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16 Commits

Author SHA1 Message Date
5664097fb2 conflict resolved 2026-06-04 21:48:23 +02:00
c6a328194c added ITask 2026-06-04 21:20:28 +02:00
a1210942a0 Completely working Buttons Memory minigame, needs ITask 2026-06-03 22:09:27 +02:00
c78bdc2b2a hasicak 2026-05-31 20:55:36 +02:00
4655e57aaf Merge pull request 'Pajka' (#27) from Pajka into main
Reviewed-on: #27
2026-05-31 20:12:16 +02:00
b2aa499a59 conflict resolved 2026-05-31 20:10:39 +02:00
221e834226 Code changes 2026-05-24 21:50:02 +02:00
a4324eaf52 Added coliders to buttons, Buttons are clickable 2026-05-22 23:05:49 +02:00
3060c3965a Added basic logic to minigame, functional flashing by coroutine, Changes mainly in code 2026-05-20 22:22:09 +02:00
9455cdb4e6 Created new minigame Buttons, Added base assets + all on canvas, Added lights for glow effect 2026-05-19 23:06:07 +02:00
645bc8203b Minigame list update 2026-05-17 23:05:17 +02:00
c2566b8db0 Merge conflict patch and map texture update 2026-05-17 22:50:01 +02:00
bca7c930c2 optimalizace 2026-04-26 09:05:32 +02:00
375ccaf4f7 Přidány kostky 2026-03-28 14:49:47 +01:00
050e58e73c flakni krtka 2026-03-28 12:16:35 +01:00
6a7314ff4e data_transfer
další minihra - chybí desing
2026-03-28 10:59:23 +01:00
90 changed files with 3933 additions and 9289 deletions

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@@ -1,6 +1,6 @@
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@@ -57,12 +57,12 @@ public class GameManager : MonoBehaviour
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10",
"MiniGame-insertkeys",
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
// Add minigame scene name here
"MiniGame-Kabely",
//"MiniGame-insertkeys", Obsolete ?
"MiniGame-KeyInsert",
//"MiniGame-FlappyBird", Out Of Order, Not assigned prefabs
//"MiniGame-ThrowInHole", Not pushed into main branch
//"MiniGame-Satelit", No assets, just placeholder task
};
[Header("Debug")]

File diff suppressed because it is too large Load Diff

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using UnityEngine;
public class ButtonScript : MonoBehaviour
{
public int buttonIndex;
public ButtonsMinigame game;
void OnMouseDown()
{
game.OnButtonClicked(buttonIndex);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3ddbb77eddbb18d4aa26a61ef9cdadb1

View File

@@ -0,0 +1,154 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data.SqlTypes;
using System.Threading.Tasks;
using TMPro;
using UnityEditor;
using UnityEngine;
public enum GameState
{
Idle,
ShowingSequance,
PlayerTurn,
GameOver,
MinigameWon
}
public class ButtonsMinigame : MonoBehaviour, ITask
{
public Light[] lights;
public int round = 1;
public float glowDuration = 0.4f;
public float gapBetween = 0.15f;
public float delayBeforeSequence = 0.8f;
public int winRound = 5;
public TMP_Text statusText;
public GameObject startButton;
private int playerStep = 0;
private GameState state = GameState.Idle;
private List<int> sequence = new List<int>();
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 System.Action<ITask> _onComplete;
private Action<ITask> _onExit;
void GenerateSequence()
{
sequence.Clear();
for (int i = 0; i < round; i++)
{
int randomButton = UnityEngine.Random.Range(0,5);
sequence.Add(randomButton);
}
}
IEnumerator PlaySequence()
{
SetState(GameState.ShowingSequance);
yield return new WaitForSeconds(delayBeforeSequence);
for (int i = 0; i < sequence.Count; i++)
{
int buttonIndex = sequence[i];
lights[buttonIndex].gameObject.SetActive(true);
yield return new WaitForSeconds (glowDuration);
lights[buttonIndex].gameObject.SetActive(false);
yield return new WaitForSeconds (gapBetween);
}
playerStep = 0;
SetState(GameState.PlayerTurn);
}
void Start()
{
SetState(GameState.Idle);
}
public void StartGame()
{
round = 1;
playerStep = 0;
GenerateSequence();
StartCoroutine(PlaySequence());
}
void SetState(GameState newState)
{
state = newState;
switch (newState)
{
case GameState.Idle:
statusText.text = "Get Ready!";
break;
case GameState.ShowingSequance:
statusText.text = "Watch the sequence";
break;
case GameState.PlayerTurn:
statusText.text = "Your turn!";
break;
case GameState.GameOver:
statusText.text = "Gameover";
break;
case GameState.MinigameWon:
statusText.text = "Task Completed";
break;
}
startButton.SetActive(state == GameState.Idle || state == GameState.GameOver);
}
public void OnButtonClicked(int buttonIndex)
{
if (state != GameState.PlayerTurn) return;
if (buttonIndex == sequence[playerStep])
{
playerStep++;
if (playerStep >= sequence.Count)
{
if (round >= winRound)
{
SetState(GameState.MinigameWon);
Complete();
}
else
{
round++;
GenerateSequence();
StartCoroutine(PlaySequence());
}
}
}
else
{
SetState(GameState.GameOver);
Debug.Log("GameOver");
}
}
public void Initialize(System.Action<ITask> onCompleted)
{
_onComplete = onCompleted;
}
public void ExitTask(System.Action<ITask> onExit)
{
onExit.Invoke(this);
}
public void Complete()
{
_onComplete?.Invoke(this);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8f3e0b0291a66dd4f8e11122ae23813e

