGame()
|
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{
|
||||
SetAllHolesInactive();
|
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Debug.Log($"[WhackTheMole] Game ended. Score: {_score} / Threshold: {scoreThreshold}");
|
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if (_score >= scoreThreshold) Complete();
|
||||
}
|
||||
|
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private void StopGameCoroutines()
|
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{
|
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if (_hideMoleCoroutine != null) { StopCoroutine(_hideMoleCoroutine); _hideMoleCoroutine = null; }
|
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if (_gameLoopCoroutine != null) { StopCoroutine(_gameLoopCoroutine); _gameLoopCoroutine = null; }
|
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}
|
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|
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private void SetAllHolesInactive()
|
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{
|
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if (holes == null) return;
|
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foreach (var hole in holes)
|
||||
if (hole != null) hole.gameObject.SetActive(false);
|
||||
_activeMole = null;
|
||||
}
|
||||
|
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private void RefreshScore() { if (scoreText != null) scoreText.text = $"Score: {_score}"; }
|
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private void RefreshTimer() { if (timerText != null) timerText.text = $"Time: {Mathf.CeilToInt(_timer)}"; }
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}
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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||||
using TMPro;
|
||||
|
||||
public class FlappyBirdAllInOne : MonoBehaviour, ITask
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{
|
||||
|
||||
[Header("Player")]
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public Rigidbody2D rb;
|
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public float jumpForce = 5f;
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public bool isDead = false;
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||||
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[Header("Pipes")]
|
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public GameObject pipePrefab;
|
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public Transform spawnPoint;
|
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public float spawnRate = 2f;
|
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public float heightOffset = 2f;
|
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public float pipeSpeed = 2f;
|
||||
|
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private float timer = 0;
|
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|
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|
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[Header("UI")]
|
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public TextMeshProUGUI scoreText;
|
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public GameObject gameOverPanel;
|
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|
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private int score = 0;
|
||||
|
||||
|
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private Action<ITask> _onCompleted;
|
||||
private Action<ITask> _onExit;
|
||||
|
||||
public string TaskID { get; set; }
|
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public TaskType TaskType { get; set; }
|
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public string TaskName { get; set; }
|
||||
public (double, double) TaskLocation { get; set; }
|
||||
public bool IsCompleted { get; private set; }
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
score = 0;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (isDead) return;
|
||||
|
||||
HandleInput();
|
||||
HandleSpawning();
|
||||
}
|
||||
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Jump();
|
||||
}
|
||||
}
|
||||
|
||||
void Jump()
|
||||
{
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
|
||||
void HandleSpawning()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
if (timer >= spawnRate)
|
||||
{
|
||||
SpawnPipe();
|
||||
timer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnPipe()
|
||||
{
|
||||
float yOffset = UnityEngine.Random.Range(-heightOffset, heightOffset);
|
||||
|
||||
GameObject pipe = Instantiate(
|
||||
pipePrefab,
|
||||
spawnPoint.position + new Vector3(0, yOffset, 0),
|
||||
Quaternion.identity
|
||||
);
|
||||
|
||||
pipe.AddComponent<PipeMover>().Init(pipeSpeed, this);
|
||||
}
|
||||
|
||||
|
||||
public void AddScore()
|
||||
{
|
||||
score++;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
void UpdateScore()
|
||||
{
|
||||
scoreText.text = score.ToString();
