Compare commits
14 Commits
Gameclient
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213e894640
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5
.gitignore
vendored
5
.gitignore
vendored
@@ -186,6 +186,7 @@ StyleCopReport.xml
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|||||||
*_p.c
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*_p.c
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*_h.h
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*_h.h
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||||||
*.ilk
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*.ilk
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||||||
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*.meta
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||||||
*.obj
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*.obj
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||||||
*.iobj
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*.iobj
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*.pch
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*.pch
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||||||
@@ -303,6 +304,10 @@ PublishScripts/
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|||||||
*.nupkg
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*.nupkg
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||||||
# NuGet Symbol Packages
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# NuGet Symbol Packages
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||||||
*.snupkg
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*.snupkg
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||||||
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# The packages folder can be ignored because of Package Restore
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||||||
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**/[Pp]ackages/*
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||||||
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# except build/, which is used as an MSBuild target.
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!**/[Pp]ackages/build/
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||||||
# Uncomment if necessary however generally it will be regenerated when needed
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# Uncomment if necessary however generally it will be regenerated when needed
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||||||
#!**/[Pp]ackages/repositories.config
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#!**/[Pp]ackages/repositories.config
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||||||
# NuGet v3's project.json files produces more ignorable files
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# NuGet v3's project.json files produces more ignorable files
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||||||
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|||||||
5
.vscode/extensions.json
vendored
Normal file
5
.vscode/extensions.json
vendored
Normal file
@@ -0,0 +1,5 @@
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|||||||
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{
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||||||
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"recommendations": [
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||||||
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"visualstudiotoolsforunity.vstuc"
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]
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||||||
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}
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||||||
10
.vscode/launch.json
vendored
Normal file
10
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,10 @@
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|||||||
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{
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||||||
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"version": "0.2.0",
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"configurations": [
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{
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||||||
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"name": "Attach to Unity",
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||||||
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"type": "vstuc",
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||||||
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"request": "attach"
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||||||
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}
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||||||
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]
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}
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60
.vscode/settings.json
vendored
Normal file
60
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,60 @@
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{
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"**/*.pidb": true,
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"**/*.unityproj": true,
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"**/*.dll": true,
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"**/*.exe": true,
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"**/*.midi": true,
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"**/*.wav": true,
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"**/*.gif": true,
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"**/*.ico": true,
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"**/*.jpg": true,
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"**/*.jpeg": true,
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"**/*.png": true,
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"**/*.psd": true,
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"**/*.tga": true,
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"**/*.tif": true,
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"**/*.tiff": true,
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"**/*.3ds": true,
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"**/*.3DS": true,
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"**/*.fbx": true,
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"**/*.FBX": true,
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||||||
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"**/*.lxo": true,
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"**/*.LXO": true,
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"**/*.ma": true,
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||||||
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"**/*.MA": true,
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||||||
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"**/*.obj": true,
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||||||
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"**/*.OBJ": true,
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||||||
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"**/*.asset": true,
|
||||||
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"**/*.cubemap": true,
|
||||||
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"**/*.flare": true,
|
||||||
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"**/*.mat": true,
|
||||||
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"**/*.meta": true,
|
||||||
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"**/*.prefab": true,
|
||||||
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"**/*.unity": true,
|
||||||
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"build/": true,
|
||||||
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"Build/": true,
|
||||||
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"Library/": true,
|
||||||
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"library/": true,
|
||||||
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"obj/": true,
|
||||||
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"Obj/": true,
|
||||||
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"Logs/": true,
|
||||||
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"logs/": true,
|
||||||
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"ProjectSettings/": true,
|
||||||
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"UserSettings/": true,
|
||||||
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"temp/": true,
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||||||
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"Temp/": true
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},
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"dotnet.defaultSolution": "NegrBagrJaromirJagr_git - Copy (3).sln"
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}
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@@ -1,6 +0,0 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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Binary file not shown.
BIN
Assets/2026-04-26 13-58-02.mp3.mp3
Normal file
BIN
Assets/2026-04-26 13-58-02.mp3.mp3
Normal file
Binary file not shown.
BIN
Assets/202604261352.mp4
Normal file
BIN
Assets/202604261352.mp4
Normal file
Binary file not shown.
