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25 Commits

Author SHA1 Message Date
31522cda01 conflict resolved 2026-05-24 11:28:32 +02:00
gravitrax-bublina
213e894640 Remove unused placeholder model asset 2026-05-22 20:52:55 +02:00
dea21e2af5 Merge pull request 'find-the-sweet-spot' (#25) from find-the-sweet-spot into main
Reviewed-on: #25
2026-05-21 20:14:38 +02:00
4f9aa12cad Merge pull request 'Eda minigame but new branch' (#22) from EdaSweeSpotMinigame into main
Reviewed-on: #22
2026-05-21 20:00:31 +02:00
gravitrax-bublina
abc5801b18 Remove unused placeholder model assets 2026-05-21 19:57:45 +02:00
gravitrax-bublina
f427dbb6e7 Move minigame audio into Assets 2026-05-21 19:57:39 +02:00
gravitrax-bublina
2d5b6fae60 Remove unused placeholder model assets 2026-05-21 19:45:22 +02:00
gravitrax-bublina
3b2a5a0677 Remove unused placeholder model assets 2026-05-21 19:39:54 +02:00
e776b9476e Revert "merge conflict"
This reverts commit 37797d5f7d.
2026-05-18 20:57:27 +02:00
37797d5f7d merge conflict
psl co tam mám změnit?
2026-05-18 18:06:56 +02:00
fed08d08ad Merge pull request 'Package patch' (#23) from Pajka into main
Reviewed-on: #23
2026-05-17 22:23:23 +02:00
843c121666 Package patch 2026-05-17 22:21:36 +02:00
a15a9790b5 Eda minigame but new branch 2026-05-17 20:44:46 +02:00
dfec8df767 Revert "Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main"
This reverts commit 5b8e4eaeac, reversing
changes made to 03c0b158a4.
2026-05-17 20:22:01 +02:00
gravitrax-bublina
e4970c738f Set URP pipeline assets for Happy Wheel 2026-05-17 15:01:07 +02:00
gravitrax-bublina
bd646df706 Add brambora variant used by Happy Wheel scene 2026-05-17 14:47:47 +02:00
gravitrax-bublina
8ab0a350f3 Update Happy Wheel for current Unity version 2026-05-17 14:25:03 +02:00
gravitrax-bublina
f9d2a951da Add Happy Wheel prefab meta files 2026-05-17 13:31:47 +02:00
gravitrax-bublina
059cfa6d28 Add ArenaRoot prefab and prefab meta files 2026-05-17 13:30:45 +02:00
gravitrax-bublina
f2931c1c0b Relink Happy Wheel scene to new prefab assets 2026-05-17 13:23:33 +02:00
gravitrax-bublina
176bb7a704 Update Happy Wheel scene and remaining prefabs 2026-05-17 12:59:09 +02:00
gravitrax-bublina
2c13a899d7 Add missing Happy Wheel prefabs and fix scene references 2026-05-17 12:54:22 +02:00
gravitrax-bublina
d2e3adbacc Adapt Happy Wheel to shared ITask from main 2026-05-17 12:07:41 +02:00
gravitrax-bublina
6d660f5d89 tahle minihra je plne funkcni, nema zadne negr style nazvy a itask i assety i design i cokoliv dalsiho je implementovane 2026-05-17 09:55:14 +02:00
gravitrax-bublina
3ac90ed7b6 Add NegrBagrJaromirJagr minigame 2026-04-26 14:35:54 +02:00
118 changed files with 16904 additions and 923 deletions

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using UnityEngine;
public class CenterButtonTarget : MonoBehaviour
{
public TimingWheelShooter owner;
private void Awake()
{
if (owner == null)
owner = FindFirstObjectByType<TimingWheelShooter>();
}
public void NotifyHit(ProjectileBehaviour projectile)
{
if (owner != null)
owner.NotifyButtonHit(projectile);
}
}

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@@ -62,6 +62,7 @@ public class GameManager : MonoBehaviour
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
// Add minigame scene name here
};
[Header("Debug")]

113
Assets/GlassPiece.cs Normal file
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using UnityEngine;
public class GlassPiece : MonoBehaviour
{
public int PieceIndex { get; private set; }
public bool IsBroken { get; private set; }
[SerializeField] private float maxHealth = 1000f;
[Header("Damage Visuals")]
[SerializeField] private float damagedAlpha = 0.85f;