|
||||
}
|
||||
|
||||
|
||||
public void GameOver()
|
||||
{
|
||||
isDead = true;
|
||||
gameOverPanel.SetActive(true);
|
||||
Time.timeScale = 0f;
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
GameOver();
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public class PipeMover : MonoBehaviour
|
||||
{
|
||||
private float speed;
|
||||
private FlappyBirdAllInOne game;
|
||||
|
||||
public void Init(float moveSpeed, FlappyBirdAllInOne gm)
|
||||
{
|
||||
speed = moveSpeed;
|
||||
game = gm;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.position += Vector3.left * speed * Time.deltaTime;
|
||||
|
||||
if (transform.position.x < -10f)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ScoreTrigger : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
FlappyBirdAllInOne gm = FindObjectOfType<FlappyBirdAllInOne>();
|
||||
|
||||
if (collision.CompareTag("Player") && gm != null)
|
||||
{
|
||||
gm.AddScore();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =====================
|
||||
// navod pro desing t<>m
|
||||
// =====================
|
||||
/*
|
||||
1. Player:
|
||||
- Sprite + Rigidbody2D (Gravity ~2-3)
|
||||
- BoxCollider2D
|
||||
- PlayerController script
|
||||
- Tag = Player
|
||||
|
||||
2. Pipes:
|
||||
- Prefab se 2 kolidery (top/bottom)
|
||||
- Mezera mezi nimi
|
||||
- PipeMove script
|
||||
|
||||
3. Score Zone:
|
||||
- Trigger collider mezi trubkami
|
||||
- ScoreZone script
|
||||
|
||||
4. Spawner:
|
||||
- Empty GameObject
|
||||
- PipeSpawner script
|
||||
|
||||
5. UI:
|
||||
- TextMeshPro pro score
|
||||
- GameOver panel + restart button
|
||||
|
||||
6. Mobile:
|
||||
- Input.GetMouseButtonDown funguje i na tap
|
||||
*/
|
||||
@@ -1,2 +0,0 @@
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||||
userData:
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assetBundleName:
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@@ -1,133 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class DraggableObject : MonoBehaviour
|
||||
{
|
||||
[Header("Přetahování")]
|
||||
public float dragSmoothness = 15f;
|
||||
|
||||
[Header("Vizuální zpětná vazba")]
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Color normalColor = Color.white;
|
||||
public Color dragColor = new Color(1f, 1f, 0.5f);
|
||||
public float scaleOnDrag = 1.15f;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
private Camera mainCamera;
|
||||
private bool isDragging = false;
|
||||
private Vector3 targetPosition;
|
||||
private Vector3 originalScale;
|
||||
private bool hasBeenScored = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
mainCamera = Camera.main;
|
||||
originalScale = transform.localScale;
|
||||
|
||||
if (spriteRenderer == null)
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb.gravityScale = 0f;
|
||||
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
|
||||
targetPosition = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleInput();
|
||||
|
||||
if (isDragging)
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
|
||||
if (Input.touchCount > 0)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
|
||||
|
||||
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
|
||||
else if (touch.phase == TouchPhase.Moved ||
|
||||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
|
||||
else if (touch.phase == TouchPhase.Ended ||
|
||||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
|
||||
}
|
||||
// na twest pro myŠ
|
||||
else
|
||||
{
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
|
||||
|
||||
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
|
||||
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
|
||||
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
|
||||
}
|
||||
}
|
||||
|
||||
void TryStartDrag(Vector3 worldPos)
|
||||
{
|
||||
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
|
||||
StartDrag(worldPos);
|
||||
}
|
||||
|
||||
void StartDrag(Vector3 worldPos)
|
||||
{
|
||||
isDragging = true;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
targetPosition = worldPos;
|
||||
|
||||
transform.localScale = originalScale * scaleOnDrag;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = dragColor;
|
||||
spriteRenderer.sortingOrder = 10;
|
||||
}
|
||||
}
|
||||
|
||||
void EndDrag()
|
||||
{
|
||||
isDragging = false;
|
||||
transform.localScale = originalScale;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = normalColor;
|
||||
spriteRenderer.sortingOrder = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnScored()
|
||||
{
|
||||
if (hasBeenScored) return;
|
||||
hasBeenScored = true;
|
||||
isDragging = false;
|
||||
|
||||
StartCoroutine(SinkIntoHole());
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator SinkIntoHole()
|
||||
{
|
||||
float duration = 0.35f;
|
||||
float elapsed = 0f;
|
||||
Vector3 startScale = transform.localScale;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / duration;