@@ -0,0 +1,46 @@
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m_PrefabAsset: {fileID: 0}
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Assets/CenterButtonTarget.cs
Normal file
18
Assets/CenterButtonTarget.cs
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 799f52449ae21404c9a7593f6dc28c60
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,285 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.IO;
|
|
||||||
using System.Security.Cryptography;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
|
|
||||||
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
|
|
||||||
public class ClientEncryption : IDisposable
|
|
||||||
{
|
|
||||||
private byte[] _sessionKey;
|
|
||||||
private byte[] _sessionIv;
|
|
||||||
private long _nonceCounter;
|
|
||||||
private readonly object _lock = new object();
|
|
||||||
|
|
||||||
// Kontrola, zda je session key nastaven
|
|
||||||
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
|
|
||||||
|
|
||||||
// Generuje nový session key a IV
|
|
||||||
public void GenerateSessionKey()
|
|
||||||
{
|
|
||||||
_sessionKey = new byte[32]; // AES-256
|
|
||||||
_sessionIv = new byte[16]; // CBC IV (16 bytes)
|
|
||||||
|
|
||||||
using (var rng = RandomNumberGenerator.Create())
|
|
||||||
{
|
|
||||||
rng.GetBytes(_sessionKey);
|
|
||||||
rng.GetBytes(_sessionIv);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
|
|
||||||
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
|
|
||||||
|
|
||||||
// Zašifruje session key pomocí RSA public key serveru
|
|
||||||
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null || _sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session key not generated");
|
|
||||||
|
|
||||||
using (var rsa = RSA.Create())
|
|
||||||
{
|
|
||||||
// Parse PEM - extrahuj Base64 obsah
|
|
||||||
var pemLines = rsaPublicKeyPem.Split('\n');
|
|
||||||
var base64 = new StringBuilder();
|
|
||||||
foreach (var line in pemLines)
|
|
||||||
{
|
|
||||||
var trimmed = line.Trim();
|
|
||||||
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
|
|
||||||
{
|
|
||||||
base64.Append(trimmed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var keyBytes = Convert.FromBase64String(base64.ToString());
|
|
||||||
|
|
||||||
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
|
|
||||||
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
|
|
||||||
|
|
||||||
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
|
|
||||||
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
|
|
||||||
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
|
|
||||||
|
|
||||||
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
|
|
||||||
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
|
|
||||||
{
|
|
||||||
// SubjectPublicKeyInfo ::= SEQUENCE {
|
|
||||||
// algorithm AlgorithmIdentifier,
|
|
||||||
// subjectPublicKey BIT STRING }
|
|
||||||
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
|
|
||||||
|
|
||||||
int index = 0;
|
|
||||||
|
|
||||||
// Outer SEQUENCE
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// AlgorithmIdentifier SEQUENCE - skip it
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
|
|
||||||
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
index += algLen;
|
|
||||||
|
|
||||||
// BIT STRING containing RSAPublicKey
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x03)
|
|
||||||
throw new InvalidOperationException("Invalid BIT STRING");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
index++; // Skip unused bits byte (should be 0)
|
|
||||||
|
|
||||||
// RSAPublicKey SEQUENCE
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid RSAPublicKey");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// Modulus INTEGER
|
|
||||||
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// Exponent INTEGER
|
|
||||||
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
var parameters = new RSAParameters
|
|
||||||
{
|
|
||||||
Modulus = modulus,
|
|
||||||
Exponent = exponent
|
|
||||||
};
|
|
||||||
rsa.ImportParameters(parameters);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static int ReadLength(byte[] data, ref int index)
|
|
||||||
{
|
|
||||||
int length = data[index++];
|
|
||||||
if ((length & 0x80) != 0)
|
|
||||||
{
|
|
||||||
int numBytes = length & 0x7F;
|
|
||||||
length = 0;
|
|
||||||
for (int i = 0; i < numBytes; i++)
|
|
||||||
{
|
|
||||||
length = (length << 8) | data[index++];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return length;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static byte[] ReadInteger(byte[] data, ref int index)
|
|
||||||
{
|
|
||||||
if (data[index++] != 0x02)
|
|
||||||
throw new InvalidOperationException("Expected INTEGER");