private float currentHealth;
private Rigidbody rb;
private Renderer rend;
private Vector3 originalScale;
private Color intactColor = Color.white;
private void Awake()
{
rb = GetComponent<Rigidbody>();
rend = GetComponent<Renderer>();
if (rend == null)
rend = GetComponentInChildren<Renderer>();
originalScale = transform.localScale;
if (rend != null)
{
if (rend.material.HasProperty("_BaseColor"))
intactColor = rend.material.GetColor("_BaseColor");
else if (rend.material.HasProperty("_Color"))
intactColor = rend.material.color;
}
}
public void Initialize(int index, float startHealth)
{
PieceIndex = index;
maxHealth = startHealth;
currentHealth = startHealth;
IsBroken = false;
if (rb != null)
{
rb.isKinematic = true;
rb.useGravity = false;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
transform.localScale = originalScale;
UpdateVisual();
}
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return false;
currentHealth = Mathf.Max(0f, currentHealth - damage);
UpdateVisual();
if (currentHealth <= 0f)
{
Break(hitPoint, impulseDirection, impulseStrength);
return true;
}
return false;
}
private void UpdateVisual()
{
if (rend == null) return;
float damage01 = 1f - (currentHealth / maxHealth);
float visualT = Mathf.Pow(damage01, 0.8f);
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
if (rend.material.HasProperty("_BaseColor"))
rend.material.SetColor("_BaseColor", finalColor);
else if (rend.material.HasProperty("_Color"))
rend.material.color = finalColor;
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
transform.localScale = originalScale * shrink;
}
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return;
IsBroken = true;
transform.SetParent(null, true);
if (rb != null)
{
rb.isKinematic = false;
rb.useGravity = true;
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
if (impulseDirection.sqrMagnitude < 0.0001f)
impulseDirection = transform.forward;
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
public class GlassRingController : MonoBehaviour
{
[Header("Auto Setup")]
public bool autoCollectOnAwake = true;
public bool includeInactive = true;
public float pieceMaxHealth = 100f;
[Header("Rotation")]
public float rotationSpeedDegrees = 45f;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip damageClip;
public AudioClip breakClip;
[Range(0f, 1f)] public float damageVolume = 0.7f;
[Range(0f, 1f)] public float breakVolume = 1f;
private GlassPiece[] pieces;
public GlassPiece[] Pieces => pieces;
private void Awake()
{
if (audioSource == null)
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (Application.isPlaying && autoCollectOnAwake)
{
CollectPiecesFromChildren();
}
}
private void Update()
{
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
return;
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
}
[ContextMenu("Collect Pieces From Children")]
public void CollectPiecesFromChildren()
{
List<GlassPiece> foundPieces = new List<GlassPiece>();
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
foreach (Transform t in allChildren)
{
if (t == transform) continue;
Renderer rend = t.GetComponent<Renderer>();
if (rend == null)
rend = t.GetComponentInChildren<Renderer>();
if (rend == null)
continue;
Collider col = t.GetComponent<Collider>();
bool invalidMeshCollider = false;
MeshCollider existingMeshCollider = col as MeshCollider;
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
{
invalidMeshCollider = true;
}
if (col == null || invalidMeshCollider)
{
if (invalidMeshCollider)
Destroy(existingMeshCollider);
BoxCollider box = t.GetComponent<BoxCollider>();
if (box == null)
box = t.gameObject.AddComponent<BoxCollider>();
Bounds worldBounds = rend.bounds;