View File

@@ -7,10 +7,10 @@ public class TiltHoleMiniGameManager : MonoBehaviour, ITask
// ITask PROPERTIES
// =========================
public string TaskID { get; private set; } = "TILT_HOLE_01";
public TaskType TaskType { get; private set; } = TaskType.Task;
public string TaskName { get; private set; } = "Tilt Ball Into Hole";
public (double, double) TaskLocation { get; private set; } = (0, 0);
public string TaskID { get; set; } = "TILT_HOLE_01";
public TaskType TaskType { get; set; } = TaskType.Task;
public string TaskName { get; set; } = "Tilt Ball Into Hole";
public (double, double) TaskLocation { get; set; } = (0, 0);
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompletedCallback;

View File

@@ -2,10 +2,8 @@ using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
<<<<<<< HEAD
using GeoSus.Client;
=======
>>>>>>> origin/main
public class FlappyBirdAllInOne : MonoBehaviour, ITask
{
@@ -39,17 +37,6 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
<<<<<<< HEAD
public Position TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start()
{
Time.timeScale = 1f;
score = 0;
UpdateScore();
=======
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
@@ -60,17 +47,11 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
_isPaused = false;
score = 0;
if (scoreText != null) UpdateScore();
>>>>>>> origin/main
}
void Update()
{
<<<<<<< HEAD
if (isDead) return;
=======
if (isDead || _isPaused) return;
>>>>>>> origin/main
HandleInput();
HandleSpawning();
}
@@ -120,13 +101,11 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
{
score++;
UpdateScore();
<<<<<<< HEAD
=======
if (score >= 10)
{
Complete();
}
>>>>>>> origin/main
}
void UpdateScore()
@@ -138,26 +117,20 @@ public class FlappyBirdAllInOne : MonoBehaviour, ITask
public void GameOver()
{
isDead = true;
<<<<<<< HEAD
gameOverPanel.SetActive(true);
Time.timeScale = 0f;
=======
_isPaused = true;
if (gameOverPanel != null) gameOverPanel.SetActive(true);
// NOTE: do NOT set Time.timeScale — GPS and network must keep running
>>>>>>> origin/main
}
public void Restart()
{
<<<<<<< HEAD
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
=======
// TaskManager will unload and reload via additive loading
// Calling ExitTask lets TaskManager handle scene lifecycle
ExitTask(_onExit);
>>>>>>> origin/main
}