|
|
||||||
int length = ReadLength(data, ref index);
|
|
||||||
|
|
||||||
// Skip leading zero if present (used for positive sign in DER)
|
|
||||||
int originalLength = length;
|
|
||||||
int start = index;
|
|
||||||
if (length > 1 && data[start] == 0x00)
|
|
||||||
{
|
|
||||||
start++;
|
|
||||||
length--;
|
|
||||||
}
|
|
||||||
|
|
||||||
byte[] result = new byte[length];
|
|
||||||
Buffer.BlockCopy(data, start, result, 0, length);
|
|
||||||
index += originalLength;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Šifruje zprávu pomocí AES-256-CBC s HMAC
|
|
||||||
public byte[] Encrypt(byte[] plaintext)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null || _sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session key not set");
|
|
||||||
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
// Generuj unikátní IV pro tuto zprávu
|
|
||||||
var iv = GetNextIV();
|
|
||||||
|
|
||||||
using (var aes = Aes.Create())
|
|
||||||
{
|
|
||||||
aes.Key = _sessionKey;
|
|
||||||
aes.IV = iv;
|
|
||||||
aes.Mode = CipherMode.CBC;
|
|
||||||
aes.Padding = PaddingMode.PKCS7;
|
|
||||||
|
|
||||||
byte[] ciphertext;
|
|
||||||
using (var encryptor = aes.CreateEncryptor())
|
|
||||||
using (var ms = new MemoryStream())
|
|
||||||
{
|
|
||||||
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
|
|
||||||
{
|
|
||||||
cs.Write(plaintext, 0, plaintext.Length);
|
|
||||||
}
|
|
||||||
ciphertext = ms.ToArray();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Compute HMAC pro integritu
|
|
||||||
byte[] hmac;
|
|
||||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
|
||||||
{
|
|
||||||
var toSign = new byte[iv.Length + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
|
|
||||||
hmac = hmacSha.ComputeHash(toSign);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
|
|
||||||
var result = new byte[16 + 32 + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, result, 0, 16);
|
|
||||||
Buffer.BlockCopy(hmac, 0, result, 16, 32);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
|
|
||||||
public byte[] Decrypt(byte[] encrypted)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null)
|
|
||||||
throw new InvalidOperationException("Session key not set");
|
|
||||||
|
|
||||||
if (encrypted.Length < 48) return null;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var iv = new byte[16];
|
|
||||||
var hmac = new byte[32];
|
|
||||||
var ciphertext = new byte[encrypted.Length - 48];
|
|
||||||
|
|
||||||
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
|
|
||||||
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
|
|
||||||
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
|
|
||||||
|
|
||||||
// Ověř HMAC
|
|
||||||
byte[] expectedHmac;
|
|
||||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
|
||||||
{
|
|
||||||
var toVerify = new byte[iv.Length + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
|
|
||||||
expectedHmac = hmacSha.ComputeHash(toVerify);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Constant-time compare
|
|
||||||
var diff = 0;
|
|
||||||
for (int i = 0; i < 32; i++)
|
|
||||||
{
|
|
||||||
diff |= hmac[i] ^ expectedHmac[i];
|
|
||||||
}
|
|
||||||
if (diff != 0) return null; // HMAC mismatch
|
|
||||||
|
|
||||||
using (var aes = Aes.Create())
|
|
||||||
{
|
|
||||||
aes.Key = _sessionKey;
|
|
||||||
aes.IV = iv;
|
|
||||||
aes.Mode = CipherMode.CBC;
|
|
||||||
aes.Padding = PaddingMode.PKCS7;
|
|
||||||
|
|
||||||
using (var decryptor = aes.CreateDecryptor())
|
|
||||||
using (var ms = new MemoryStream(ciphertext))
|
|
||||||
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
|
|
||||||
using (var output = new MemoryStream())
|
|
||||||
{
|
|
||||||
cs.CopyTo(output);
|
|
||||||
return output.ToArray();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (CryptographicException)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private byte[] GetNextIV()
|
|
||||||
{
|
|
||||||
if (_sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session IV not set");
|
|
||||||
|
|
||||||
var iv = new byte[16];
|
|
||||||
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
|
|
||||||
|
|
||||||
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
|
|
||||||
var counterBytes = BitConverter.GetBytes(counter);
|
|
||||||
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
|
|
||||||
|
|
||||||
return iv;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
if (_sessionKey != null)
|
|
||||||
{
|
|
||||||
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
|
||||||
_sessionKey = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc06bb57786c7e142b06ec231e5cf709
|
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Event dispatcher pro Unity main thread