|
||||
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
|
||||
if (spriteRenderer != null)
|
||||
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
gameObject.SetActive(false);
|
||||
|
||||
LevelManager.Instance?.RegisterItem();
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb5157d7cd78450439c40cd6f5afe6ac
|
||||
@@ -1,105 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Hole : MonoBehaviour
|
||||
{
|
||||
[Header("Nastavení")]
|
||||
[Tooltip("Poloměr zachycení – do kolika jednotek od středu se item 'vtáhne'")]
|
||||
public float catchRadius = 0.6f;
|
||||
|
||||
[Tooltip("Síla vtahování itemu k díře")]
|
||||
public float pullForce = 4f;
|
||||
|
||||
[Header("Pohyb díry (volitelné)")]
|
||||
public bool hasMovement = false;
|
||||
public float moveSpeed = 2f;
|
||||
public Vector2 moveRange = new Vector2(1.5f, 0f);
|
||||
|
||||
[Header("Vizuál")]
|
||||
public SpriteRenderer glowRenderer;
|
||||
|
||||
private Vector3 startPosition;
|
||||
private bool isGlowing = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
|
||||
CircleCollider2D col = GetComponent<CircleCollider2D>();
|
||||
if (col != null)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
col.radius = catchRadius;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (hasMovement)
|
||||
{
|
||||
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
|
||||
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
|
||||
transform.position = new Vector3(x, y, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
DraggableObject draggable = other.GetComponent<DraggableObject>();
|
||||
if (draggable == null) return;
|
||||
|
||||
float dist = Vector2.Distance(transform.position, other.transform.position);
|
||||
|
||||
|
||||
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
|
||||
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
|
||||
if (dist < catchRadius * 0.4f)
|
||||
{
|
||||
draggable.OnScored();
|
||||
SetGlow(false);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
|
||||
}
|
||||
|
||||
void SetGlow(bool active)
|
||||
{
|
||||
isGlowing = active;
|
||||
if (glowRenderer == null) return;
|
||||
glowRenderer.enabled = active;
|
||||
if (active) StartCoroutine(PulseGlow());
|
||||
}
|
||||
|
||||
IEnumerator PulseGlow()
|
||||
{
|
||||
while (isGlowing && glowRenderer != null)
|
||||
{
|
||||
float t = Mathf.PingPong(Time.time * 3f, 1f);
|
||||
Color c = glowRenderer.color;
|
||||
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius);
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca7423fcca5f83249a2574cd84b7f806
|
||||
@@ -1,41 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class LevelManager : MonoBehaviour
|
||||
{
|
||||
public static LevelManager Instance;
|
||||
|
||||
[Header("Nastavení levelu")]
|
||||
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
|
||||
public int itemsToScore = 3;
|
||||
|
||||
[Header("Event – vyvolá se po trefení všech itemů")]
|
||||
public UnityEvent OnAllItemsScored;
|
||||
|
||||
private int scoredCount = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void RegisterItem()
|
||||
{
|
||||
scoredCount++;
|
||||
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
|
||||
|
||||
if (scoredCount >= itemsToScore)
|
||||
{
|
||||
OnAllItemsScored?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetCounter()
|
||||
{
|
||||
scoredCount = 0;
|
||||
}
|
||||
|
||||
public int GetScoredCount() => scoredCount;
|
||||
public int GetTotalCount() => itemsToScore;
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a819c02c3679b5a449b41052d2e6b3c9
|
||||
@@ -1,113 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
|
||||
|
||||
public class ObjectSpawner : MonoBehaviour
|
||||
{
|
||||
public static ObjectSpawner Instance;
|
||||
|
||||
[Header("Prefaby")]
|
||||
public GameObject[] objectPrefabs;
|
||||
public GameObject holePrefab;
|
||||
|
||||
[Header("Počty")]
|
||||
[Tooltip("Kolik předmětů spawnovat")]
|
||||
public int objectCount = 3;
|
||||
[Tooltip("Kolik děr spawnovat")]
|
||||
public int holeCount = 1;
|
||||
|
||||
[Header("Pohyb děr")]
|
||||
public bool holesMove = false;
|
||||
public float holeMoveSpeed = 2f;
|
||||
|
||||
[Header("Spawn hranice (odpovídají kameře)")]
|
||||
public float minX = -3.5f;
|
||||
public float maxX = 3.5f;
|
||||
public float minY = -5f;
|
||||
public float maxY = 4f;
|
||||
|
||||
[Header("Rodiče pro přehlednost (volitelné)")]
|
||||
public Transform objectParent;
|
||||
public Transform holeParent;
|
||||
|
||||
private List<GameObject> spawnedObjects = new List<GameObject>();
|
||||
private List<GameObject> spawnedHoles = new List<GameObject>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Spawn();
|
||||
}
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
Clear();
|
||||
|
||||
// LevelManager na aktuální počet
|
||||
if (LevelManager.Instance != null)
|
||||
{
|
||||
LevelManager.Instance.itemsToScore = objectCount;