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@@ -1,38 +1,26 @@
using UnityEngine;
<<<<<<< HEAD
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
=======
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
>>>>>>> origin/main
public class DraggableObject : MonoBehaviour
{
[Header("Přetahování")]
public float dragSmoothness = 15f;
[Header("Vizuální zpětná vazba")]
<<<<<<< HEAD
public Renderer Renderer;
=======
public SpriteRenderer spriteRenderer;
>>>>>>> origin/main
public Color normalColor = Color.white;
public Color dragColor = new Color(1f, 1f, 0.5f);
public float scaleOnDrag = 1.15f;
<<<<<<< HEAD
private Rigidbody rb;
=======
private Rigidbody2D rb;
>>>>>>> origin/main
private Camera mainCamera;
private bool isDragging = false;
private Vector3 targetPosition;
private Vector3 originalScale;
private bool hasBeenScored = false;
<<<<<<< HEAD
private Plane _dragPlane;
private Collider col;
@@ -44,35 +32,19 @@ public class DraggableObject : MonoBehaviour
originalScale = transform.localScale;
if (Renderer == null)
Renderer = GetComponent<Renderer>();
=======
void Awake()
{
rb = GetComponent<Rigidbody2D>();
mainCamera = Camera.main;
originalScale = transform.localScale;
if (spriteRenderer == null)
spriteRenderer = GetComponent<SpriteRenderer>();
>>>>>>> origin/main
}
void Start()
{
<<<<<<< HEAD
rb.useGravity = true;
rb.constraints = RigidbodyConstraints.FreezeRotation;
=======
rb.gravityScale = 0f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
>>>>>>> origin/main
targetPosition = transform.position;
}
void Update()
{
HandleInput();
<<<<<<< HEAD
}
void FixedUpdate()
{
@@ -81,16 +53,11 @@ public class DraggableObject : MonoBehaviour
Vector3 newPos = Vector3.Lerp(rb.position, targetPosition, Time.fixedDeltaTime * dragSmoothness);
rb.MovePosition(newPos);
}
=======
if (isDragging)
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
>>>>>>> origin/main
}
void HandleInput()
{
<<<<<<< HEAD
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
@@ -169,75 +136,15 @@ public class DraggableObject : MonoBehaviour
if (Renderer != null)
{
Renderer.material.color = normalColor;
=======
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;
>>>>>>> origin/main
}
}
public void OnScored()
{
<<<<<<< HEAD
Debug.Log("Object scored");
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
=======
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
>>>>>>> origin/main
StartCoroutine(SinkIntoHole());
}
@@ -252,24 +159,12 @@ public class DraggableObject : MonoBehaviour
elapsed += Time.deltaTime;
float t = elapsed / duration;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
<<<<<<< HEAD
if (Renderer != null)
Renderer.material.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
=======
if (spriteRenderer != null)
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
>>>>>>> origin/main
yield return null;
}
gameObject.SetActive(false);
<<<<<<< HEAD
LevelManager.Instance?.RegisterItem();
}
}
=======
LevelManager.Instance?.RegisterItem();
}
}
>>>>>>> origin/main

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: fb5157d7cd78450439c40cd6f5afe6ac

View File

@@ -1,13 +1,9 @@
<<<<<<< HEAD
using System.Collections;
using UnityEngine;
[RequireComponent(typeof(CapsuleCollider))]
=======
using UnityEngine;
using System.Collections;
>>>>>>> origin/main
public class Hole : MonoBehaviour
{
[Header("Nastavení")]
@@ -17,19 +13,9 @@ public class Hole : MonoBehaviour
[Tooltip("Síla vtahování itemu k díře")]
public float pullForce = 4f;
<<<<<<< HEAD
[Header("Vizuál")]
public Renderer glowRenderer;
=======
[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;
>>>>>>> origin/main
private Vector3 startPosition;
private bool isGlowing = false;
@@ -48,7 +34,6 @@ public class Hole : MonoBehaviour
void Update()
{
<<<<<<< HEAD
}
@@ -67,29 +52,6 @@ public class Hole : MonoBehaviour
Debug.Log($"Rigidbody detected: {other.gameObject.name}, distance: {dist}");
Vector3 dir = (transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode.Impulse);
=======
if (hasMovement)
{
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
transform.position = new Vector3(x, y, transform.position.z);
}
}
void OnTriggerStay2D(Collider2D other)
{
DraggableObject draggable = other.GetComponent<DraggableObject>();
if (draggable == null) return;
float dist = Vector2.Distance(transform.position, other.transform.position);
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
if (rb != null)
{
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
>>>>>>> origin/main
}
@@ -100,7 +62,7 @@ public class Hole : MonoBehaviour
}
}
<<<<<<< HEAD
void OnTriggerEnter(Collider other)
{
Debug.Log($"Collider entered: {other.gameObject.name}");
@@ -110,24 +72,14 @@ public class Hole : MonoBehaviour
void OnTriggerExit(Collider other)
{
Debug.Log($"Collider exited: {other.gameObject.name}");
=======
void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
}
void OnTriggerExit2D(Collider2D other)
{
>>>>>>> origin/main
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
}
void SetGlow(bool active)
{
<<<<<<< HEAD
Debug.Log($"SetGlow: {active}");
=======
>>>>>>> origin/main
isGlowing = active;
if (glowRenderer == null) return;
glowRenderer.enabled = active;
@@ -139,13 +91,9 @@ public class Hole : MonoBehaviour
while (isGlowing && glowRenderer != null)
{
float t = Mathf.PingPong(Time.time * 3f, 1f);
<<<<<<< HEAD
Color c = glowRenderer.sharedMaterial.color;
glowRenderer.sharedMaterial.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
=======
Color c = glowRenderer.color;
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
>>>>>>> origin/main
yield return null;
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: ca7423fcca5f83249a2574cd84b7f806