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
box.center = localCenter;
Vector3 lossy = t.lossyScale;
box.size = new Vector3(
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
);
col = box;
}
GlassPiece piece = t.GetComponent<GlassPiece>();
if (piece == null)
piece = t.gameObject.AddComponent<GlassPiece>();
Rigidbody rb = t.GetComponent<Rigidbody>();
if (rb == null)
rb = t.gameObject.AddComponent<Rigidbody>();
rb.isKinematic = true;
rb.useGravity = false;
foundPieces.Add(piece);
}
foundPieces.Sort((a, b) =>
{
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
return angleA.CompareTo(angleB);
});
pieces = foundPieces.ToArray();
for (int i = 0; i < pieces.Length; i++)
{
pieces[i].Initialize(i, pieceMaxHealth);
}
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
}
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
{
if (pieces == null || pieces.Length == 0) return;
float sigma = Mathf.Max(0.01f, projectile.sigma);
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
bool anyHealthChanged = false;
bool anyNewBreak = false;
for (int i = 0; i < pieces.Length; i++)
{
GlassPiece piece = pieces[i];
if (piece == null || piece.IsBroken) continue;
int d = CircularDistance(i, hitIndex, pieces.Length);
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
if (gaussian < 0.005f) continue;
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
if (i == hitIndex)
damage *= projectile.directHitMultiplier;
Vector3 impulseDir = piece.transform.position - hitPoint;
if (impulseDir.sqrMagnitude < 0.0001f)
impulseDir = piece.transform.position - transform.position;
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
if (i == hitIndex)
impulse *= projectile.directHitMultiplier;
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
anyHealthChanged = true;
if (brokeNow)
anyNewBreak = true;
}
if (anyNewBreak)
{
PlayBreakSound();
}
else if (anyHealthChanged)
{
PlayDamageSound();
}
}
private void PlayDamageSound()
{
if (audioSource != null && damageClip != null)
audioSource.PlayOneShot(damageClip, damageVolume);
}
private void PlayBreakSound()
{
if (audioSource != null && breakClip != null)
audioSource.PlayOneShot(breakClip, breakVolume);
}
private int CircularDistance(int a, int b, int count)
{
int raw = Mathf.Abs(a - b);
return Mathf.Min(raw, count - raw);
}
}

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using UnityEngine;
// Old placeholder file kept only so the project compiles cleanly.
// Actual gameplay now lives in TimingWheelShooter.
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using UnityEngine;
public class RotateDiamond : MonoBehaviour
{
public float rotationSpeed = 90f;
void Update()
{
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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Video;
public class TimingWheelShooter : MonoBehaviour, ITask
{
[Header("Task Info")]
[SerializeField] private string taskID = "RING_SHOOTER_01";
[SerializeField] private string taskName = "Break the Ring";
[SerializeField] private TaskType taskType = TaskType.Task;
[SerializeField] private Vector2 taskLocation = Vector2.zero;
public string TaskID
{
get => taskID;
set => taskID = value;
}
public TaskType TaskType
{
get => taskType;
set => taskType = value;
}
public string TaskName
{
get => taskName;
set => taskName = value;
}
public (double, double) TaskLocation
{
get => (taskLocation.x, taskLocation.y);
set => taskLocation = new Vector2((float)value.Item1, (float)value.Item2);
}
public bool IsCompleted { get; private set; }
[Header("Wheel")]
public Transform rotatingWheel;
public float defaultAngle = 90f;
public float sweepAngle = 90f;
public float wheelSpeed = 120f;
[Header("Projectile")]