|
|
||||||
// Unity může přidat SynchronizationContext, nebo polling z Update()
|
|
||||||
public class EventDispatcher
|
|
||||||
{
|
|
||||||
private readonly Queue<Action> _pendingActions = new Queue<Action>();
|
|
||||||
private readonly object _lock = new object();
|
|
||||||
private SynchronizationContext? _syncContext;
|
|
||||||
|
|
||||||
public EventDispatcher()
|
|
||||||
{
|
|
||||||
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
|
|
||||||
_syncContext = SynchronizationContext.Current;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z networking vlákna - naplánuje callback na main thread
|
|
||||||
public void Post(Action action)
|
|
||||||
{
|
|
||||||
if (_syncContext != null)
|
|
||||||
{
|
|
||||||
_syncContext.Post(_ => action(), null);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Fallback - přidáme do fronty pro polling
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
_pendingActions.Enqueue(action);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z Unity Update() pokud není SynchronizationContext
|
|
||||||
public void ProcessPendingActions()
|
|
||||||
{
|
|
||||||
Action[] actions;
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
if (_pendingActions.Count == 0) return;
|
|
||||||
actions = _pendingActions.ToArray();
|
|
||||||
_pendingActions.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var action in actions)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
action();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Console.WriteLine($"EventDispatcher error: {ex}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public int PendingCount
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
return _pendingActions.Count;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1d2251b279edb0147bd274a884ac878b
|
|
||||||
@@ -1,607 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Net.Sockets;
|
|
||||||
using System.Threading;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Hlavní klientská třída pro připojení k serveru
|
|
||||||
public class GameClient : IDisposable
|
|
||||||
{
|
|
||||||
private TcpClient? _tcpClient;
|
|
||||||
private NetworkStream? _stream;
|
|
||||||
private ClientEncryption? _encryption;
|
|
||||||
private CancellationTokenSource? _cts;
|
|
||||||
private Task? _receiveTask;
|
|
||||||
private int _clientSeq;
|
|
||||||
private readonly object _sendLock = new object();
|
|
||||||
private bool _handshakeComplete;
|
|
||||||
|
|
||||||
public string ClientUuid { get; }
|
|
||||||
public string DisplayName { get; set; }
|
|
||||||
public bool IsConnected => _tcpClient?.Connected ?? false;
|
|
||||||
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
|
||||||
public EventDispatcher Dispatcher { get; }
|
|
||||||
|
|
||||||
// Events - voláno na main thread přes dispatcher
|
|
||||||
public event Action? OnConnected;
|
|
||||||
public event Action<string>? OnDisconnected;
|
|
||||||
public event Action<string>? OnError;
|
|
||||||
public event Action<Message>? OnMessage;
|
|
||||||
public event Action<GameEvent>? OnGameEvent;
|
|
||||||
|
|
||||||
// Lobby state
|
|
||||||
public string? LobbyId { get; private set; }
|
|
||||||
public string? JoinCode { get; private set; }
|
|
||||||
public LobbyState? CurrentLobbyState { get; private set; }
|
|
||||||
public PlayerRole? MyRole { get; private set; }
|
|
||||||
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
|
||||||
public Position MyPosition { get; set; }
|
|
||||||
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
|
||||||
public List<Body> Bodies { get; } = new List<Body>();
|
|
||||||
public int Ping { get; private set; }
|
|
||||||
public long LastEventId { get; private set; }
|
|
||||||
|
|
||||||
/// <summary>Returns true if this client is the current lobby owner</summary>
|
|
||||||
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
|
||||||
|
|
||||||
public GameClient(string clientUuid, string displayName)
|
|
||||||
{
|
|
||||||
ClientUuid = clientUuid;
|
|
||||||
DisplayName = displayName;
|
|
||||||
Dispatcher = new EventDispatcher();
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Connection
|
|
||||||
|
|
||||||
public async Task<bool> ConnectAsync(string host, int port)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_tcpClient = new TcpClient();
|
|
||||||
await _tcpClient.ConnectAsync(host, port);
|
|
||||||
_stream = _tcpClient.GetStream();
|
|
||||||
_encryption = new ClientEncryption();
|
|
||||||
_cts = new CancellationTokenSource();
|
|
||||||
|
|
||||||
// Handshake
|
|
||||||
if (!await PerformHandshakeAsync())
|
|
||||||
{
|
|
||||||