View File

@@ -1,13 +1,7 @@
<<<<<<< HEAD
using System;
using UnityEngine;
using UnityEngine.Events;
using GeoSus.Client;
=======
using UnityEngine;
using UnityEngine.Events;
using System;
>>>>>>> origin/main
public class LevelManager : MonoBehaviour, ITask
{
@@ -15,68 +9,24 @@ public class LevelManager : MonoBehaviour, ITask
[Header("Nastavení levelu")]
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
<<<<<<< HEAD
public int itemsToScore = 2;
=======
public int itemsToScore = 3;
>>>>>>> origin/main
[Header("Event vyvolá se po trefení všech itemů")]
public UnityEvent OnAllItemsScored;
private int scoredCount = 0;
<<<<<<< HEAD
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public Position TaskLocation { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; } = false;
protected Action<ITask> OnCompleted;
=======
// ── ITask ────────────────────────────────────────────────────────────────
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 Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
ResetCounter();
// Wire OnAllItemsScored to Complete() if not already wired
OnAllItemsScored.AddListener(Complete);
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
Debug.Log("[LevelManager] Task complete!");
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
// ─────────────────────────────────────────────────────────────────────────
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
>>>>>>> origin/main
public void RegisterItem()
{
@@ -96,7 +46,6 @@ public class LevelManager : MonoBehaviour, ITask
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
<<<<<<< HEAD
public void Initialize(Action<ITask> onCompleted)
{
@@ -119,7 +68,3 @@ public class LevelManager : MonoBehaviour, ITask
OnCompleted?.Invoke(this);
}
}
=======
}
>>>>>>> origin/main

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: a819c02c3679b5a449b41052d2e6b3c9

View File

@@ -7,18 +7,11 @@ using System.Collections.Generic;
public class ObjectSpawner : MonoBehaviour
{
public static ObjectSpawner Instance;
<<<<<<< HEAD
[SerializeField]
private List<GameObject> spawnedHoles = new List<GameObject>();
[Header("Prefaby")]
public GameObject[] objectPrefabs;
=======
[Header("Prefaby")]
public GameObject[] objectPrefabs;
public GameObject holePrefab;
>>>>>>> origin/main
[Header("Počty")]
[Tooltip("Kolik předmětů spawnovat")]
@@ -31,7 +24,7 @@ public class ObjectSpawner : MonoBehaviour
public float holeMoveSpeed = 2f;
[Header("Spawn hranice (odpovídají kameře)")]
<<<<<<< HEAD
public float minX = 1f;
public float maxX = 1f;
public float minY = 0f;
@@ -39,20 +32,6 @@ public class ObjectSpawner : MonoBehaviour
private List<GameObject> spawnedObjects = new List<GameObject>();
=======
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>();
>>>>>>> origin/main
void Awake()
{
@@ -76,7 +55,6 @@ public class ObjectSpawner : MonoBehaviour
LevelManager.Instance.ResetCounter();
}
<<<<<<< HEAD
//SpawnHoles();
SpawnObjects();
}
@@ -117,52 +95,11 @@ public class ObjectSpawner : MonoBehaviour
spawnedObjects.Add(obj);
}
Time.timeScale = 1f;
=======
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);
}
>>>>>>> origin/main
}
public void Clear()
{
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
<<<<<<< HEAD
//foreach (var h in spawnedHoles) if (h != null) Destroy(h);
//spawnedObjects.Clear();
spawnedHoles.Clear();
@@ -176,16 +113,5 @@ public class ObjectSpawner : MonoBehaviour
Random.Range(-2f, 1.5f)
);
}
=======
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)
);
>>>>>>> origin/main
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 071f79f81861c2741a92d8b044457d94

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 25326dbbba644974d81eaf9bddc8f76b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -28,7 +28,7 @@ public class DraggableKey : MonoBehaviour,
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public Position TaskLocation { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 21dc5fa96a2ceec428d7b0332e55cbe5

View File

@@ -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();
}
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4f5eef97f16bb6b47ba88f96f9d051e9