public ProjectileBehaviour potatoPrefab;
public Transform projectileSpawn;
public Transform aimPoint;
public GlassRingController ring;
public float baseLaunchSpeed = 12f;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip startClip;
[Range(0f, 1f)] public float startVolume = 1f;
public AudioClip winClip;
[Range(0f, 1f)] public float winVolume = 1f;
[Header("Finish Video")]
public VideoPlayer videoPlayer;
public VideoClip finishVideo;
public AudioClip finishVideoAudio;
[Range(0f, 1f)] public float finishVideoAudioVolume = 1f;
public Camera targetCamera;
[Header("State")]
public bool autoRestartAfterShot = true;
public float restartDelay = 0.75f;
private bool isRunning = true;
private bool finishSequenceStarted = false;
private float currentAngle;
private float direction = 1f;
private Action<ITask> onCompletedCallback;
private void Awake()
{
if (audioSource == null)
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (videoPlayer == null)
videoPlayer = GetComponent<VideoPlayer>();
if (videoPlayer == null)
videoPlayer = gameObject.AddComponent<VideoPlayer>();
if (targetCamera == null)
targetCamera = Camera.main;
// Video setup
videoPlayer.playOnAwake = false;
videoPlayer.waitForFirstFrame = true;
videoPlayer.skipOnDrop = true;
videoPlayer.isLooping = false;
videoPlayer.audioOutputMode = VideoAudioOutputMode.None;
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
if (targetCamera != null)
videoPlayer.targetCamera = targetCamera;
}
private void Start()
{
currentAngle = defaultAngle;
SetWheelAngle(currentAngle);
PlayStartSound();
}
private void Update()
{
if (IsCompleted || finishSequenceStarted) return;
if (isRunning)
UpdateWheelMotion();
if (Input.GetMouseButtonDown(0))
StopAndShoot();
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
StopAndShoot();
}
private void UpdateWheelMotion()
{
float halfRange = sweepAngle * 0.5f;
float minAngle = defaultAngle - halfRange;
float maxAngle = defaultAngle + halfRange;
currentAngle += direction * wheelSpeed * Time.deltaTime;
if (currentAngle >= maxAngle)
{
currentAngle = maxAngle;
direction = -1f;
}
else if (currentAngle <= minAngle)
{
currentAngle = minAngle;
direction = 1f;
}
SetWheelAngle(currentAngle);
}
private void SetWheelAngle(float angle)
{
if (rotatingWheel == null) return;
Vector3 e = rotatingWheel.localEulerAngles;
e.y = angle; // your current setup uses Y
rotatingWheel.localEulerAngles = e;
}
private float EvaluateMultiplier(float angle)
{
float halfRange = sweepAngle * 0.5f;
float offset = Mathf.Abs(angle - defaultAngle);
float zone5 = halfRange / 2.5f;
float zone2 = halfRange / 1.5f;
if (offset <= zone5) return 5f;
if (offset <= zone2) return 2f;
return 1f;
}
public void StopAndShoot()
{
if (!isRunning || IsCompleted || finishSequenceStarted) return;
isRunning = false;
float multiplier = EvaluateMultiplier(currentAngle);
Shoot(multiplier);
Debug.Log($"Wheel stopped at {currentAngle:F1}°, multiplier = {multiplier}x");
if (autoRestartAfterShot)
Invoke(nameof(RestartWheel), restartDelay);
}
private void Shoot(float multiplier)
{
if (potatoPrefab == null || projectileSpawn == null || aimPoint == null)
return;
Vector3 dir = (aimPoint.position - projectileSpawn.position).normalized;
float speed = baseLaunchSpeed * multiplier;
ProjectileBehaviour p = Instantiate(
potatoPrefab,
projectileSpawn.position,
Quaternion.LookRotation(dir, Vector3.up)
);
p.baseDamage *= multiplier;
p.breakImpulse *= multiplier;
p.Launch(ring, dir * speed, 1f);
}
private void RestartWheel()
{
if (!IsCompleted && !finishSequenceStarted)
isRunning = true;
}
public void NotifyButtonHit(ProjectileBehaviour projectile)
{
if (IsCompleted || finishSequenceStarted) return;