Disconnect("Handshake failed");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Spustíme příjem zpráv
|
|
||||||
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnConnected?.Invoke());
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task<bool> PerformHandshakeAsync()
|
|
||||||
{
|
|
||||||
if (_stream == null || _encryption == null) return false;
|
|
||||||
|
|
||||||
// 1. ClientHello
|
|
||||||
var hello = new ClientHello
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName
|
|
||||||
};
|
|
||||||
await SendPlainAsync(hello);
|
|
||||||
|
|
||||||
// 2. ServerHello
|
|
||||||
var serverHelloData = await ReadMessageAsync();
|
|
||||||
if (serverHelloData == null) return false;
|
|
||||||
|
|
||||||
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
|
||||||
if (serverHello == null) return false;
|
|
||||||
|
|
||||||
// 3. Generujeme session key a šifrujeme RSA
|
|
||||||
_encryption.GenerateSessionKey();
|
|
||||||
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
|
||||||
|
|
||||||
var keyExchange = new KeyExchange
|
|
||||||
{
|
|
||||||
EncryptedSessionKey = encKey,
|
|
||||||
EncryptedIV = encIv
|
|
||||||
};
|
|
||||||
await SendPlainAsync(keyExchange);
|
|
||||||
|
|
||||||
// 4. KeyExchangeAck (šifrovaně)
|
|
||||||
var ackData = await ReadMessageAsync();
|
|
||||||
if (ackData == null) return false;
|
|
||||||
|
|
||||||
var decrypted = _encryption.Decrypt(ackData);
|
|
||||||
if (decrypted == null) return false;
|
|
||||||
|
|
||||||
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
|
||||||
if (ack?.Status == "success")
|
|
||||||
{
|
|
||||||
_handshakeComplete = true;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disconnect(string reason = "User disconnected")
|
|
||||||
{
|
|
||||||
_cts?.Cancel();
|
|
||||||
_tcpClient?.Close();
|
|
||||||
_tcpClient = null;
|
|
||||||
_stream = null;
|
|
||||||
_encryption?.Dispose();
|
|
||||||
_encryption = null;
|
|
||||||
|
|
||||||
LobbyId = null;
|
|
||||||
JoinCode = null;
|
|
||||||
CurrentLobbyState = null;
|
|
||||||
MyRole = null;
|
|
||||||
MyTasks.Clear();
|
|
||||||
PlayerPositions.Clear();
|
|
||||||
Bodies.Clear();
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Sending
|
|
||||||
|
|
||||||
public void Send(Message message)
|
|
||||||
{
|
|
||||||
if (_stream == null || _encryption == null || !IsConnected) return;
|
|
||||||
|
|
||||||
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
|
||||||
if (string.IsNullOrEmpty(message.ActionId))
|
|
||||||
{
|
|
||||||
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
|
||||||
}
|
|
||||||
|
|
||||||
var plain = MessageSerializer.Serialize(message);
|
|
||||||
var encrypted = _encryption.Encrypt(plain);
|
|
||||||
|
|
||||||
lock (_sendLock)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
SendData(encrypted);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task SendPlainAsync(Message message)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
var data = MessageSerializer.Serialize(message);
|
|
||||||
await SendDataAsync(data);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SendData(byte[] data)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
|
|
||||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
|
|
||||||
_stream.Write(lengthBuffer, 0, 4);
|
|
||||||
_stream.Write(data, 0, data.Length);
|
|
||||||
_stream.Flush();
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task SendDataAsync(byte[] data)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
|
|
||||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
|
|
||||||
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
|
||||||
await _stream.WriteAsync(data, 0, data.Length);
|
|
||||||
await _stream.FlushAsync();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Receiving
|
|
||||||
|
|
||||||
private async Task ReceiveLoopAsync(CancellationToken ct)
|
|
||||||
{
|
|
||||||
int decryptFailures = 0;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
while (!ct.IsCancellationRequested && IsConnected)
|
|
||||||
{
|
|
||||||
var data = await ReadMessageAsync();
|
|
||||||
if (data == null) break;
|
|
||||||
|
|
||||||
var decrypted = _encryption?.Decrypt(data);
|
|
||||||
if (decrypted == null)
|
|
||||||
{
|
|
||||||
decryptFailures++;
|
|
||||||
if (decryptFailures >= 3)
|
|
||||||
{
|
|
||||||
Disconnect("Too many decryption failures");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
decryptFailures = 0;
|
|
||||||
|
|
||||||
var message = MessageSerializer.Deserialize(decrypted);
|
|
||||||
if (message != null)
|
|
||||||
{
|
|
||||||
ProcessMessage(message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
Disconnect($"Connection error: {ex.Message}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task<byte[]?> ReadMessageAsync()