View File

@@ -8,12 +8,11 @@ public class KeyminigameManager : MonoBehaviour
private int correctCount = 0;
public int totalKeys = 3;
<<<<<<< HEAD
=======
/// <summary>Set by DraggableKey.Initialize() so CheckWin can fire Complete().</summary>
[HideInInspector] public ITask taskRef;
>>>>>>> origin/main
private void Awake()
{
Instance = this;
@@ -22,32 +21,22 @@ public class KeyminigameManager : MonoBehaviour
public void CheckWin()
{
correctCount++;
<<<<<<< HEAD
if (correctCount >= totalKeys)
{
Debug.Log("WIN");
=======
Debug.Log($"Keys inserted: {correctCount}/{totalKeys}");
if (correctCount >= totalKeys)
{
Debug.Log("All keys inserted — task complete!");
taskRef?.Complete();
>>>>>>> origin/main
}
}
public void Fail()
{
<<<<<<< HEAD
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
}
=======
Debug.Log("Wrong slot — exiting task.");
taskRef?.ExitTask(null);
// TaskManager handles unloading; no SceneManager.LoadScene here
}
}
>>>>>>> origin/main

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 0ef083a6749a8ce459b724dafa1eb08f

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 488d6eb84e65aa94b8b3c77dcb2e21a3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -3,10 +3,8 @@ using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
<<<<<<< HEAD
using GeoSus.Client;
=======
>>>>>>> origin/main
public class CableMiniGame : MonoBehaviour, ITask
{
@@ -16,31 +14,24 @@ public class CableMiniGame : MonoBehaviour, ITask
public string colorName;
public Button sourceButton;
public Button targetButton;
<<<<<<< HEAD
public Image cableImage;
[HideInInspector] public bool connected;
}
=======
[HideInInspector] public bool connected;
// Line UI
[HideInInspector] public GameObject lineObject;
[HideInInspector] public RectTransform lineRect;
[HideInInspector] public Image lineImage;
}
>>>>>>> origin/main
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
<<<<<<< HEAD
public Position TaskLocation { get; set; }
=======
public (double, double) TaskLocation { get; set; }
>>>>>>> origin/main
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
@@ -48,17 +39,7 @@ public class CableMiniGame : MonoBehaviour, ITask
[Header("MiniGame Settings")]
public Cable[] cables;
<<<<<<< HEAD
public string previousSceneName;
public Color wrongAttemptColor = Color.white;
public float blinkDuration = 0.2f;
private string selectedColor = null;
public void Initialize(Action<ITask> onCompleted)
{
=======
public Canvas canvas; // Assign your Canvas here in the inspector
public string previousSceneName;
public Color wrongAttemptColor = Color.white;
@@ -74,20 +55,18 @@ public class CableMiniGame : MonoBehaviour, ITask
public void Initialize(Action<ITask> onCompleted)
{
Debug.Log("[Init] Initializing mini game...");
>>>>>>> origin/main
IsCompleted = false;
_onCompleted = onCompleted;
foreach (var cable in cables)
<<<<<<< HEAD
cable.connected = false;
=======
{
cable.connected = false;
}
PrintAllCableStates("After Initialization");
>>>>>>> origin/main
}
public void Complete()
@@ -95,38 +74,14 @@ public class CableMiniGame : MonoBehaviour, ITask
if (IsCompleted) return;
IsCompleted = true;
<<<<<<< HEAD
=======
Debug.Log("[Complete] Task completed successfully!");
>>>>>>> origin/main
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
<<<<<<< HEAD
onExit?.Invoke(this);
}
void Start()
{
foreach (var cable in cables)
{
Cable localCable = cable;
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
}
}
void OnSourceClicked(Cable cable)
{
if (cable.connected) return;
selectedColor = cable.colorName;
=======
Debug.Log("[ExitTask] Exiting task...");
onExit?.Invoke(this);
}
@@ -169,21 +124,12 @@ public class CableMiniGame : MonoBehaviour, ITask
selectedColor = cable.colorName;
Debug.Log($"[SourceClick] Selected color set to '{selectedColor}'");
PrintAllCableStates("After Source Click");
>>>>>>> origin/main
}
void OnTargetClicked(Cable cable)
{
<<<<<<< HEAD
if (selectedColor == null || cable.connected)
return;
if (selectedColor == cable.colorName)
{
cable.cableImage.color = GetColorFromName(selectedColor);
cable.connected = true;
=======
Debug.Log($"[TargetClick] Clicked target of cable '{cable.colorName}'");
if (selectedColor == null)
@@ -207,19 +153,12 @@ public class CableMiniGame : MonoBehaviour, ITask
DrawLine(cable);
PrintAllCableStates("After Correct Connection");
>>>>>>> origin/main
CheckCompletion();
}
else
{
<<<<<<< HEAD
StartCoroutine(BlinkAndExit(cable.cableImage));
}
selectedColor = null;
}
=======
Debug.Log($"[TargetClick] Wrong connection attempt! Selected: '{selectedColor}', Target: '{cable.colorName}'");
PrintAllCableStates("Before BlinkAndExit");
StartCoroutine(BlinkAndExit(cable));
@@ -294,20 +233,13 @@ public class CableMiniGame : MonoBehaviour, ITask
// Completion Check
// ------------------------------
>>>>>>> origin/main
void CheckCompletion()
{
foreach (var cable in cables)
{
if (!cable.connected)
<<<<<<< HEAD
return;
}
Complete();
}
=======
{
Debug.Log($"[CheckCompletion] Cable '{cable.colorName}' not yet connected.");
return;
@@ -322,7 +254,7 @@ public class CableMiniGame : MonoBehaviour, ITask
// Helpers
// ------------------------------
>>>>>>> origin/main
Color GetColorFromName(string name)
{
switch (name.ToLower())
@@ -331,27 +263,11 @@ public class CableMiniGame : MonoBehaviour, ITask
case "blue": return Color.blue;
case "green": return Color.green;
case "yellow": return Color.yellow;
<<<<<<< HEAD
case "purple": return new Color(0.5f, 0, 0.5f);
=======
>>>>>>> origin/main
default: return Color.white;
}
}
<<<<<<< HEAD
IEnumerator BlinkAndExit(Image img)
{
Color original = img.color;
img.color = wrongAttemptColor;
yield return new WaitForSeconds(blinkDuration);
img.color = original;
ExitTask(_onExit);
SceneManager.LoadScene(previousSceneName);
=======
IEnumerator BlinkAndExit(Cable cable)
{
if (cable.lineObject == null) CreateLineUI(cable);
@@ -383,6 +299,5 @@ public class CableMiniGame : MonoBehaviour, ITask
states += $"'{cable.colorName}': {(cable.connected ? "Connected" : "Not Connected")}, ";
}
Debug.Log(states.TrimEnd(' ', ','));
>>>>>>> origin/main
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d3fa58532362d2547ab6cd0ab17d7bde

