Compare commits

...

24 Commits

Author SHA1 Message Date
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
843c121666 Package patch 2026-05-17 22:21:36 +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
5b8e4eaeac Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main
Reviewed-on: #13
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:18:15 +02:00
9571be257c resolved conflict 2026-05-17 20:17:21 +02:00
03c0b158a4 Merge pull request 'KeyInsertMinigame' (#16) from KeyInsertMinigame into main
Reviewed-on: #16
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:16:23 +02:00
b0945c9bdb resolving conflict 2026-05-17 20:15:06 +02:00
28a81b6014 Merge pull request 'fixnuty design mapy, soubory maji dobre jmeno' (#19) from DesignMapy into main
Reviewed-on: #19
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:11:07 +02:00
d7211e62de Merge pull request 'Implemented ITask' (#17) from keyinsertminigame into KeyInsertMinigame
Reviewed-on: #17
2026-05-17 12:54:50 +02:00
a2a55a7135 Try of anchoring, deleted old scripts, mergable 2026-05-17 12:49:24 +02:00
8bec2f0cf8 conflict resolve 2026-05-17 12:32:20 +02:00
gravitrax-bublina
9a99405f4b Ignore .utmp temp folder 2026-05-17 12:15:46 +02:00
gravitrax-bublina
b4b746de25 Remove .utmp temp files from PR 2026-05-17 12:14:53 +02:00
2ae5d28cc9 Implemented ITask 2026-05-17 10:06:36 +02:00
gravitrax-bublina
dd5aefcb49 Update Eda minigame scene and project settings 2026-05-17 10:03:13 +02:00
e55aa6b258 A completely working minigame Insert Keys, Added SFX + Light, Still not mergable - needs dev team check 2026-05-11 21:19:01 +02:00
2f86bab336 Almost comletely working minigame, but still in progress, code almost done 2026-05-08 10:20:22 +02:00
8948cbdb14 Added right numbers to keyholes, project clean up, safety commit - to not lose progress 2026-05-07 17:30:10 +02:00
f9ceea4992 Small asset clean-up 2026-04-26 21:57:42 +02:00
666f731b6d Created base UI of the minigame, added keyslots 2026-04-26 14:51:45 +02:00
3879c0879d Added Textures and models of key&keyhole 2026-04-25 22:50:53 +02:00
gravitrax-bublina
c11ca05ea8 nejlepsi minihra, velmi dobre funguje, nepouzil jsem chatbota nai jednoud a vsechno jsem programoval pomoci libraries a moc me to bavilo, esing neni nejaky skvely ale funguje to na iphone, takze se to mozna rozbije pokud to zkusite runnout na androidu 2026-03-28 10:18:32 +01:00
9defaa314a Added 2 minigames 2026-02-21 14:56:19 +01:00
57 changed files with 3458 additions and 2345 deletions

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@@ -57,11 +57,12 @@ public class GameManager : MonoBehaviour
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync // and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead. // will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = { [SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10", "MiniGame-Kabely",
"MiniGame-insertkeys", //"MiniGame-insertkeys", Obsolete ?
"MiniGame-FlappyBird", "MiniGame-KeyInsert",
"MiniGame-ThrowInHole", //"MiniGame-FlappyBird", Out Of Order, Not assigned prefabs
"MiniGame-Satelit" //"MiniGame-ThrowInHole", Not pushed into main branch
//"MiniGame-Satelit", No assets, just placeholder task
}; };
[Header("Debug")] [Header("Debug")]

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@@ -0,0 +1,47 @@
using System;
using UnityEngine;
public class InserKeysMinigameManager : MonoBehaviour, ITask
{
public int correctIndex;
public bool isInputLocked = false;
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 void Start()
{
correctIndex = UnityEngine.Random.Range(0, 9);
Debug.Log("The correct keyhole is: " + correctIndex);
}
public bool CheckKeyHole(int index)
{
return index == correctIndex;
}
public void Initialize(System.Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void ExitTask(System.Action<ITask> onExit)
{
onExit.Invoke(this);
}
public void Complete()
{
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(null);
}
}

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@@ -0,0 +1,89 @@
using System.Collections;
using NUnit.Framework.Constraints;
using UnityEngine;
public class Key : MonoBehaviour
{
public bool isSelected = false;
public Vector3 insertedRotation;
public Vector3 insertedOffset;
public Vector3 wiggleOffset = new Vector3(0, 0, 10);
public Vector3 winRotation = new Vector3(0, 0, 180);
private Vector3 startPosition;
private Vector3 startRotation;
public float WinRotDuration = 1.0f;
public float lockoutDuration = 3;
public GameObject winText;
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();
}
}

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@@ -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());
}
}
}
}

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@@ -6,53 +6,6 @@
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