|
|
||||||
{
|
|
||||||
if (_stream == null) return null;
|
|
||||||
|
|
||||||
var lengthBuffer = new byte[4];
|
|
||||||
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
|
||||||
if (read < 4) return null;
|
|
||||||
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
|
||||||
|
|
||||||
if (length <= 0 || length > 1048576) return null;
|
|
||||||
|
|
||||||
var buffer = new byte[length];
|
|
||||||
var totalRead = 0;
|
|
||||||
while (totalRead < length)
|
|
||||||
{
|
|
||||||
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
|
||||||
if (read == 0) return null;
|
|
||||||
totalRead += read;
|
|
||||||
}
|
|
||||||
|
|
||||||
return buffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessMessage(Message message)
|
|
||||||
{
|
|
||||||
// Zpracujeme speciální typy
|
|
||||||
switch (message)
|
|
||||||
{
|
|
||||||
case CreateLobbyResponse r:
|
|
||||||
if (r.Success)
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId;
|
|
||||||
JoinCode = r.JoinCode;
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case JoinLobbyResponse r:
|
|
||||||
if (r.Success)
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId;
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
|
||||||
JoinCode = r.LobbyState?.JoinCode;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case PositionBroadcast b:
|
|
||||||
ProcessPositionBroadcast(b);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Pong p:
|
|
||||||
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
|
||||||
Ping = (int)(now - p.ClientTime);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case GameEvent evt:
|
|
||||||
ProcessGameEvent(evt);
|
|
||||||
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
|
||||||
{
|
|
||||||
PlayerPositions.Clear();
|
|
||||||
foreach (var player in broadcast.Players)
|
|
||||||
{
|
|
||||||
PlayerPositions[player.ClientUuid] = player;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessGameEvent(GameEvent evt)
|
|
||||||
{
|
|
||||||
LastEventId = evt.EventId;
|
|
||||||
|
|
||||||
switch (evt.EventType)
|
|
||||||
{
|
|
||||||
case "PlayerJoined":
|
|
||||||
// Add player to lobby state
|
|
||||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
|
||||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
|
||||||
{
|
|
||||||
// Check if player already exists
|
|
||||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
|
||||||
if (!exists)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = joinedPayload.ClientUuid,
|
|
||||||
DisplayName = joinedPayload.DisplayName,
|
|
||||||
IsOwner = false,
|
|
||||||
IsReady = false,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerLeft":
|
|
||||||
// Remove player from lobby state
|
|
||||||
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
|
||||||
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "HostChanged":
|
|
||||||
// Update lobby owner
|
|
||||||
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
|
||||||
if (hostPayload != null && CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
|
||||||
// Update IsOwner flag on all players
|
|
||||||
foreach (var player in CurrentLobbyState.Players)
|
|
||||||
{
|
|
||||||
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarting":
|
|
||||||
// Game is entering loading phase - update lobby state if available
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Loading;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MapDataReady":
|
|
||||||
// Map data received - store it and send confirmation
|
|
||||||
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
|
||||||
if (mapDataPayload != null && CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
|
||||||
CurrentLobbyState.MapDataReady = true;
|
|
||||||
}
|
|
||||||
// Send confirmation to server
|
|
||||||
Send(new MapDataReceived());
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarted":
|
|
||||||
// Game officially started - update phase
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "RoleAssigned":
|
|
||||||
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
|
||||||
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
|
||||||
{
|
|
||||||
MyRole = rolePayload.Role;
|
|
||||||
MyTasks.Clear();
|
|
||||||
if (rolePayload.Tasks != null)
|
|
||||||
{
|
|
||||||
MyTasks.AddRange(rolePayload.Tasks);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerKilled":
|
|
||||||
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
|
||||||
if (killPayload != null)
|
|
||||||
{
|
|
||||||
Bodies.Add(new Body
|
|
||||||
{
|
|
||||||
BodyId = killPayload.BodyId,
|
|
||||||
VictimId = killPayload.VictimId,
|
|
||||||
Location = killPayload.Location