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 1df04c245c361e941955db9527a21afe
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,20 +1,8 @@
<<<<<<< HEAD
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using GeoSus.Client;
using System;
public class WindController : MonoBehaviour, ITask
{
[Header("Settings větru")]
public float maxWindTorque = 8f;
public float windChangeSpeed = 0.6f;
public float gustInterval = 4f;
=======
using UnityEngine;
public class WindController : MonoBehaviour
{
[Header("settings větru")]
[Tooltip("Maximální síla větru (kladná i záporná)")]
@@ -27,7 +15,7 @@ public class WindController : MonoBehaviour
public float gustInterval = 4f;
[Tooltip("Multiplier pro sílu vichřice")]
>>>>>>> origin/main
public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; }
@@ -35,7 +23,6 @@ public class WindController : MonoBehaviour
private float targetTorque;
private float gustTimer;
<<<<<<< HEAD
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
@@ -43,11 +30,10 @@ public class WindController : MonoBehaviour
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public Position TaskLocation { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
=======
>>>>>>> origin/main
void Start()
{
PickNewTargetTorque();
@@ -56,7 +42,7 @@ public class WindController : MonoBehaviour
void Update()
{
<<<<<<< HEAD
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
gustTimer -= Time.deltaTime;
@@ -67,27 +53,13 @@ public class WindController : MonoBehaviour
gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f);
=======
// 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
>>>>>>> origin/main
// Smoothly move wind toward target torque
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
}
}
private void PickNewTargetTorque()
{
<<<<<<< HEAD
targetTorque = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque);
}
@@ -113,8 +85,4 @@ public class WindController : MonoBehaviour
_onExit?.Invoke(this);
}
}
=======
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
}
}
>>>>>>> origin/main

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 58e3f22231584b9459fe7c44ee63e515