Debug.Log("Diamond hit. Starting finish sequence.");
StartCoroutine(PlayFinishSequenceThenComplete());
}
private IEnumerator PlayFinishSequenceThenComplete()
{
finishSequenceStarted = true;
isRunning = false;
CancelInvoke();
if (ring != null)
ring.enabled = false;
if (finishVideo == null)
{
if (audioSource != null && winClip != null)
audioSource.PlayOneShot(winClip, winVolume);
Complete();
yield break;
}
videoPlayer.Stop();
videoPlayer.clip = finishVideo;
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
if (targetCamera == null)
targetCamera = Camera.main;
if (targetCamera != null)
videoPlayer.targetCamera = targetCamera;
bool finished = false;
void OnVideoFinished(VideoPlayer vp) => finished = true;
videoPlayer.loopPointReached += OnVideoFinished;
videoPlayer.Prepare();
while (!videoPlayer.isPrepared)
yield return null;
videoPlayer.Play();
if (audioSource != null && finishVideoAudio != null)
{
audioSource.clip = finishVideoAudio;
audioSource.volume = finishVideoAudioVolume;
audioSource.Play();
}
else if (audioSource != null && winClip != null)
{
audioSource.PlayOneShot(winClip, winVolume);
}
while (!finished)
yield return null;
videoPlayer.loopPointReached -= OnVideoFinished;
videoPlayer.Stop();
Complete();
}
public void Initialize(Action<ITask> onCompleted)
{
onCompletedCallback = onCompleted;
IsCompleted = false;
finishSequenceStarted = false;
isRunning = true;
direction = 1f;
currentAngle = defaultAngle;
SetWheelAngle(currentAngle);
CancelInvoke();
if (ring != null)
ring.enabled = true;
if (audioSource != null)
audioSource.Stop();
if (videoPlayer != null)
videoPlayer.Stop();
PlayStartSound();
}
public void ExitTask(Action<ITask> onExit)
{
isRunning = false;
finishSequenceStarted = false;
CancelInvoke();
if (audioSource != null)
audioSource.Stop();
if (videoPlayer != null)
videoPlayer.Stop();
onExit?.Invoke(this);
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
isRunning = false;
finishSequenceStarted = false;
CancelInvoke();
onCompletedCallback?.Invoke(this);
}
private void PlayStartSound()
{
if (audioSource != null && startClip != null)
audioSource.PlayOneShot(startClip, startVolume);
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using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(Collider))]
public class ProjectileBehaviour : MonoBehaviour
{
public enum ProjectileKind
{
Potato,
Knife
}
[Header("Projectile Data")]
public ProjectileKind kind;
public float baseDamage = 35f;
public float sigma = 2f;
public float directHitMultiplier = 1.15f;
public float breakImpulse = 1.8f;
public float lifeTime = 8f;
private Rigidbody rb;
private GlassRingController ring;
private float charge01;
private bool armed;
private void Awake()
{
rb = GetComponent<Rigidbody>();
}
public void Launch(GlassRingController ringController, Vector3 launchVelocity, float normalizedCharge)
{
ring = ringController;
charge01 = Mathf.Clamp01(normalizedCharge);
rb.linearVelocity = launchVelocity;
rb.angularVelocity = Vector3.zero;
armed = true;
Destroy(gameObject, lifeTime);
}
private void OnCollisionEnter(Collision collision)
{
if (!armed) return;
armed = false;
Vector3 hitPoint = collision.contactCount > 0
? collision.GetContact(0).point
: transform.position;
GlassPiece piece = collision.collider.GetComponentInParent<GlassPiece>();
if (piece != null && ring != null && !piece.IsBroken)
{
ring.ApplyProjectileImpact(piece.PieceIndex, this, charge01, hitPoint);
Destroy(gameObject);
return;
}
CenterButtonTarget button = collision.collider.GetComponentInParent<CenterButtonTarget>();
if (button != null)
{
button.NotifyHit(this);
Destroy(gameObject);
return;
}
Destroy(gameObject);
}
}

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