|
|
||||||
});
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MeetingStarted":
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Meeting;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "VotingClosed":
|
|
||||||
Bodies.Clear(); // Bodies zmizí po meetingu
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameEnded":
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Ended;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Game Actions
|
|
||||||
|
|
||||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
|
||||||
{
|
|
||||||
Send(new CreateLobby
|
|
||||||
{
|
|
||||||
PlayAreaCenter = center,
|
|
||||||
PlayAreaRadius = playAreaRadius,
|
|
||||||
ImpostorCount = impostorCount,
|
|
||||||
TaskCount = taskCount,
|
|
||||||
Password = password
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void JoinLobby(string joinCode, string? password = null)
|
|
||||||
{
|
|
||||||
Send(new JoinLobby
|
|
||||||
{
|
|
||||||
JoinCode = joinCode.ToUpperInvariant(),
|
|
||||||
Password = password
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void LeaveLobby()
|
|
||||||
{
|
|
||||||
Send(new LeaveLobby());
|
|
||||||
LobbyId = null;
|
|
||||||
JoinCode = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StartGame()
|
|
||||||
{
|
|
||||||
Send(new StartGame());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReturnToLobby()
|
|
||||||
{
|
|
||||||
Send(new ReturnToLobby());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdatePosition(Position position)
|
|
||||||
{
|
|
||||||
MyPosition = position;
|
|
||||||
Send(new UpdatePosition { Position = position });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Kill(string targetUuid)
|
|
||||||
{
|
|
||||||
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReportBody(string bodyId)
|
|
||||||
{
|
|
||||||
Send(new ReportBody { BodyId = bodyId });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CallEmergencyMeeting()
|
|
||||||
{
|
|
||||||
Send(new CallEmergencyMeeting());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Vote(string? targetUuid)
|
|
||||||
{
|
|
||||||
Send(new CastVote { TargetClientUuid = targetUuid });
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
|
||||||
/// </summary>
|
|
||||||
public void CompleteTask(string taskId)
|
|
||||||
{
|
|
||||||
Send(new TaskComplete { TaskId = taskId });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SendPing()
|
|
||||||
{
|
|
||||||
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Reconnect(string lobbyId)
|
|
||||||
{
|
|
||||||
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Helpers
|
|
||||||
|
|
||||||
public Body? FindNearbyBody(double maxDistance)
|
|
||||||
{
|
|
||||||
foreach (var body in Bodies)
|
|
||||||
{
|
|
||||||
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
|
||||||
{
|
|
||||||
return body;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
|
||||||
{
|
|
||||||
foreach (var (uuid, info) in PlayerPositions)
|
|
||||||
{
|
|
||||||
if (uuid == ClientUuid) continue;
|
|
||||||
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
|
||||||
|
|
||||||
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
|
||||||
{
|
|
||||||
return uuid;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public GameTask? FindNearbyTask(double maxDistance)
|
|
||||||
{
|
|
||||||
foreach (var task in MyTasks)
|
|
||||||
{
|
|
||||||
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
|
||||||
{
|
|
||||||
return task;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z Unity Update() pro zpracování callbacků
|
|
||||||
public void Update()
|
|
||||||
{
|
|
||||||
Dispatcher.ProcessPendingActions();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
Disconnect("Disposed");
|
|
||||||
_encryption?.Dispose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 91e0f647c37b0b94b83f53bb854db28c
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 3a4035bdb812fee4f96cb1aa1b24c999
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 131d9de257c8edc49991d792c6e702f6
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 0863bf92b4fcc45b0b9267325249bf0f, type: 3}
|
||||||
|
m_Name: NotificationSettings
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
toolbarInt: 0
|
||||||
|
iOSNotificationEditorSettingsValues:
|
||||||
|
keys:
|
||||||
|
- UnityNotificationRequestAuthorizationOnAppLaunch
|
||||||
|
- UnityNotificationDefaultAuthorizationOptions
|
||||||
|
- UnityAddRemoteNotificationCapability
|
||||||
|
- UnityNotificationRequestAuthorizationForRemoteNotificationsOnAppLaunch
|
||||||
|
- UnityRemoteNotificationForegroundPresentationOptions
|
||||||
|
- UnityUseAPSReleaseEnvironment
|
||||||
|
- UnityUseLocationNotificationTrigger