View File

@@ -5,11 +5,19 @@ Material:
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serializedVersion: 8
=======
<<<<<<< HEAD
serializedVersion: 8
=======
<<<<<<< HEAD
serializedVersion: 8
=======
<<<<<<< HEAD
serializedVersion: 6
=======
serializedVersion: 8
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -19,9 +27,15 @@ Material:
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
m_ShaderKeywords:
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
@@ -29,6 +43,12 @@ Material:
m_InvalidKeywords: []
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_LightmapFlags: 1
@@ -40,10 +60,18 @@ Material:
<<<<<<< HEAD
m_LockedProperties:
=======
<<<<<<< HEAD
m_LockedProperties:
=======
<<<<<<< HEAD
m_LockedProperties:
=======
<<<<<<< HEAD
=======
m_LockedProperties:
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_SavedProperties:
serializedVersion: 3
@@ -99,10 +127,18 @@ Material:
<<<<<<< HEAD
m_Ints: []
=======
<<<<<<< HEAD
m_Ints: []
=======
<<<<<<< HEAD
m_Ints: []
=======
<<<<<<< HEAD
=======
m_Ints: []
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_Floats:
- _Ambient: 0.5
@@ -144,9 +180,9 @@ Material:
- _Parallax: 0.02
- _PerspectiveFilter: 0.875
- _Reflectivity: 10
- _ScaleRatioA: 0.90909094
- _ScaleRatioA: 0.9
- _ScaleRatioB: 0.73125
- _ScaleRatioC: 0.7386364
- _ScaleRatioC: 0.73125
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0
@@ -189,12 +225,23 @@ Material:
m_BuildTextureStacks: []
m_AllowLocking: 1
=======
<<<<<<< HEAD
m_BuildTextureStacks: []
m_AllowLocking: 1
=======
<<<<<<< HEAD
m_BuildTextureStacks: []
m_AllowLocking: 1
=======
<<<<<<< HEAD
=======
m_BuildTextureStacks: []
m_AllowLocking: 1
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -206,10 +253,14 @@ MonoBehaviour:
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 71c1514a6bd24e1e882cebbe1904ce04, type: 3}
m_Name: LiberationSans SDF - Fallback
m_EditorClassIdentifier:
m_EditorClassIdentifier:
m_Version: 1.1.0
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
@@ -218,6 +269,8 @@ MonoBehaviour:
InternalDynamicOS: 0
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_FaceInfo:
m_FaceIndex: 0
@@ -245,6 +298,20 @@ MonoBehaviour:
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
=======
<<<<<<< HEAD
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_SourceFontFilePath:
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=======
<<<<<<< HEAD
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m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
=======
<<<<<<< HEAD
m_GlyphTable: []
m_CharacterTable: []
@@ -301,9 +368,11 @@ MonoBehaviour:
m_Material: {fileID: 2180264}
m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_CreationSettings:
sourceFontFileName:
sourceFontFileName:
sourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
faceIndex: 0
pointSizeSamplingMode: 0
@@ -316,7 +385,7 @@ MonoBehaviour:
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characterSequence: 32 - 126, 160 - 255, 8192 - 8303, 8364, 8482, 9633
referencedFontAssetGUID: 8f586378b4e144a9851e7b34d9b748ee
referencedTextAssetGUID:
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fontStyle: 0
fontStyleModifier: 0
renderMode: 4169
@@ -324,12 +393,22 @@ MonoBehaviour:
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3}
m_SourceFontFilePath:
m_AtlasPopulationMode: 1
InternalDynamicOS: 0
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
m_GlyphTable: []
m_CharacterTable: []
m_AtlasTextures:
@@ -338,26 +417,291 @@ MonoBehaviour:
m_IsMultiAtlasTexturesEnabled: 1
m_GetFontFeatures: 1
m_ClearDynamicDataOnBuild: 1
<<<<<<< HEAD
=======
>>>>>>> origin/main
m_AtlasWidth: 512
m_AtlasHeight: 512
m_AtlasPadding: 9
m_AtlasRenderMode: 4169
<<<<<<< HEAD
=======
>>>>>>> origin/main
m_UsedGlyphRects: []
m_FreeGlyphRects:
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m_Y: 0
m_Width: 511
m_Height: 511
<<<<<<< HEAD
m_FontFeatureTable:
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=======
m_FontFeatureTable:
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<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_FontWeightTable:
@@ -381,6 +725,7 @@ MonoBehaviour:
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- regularTypeface: {fileID: 0}
italicTypeface: {fileID: 0}
fontWeights:
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italicTypeface: {fileID: 0}
@@ -402,6 +747,7 @@ MonoBehaviour:
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- regularTypeface: {fileID: 0}
italicTypeface: {fileID: 0}
normalStyle: 0
normalSpacingOffset: 0
boldStyle: 0.75
@@ -411,7 +757,14 @@ MonoBehaviour:
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_fontInfo:
Name: Liberation Sans
@@ -435,15 +788,30 @@ MonoBehaviour:
Padding: 9
AtlasWidth: 1024
AtlasHeight: 1024
<<<<<<< HEAD
m_glyphInfoList: []
m_KerningTable:
kerningPairs: []
fallbackFontAssets: []
atlas: {fileID: 0}
=======
m_glyphInfoList: []
m_KerningTable:
kerningPairs: []
fallbackFontAssets: []
atlas: {fileID: 0}
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
--- !u!28 &28268798066460806
Texture2D:
m_ObjectHideFlags: 0
@@ -451,16 +819,25 @@ Texture2D:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: LiberationSans SDF Atlas
m_ImageContentsHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
<<<<<<< HEAD
=======
<<<<<<< HEAD
=======
<<<<<<< HEAD
>>>>>>> origin/main
m_IsAlphaChannelOptional: 0
serializedVersion: 4
m_Width: 1
m_Height: 1
m_CompleteImageSize: 1
m_MipsStripped: 0
<<<<<<< HEAD
=======
=======
<<<<<<< HEAD
m_ForcedFallbackFormat: 4
@@ -469,6 +846,7 @@ Texture2D:
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m_Height: 0
m_CompleteImageSize: 0
>>>>>>> origin/main
>>>>>>> origin/main
m_TextureFormat: 1
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@@ -481,7 +859,11 @@ Texture2D:
<<<<<<< HEAD
m_VTOnly: 0
=======
<<<<<<< HEAD
m_VTOnly: 0
=======
=======
>>>>>>> origin/main
m_IsAlphaChannelOptional: 0
serializedVersion: 4
m_Width: 1
@@ -493,15 +875,21 @@ Texture2D:
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m_MipmapLimitGroupName:
m_MipmapLimitGroupName:
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m_StreamingMipmapsPriority: 0
m_VTOnly: 0
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
m_AlphaIsTransparency: 0
m_ImageCount: 1
m_TextureDimension: 2
m_TextureSettings:
serializedVersion: 2
m_FilterMode: 1
@@ -510,6 +898,7 @@ Texture2D:
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m_WrapV: 0
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m_LightmapFormat: 0
m_ColorSpace: 0
<<<<<<< HEAD
@@ -519,18 +908,34 @@ Texture2D:
m_StreamData:
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=======
<<<<<<< HEAD
m_PlatformBlob:
=======
<<<<<<< HEAD
m_PlatformBlob:
image data: 1
_typelessdata: 00
m_StreamData:
serializedVersion: 2
=======
<<<<<<< HEAD
image data: 0
_typelessdata:
m_StreamData:
=======
m_PlatformBlob:
>>>>>>> origin/main
image data: 1
_typelessdata: 00
m_StreamData:
serializedVersion: 2
<<<<<<< HEAD
=======
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
>>>>>>> origin/main
offset: 0
size: 0
path:
path:

File diff suppressed because one or more lines are too long

View File

@@ -15,7 +15,7 @@ MonoBehaviour:
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m_ActiveFontFeatures: 6e72656b
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@@ -33,20 +33,18 @@ MonoBehaviour:
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m_autoSizeTextContainer: 0
m_IsTextObjectScaleStatic: 0
m_fallbackFontAssets: []
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m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45, type: 2}
m_defaultSpriteAssetPath: Sprite Assets/
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guid: d8c6f31643437cf4fa0e66ec2ff9a2e2
=======
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>>>>>>> origin/main
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View File

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=======
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=======
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=======
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View File

@@ -1,6 +1,6 @@
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>>>>>>> origin/main

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@@ -1,6 +1,6 @@
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@@ -7,7 +7,7 @@ TextureImporter:
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singleChannelComponent: 0
flipbookRows: 1
@@ -93,6 +93,45 @@ TextureImporter:
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: WindowsStoreApps
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []

View File

@@ -53,6 +53,8 @@
},
"url": "https://packages.unity.com"
},
<<<<<<< HEAD
=======
"com.unity.mathematics": {
"version": "1.3.2",
"depth": 2,
@@ -60,6 +62,7 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
>>>>>>> origin/main
"com.unity.multiplayer.center": {
"version": "1.0.0",
"depth": 0,
@@ -94,13 +97,6 @@
},
"url": "https://packages.unity.com"
},
"com.unity.settings-manager": {
"version": "2.1.0",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.remote-config": {
"version": "4.2.5",
"depth": 0,
@@ -198,6 +194,13 @@
},
"url": "https://packages.unity.com"
},
"com.unity.settings-manager": {
"version": "2.1.0",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.shadergraph": {
"version": "17.2.0",
"depth": 1,

View File

@@ -5,8 +5,8 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 0
path: Assets/Scenes/SampleScene.unity
- enabled: 1
path: Assets/Scenes/MainScene.unity
guid: 8afa6ce05eb7dba4c894b910786e3baf
- enabled: 1
path: Assets/Scenes/Client.unity

View File

@@ -58,7 +58,7 @@ GraphicsSettings:
m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_RenderPipelineGlobalSettingsMap:
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa, type: 2}
UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 7bfdf167f826294468ffbde02bb390f1, type: 2}
m_LightsUseLinearIntensity: 1
m_LightsUseColorTemperature: 1
m_LogWhenShaderIsCompiled: 0