|
||||
LevelManager.Instance.ResetCounter();
|
||||
}
|
||||
|
||||
SpawnHoles();
|
||||
SpawnObjects();
|
||||
}
|
||||
|
||||
void SpawnHoles()
|
||||
{
|
||||
for (int i = 0; i < holeCount; i++)
|
||||
{
|
||||
Vector2 pos = RandomPos(1f);
|
||||
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
|
||||
|
||||
Hole h = hole.GetComponent<Hole>();
|
||||
if (h != null && holesMove)
|
||||
{
|
||||
h.hasMovement = true;
|
||||
h.moveSpeed = holeMoveSpeed;
|
||||
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
|
||||
}
|
||||
|
||||
spawnedHoles.Add(hole);
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnObjects()
|
||||
{
|
||||
for (int i = 0; i < objectCount; i++)
|
||||
{
|
||||
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
|
||||
Vector2 pos = RandomPos(0.5f);
|
||||
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
|
||||
|
||||
// Náhodná barva
|
||||
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
|
||||
if (sr != null)
|
||||
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
|
||||
|
||||
spawnedObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
|
||||
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
|
||||
spawnedObjects.Clear();
|
||||
spawnedHoles.Clear();
|
||||
}
|
||||
|
||||
Vector2 RandomPos(float margin) =>
|
||||
new Vector2(
|
||||
Random.Range(minX + margin, maxX - margin),
|
||||
Random.Range(minY + margin, maxY - margin)
|
||||
);
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 071f79f81861c2741a92d8b044457d94
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25326dbbba644974d81eaf9bddc8f76b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,28 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class KeySlot : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public string correctKeyID;
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
DraggableKey key = eventData.pointerDrag.GetComponent<DraggableKey>();
|
||||
|
||||
if (key != null)
|
||||
{
|
||||
if (key.keyID == correctKeyID)
|
||||
{
|
||||
key.transform.position = transform.position;
|
||||
key.enabled = false;
|
||||
|
||||
KeyminigameManager.Instance.CheckWin();
|
||||
}
|
||||
else
|
||||
{
|
||||
KeyminigameManager.Instance.Fail();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f5eef97f16bb6b47ba88f96f9d051e9
|
||||
@@ -12,7 +12,6 @@ public class DraggableKey : MonoBehaviour,
|
||||
public string correctSlotID;
|
||||
public string previousSceneName;
|
||||
|
||||
|
||||
[Header("Visual")]
|
||||
public Color wrongAttemptColor = Color.red;
|
||||
public float blinkDuration = 0.2f;
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 488d6eb84e65aa94b8b3c77dcb2e21a3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,73 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public static GameManager Instance;
|
||||
|
||||
[Header("Kamery")]
|
||||
public Camera kamera1;
|
||||
public Camera kamera2;
|
||||
public Camera kamera3;
|
||||
|
||||
[Header("Download animace")]
|
||||
public List<GameObject> downloadObjects;
|
||||
public float delay = 1f;
|
||||
|
||||
[Header("Kód")]
|
||||
public Text feedbackText;
|
||||
public InputField codeInput;
|
||||
public Text successText;
|
||||
|
||||
private string generatedCode;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
kamera1.enabled = true;
|
||||
kamera2.enabled = false;
|
||||
kamera3.enabled = false;
|
||||
StartCoroutine(DownloadAnimace());
|
||||
}
|
||||
|
||||
// ───── KAMERA 1 – animace + generování kódu ─────
|
||||
IEnumerator DownloadAnimace()
|
||||
{
|
||||
foreach (GameObject obj in downloadObjects)
|
||||
obj.SetActive(false);
|
||||
|
||||
foreach (GameObject obj in downloadObjects)
|
||||
{
|
||||
yield return new WaitForSeconds(delay);
|
||||
obj.SetActive(true);
|
||||
}
|
||||
|
||||
generatedCode = "CODE" + Random.Range(1000, 9999);
|
||||
feedbackText.text = "Kód: " + generatedCode;
|
||||
|
||||
kamera1.enabled = false;
|
||||
kamera2.enabled = true;
|
||||
}
|
||||
|
||||
// ───── KAMERA 2 – ověření kódu ─────
|
||||
public void VerifyCode()
|
||||
{
|
||||
if (codeInput.text == generatedCode)
|
||||
{
|
||||
kamera2.enabled = false;
|
||||
kamera3.enabled = true;
|
||||
successText.text = "Úspěch!";
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Špatný kód, zkus znovu.";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e769308c478da9241a32192eeacf44bf
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1df04c245c361e941955db9527a21afe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,77 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class WindController : MonoBehaviour, ITask
|
||||
{
|
||||
[Header("Settings větru")]
|
||||
public float maxWindTorque = 8f;
|
||||
public float windChangeSpeed = 0.6f;
|
||||
public float gustInterval = 4f;
|
||||
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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