|
||||||
|
values:
|
||||||
|
- True
|
||||||
|
- 7
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
- -1
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
AndroidNotificationEditorSettingsValues:
|
||||||
|
keys:
|
||||||
|
- UnityNotificationAndroidRescheduleOnDeviceRestart
|
||||||
|
- UnityNotificationAndroidUseCustomActivity
|
||||||
|
- UnityNotificationAndroidCustomActivityString
|
||||||
|
values:
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
- com.unity3d.player.UnityPlayerActivity
|
||||||
|
TrackedResourceAssets: []
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5fd2bf33031fe9d4ea3439b41d7f4b97
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5a46533bdf4003449bc9146ccef44e27
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 2100000
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,158 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using GeoSus.Client;
|
|
||||||
using Subsystems;
|
|
||||||
using System.Collections;
|
|
||||||
using System;
|
|
||||||
using TMPro;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
/*
|
|
||||||
GameManager - hlavní tøida pro správu hry
|
|
||||||
GameManager_Network - subsystém pro správu komunikace se serverem
|
|
||||||
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
|
||||||
GameManager_Map - subsystém pro správu mapy a prostøedí
|
|
||||||
GameManager_Input - subsystém pro správu vstupu od hráèe
|
|
||||||
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
|
||||||
GamaManager_Stats - subsystém pro správu statistik pro server
|
|
||||||
*/
|
|
||||||
public class GameManager : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Subsystems")]
|
|
||||||
protected GameManager_Network networkSubsystem;
|
|
||||||
protected GameManager_UI uiSubsystem;
|
|
||||||
protected GameManager_Map mapSubsystem;
|
|
||||||
protected GameManager_Input inputSubsystem;
|
|
||||||
protected GameManager_Game gameSubsystem;
|
|
||||||
|
|
||||||
protected GameClient gameClient;
|
|
||||||
|
|
||||||
[Header("Player Info")]
|
|
||||||
public string displayName;
|
|
||||||
|
|
||||||
[Header("UI Elements")]
|
|
||||||
public Canvas JoinCreateLobby;
|
|
||||||
public Canvas InLobby;
|
|
||||||
public Canvas LoadingScreen;
|
|
||||||
public Canvas GameScreen;
|
|
||||||
|
|
||||||
|
|
||||||
[Header("Map")]
|
|
||||||
public GameObject MapCenterPoint;
|
|
||||||
public BuildingSettings buildingSettings;
|
|
||||||
public PathwaySettings pathwaySettings;
|
|
||||||
public AreaSettings areaSettings;
|
|
||||||
|
|
||||||
[Header("GPS")]
|
|
||||||
public GameObject Player;
|
|
||||||
|
|
||||||
[Header("Debug")]
|
|
||||||
public bool testMode = false;
|
|
||||||
private GameClient _secondClient;
|
|
||||||
private GameClient _thirdClient;
|
|
||||||
private GameManager_Network _secondNetwork;
|
|
||||||
private GameManager_Network _thirdNetwork;
|
|
||||||
|
|
||||||
[Header("Tasks")]
|
|
||||||
public List<TaskData> AvailableTasks = new List<TaskData>();
|
|
||||||
public StationSettings settings = new StationSettings();
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
DontDestroyOnLoad(this);
|
|
||||||
if (displayName == null || displayName == "")
|
|
||||||
{
|
|
||||||
displayName = GenerateUsername();
|
|
||||||
}
|
|
||||||
if (testMode)
|
|
||||||
{
|
|
||||||
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
|
||||||
_secondNetwork = new GameManager_Network(_secondClient);
|
|
||||||
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
|
|
||||||
_thirdNetwork = new GameManager_Network(_thirdClient);
|
|
||||||
|
|
||||||
_secondNetwork.OpenConection();
|
|
||||||
_thirdNetwork.OpenConection();
|
|
||||||
}
|
|
||||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
|
||||||
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
|
|
||||||
networkSubsystem = new GameManager_Network(gameClient);
|
|
||||||
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
|
|
||||||
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
|
|
||||||
gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
|
|
||||||
networkSubsystem.OpenConection();
|
|
||||||
}
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (gameClient.CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
uiSubsystem.UpdateLobbyUI();
|
|
||||||
}
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (gameClient.CurrentLobbyState.MapDataReady)
|
|
||||||
{
|
|
||||||
mapSubsystem.BuildMap();
|
|
||||||
gameClient.CurrentLobbyState.MapDataReady = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (NullReferenceException ex) { }
|
|
||||||
inputSubsystem.positionCheck();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
protected string GenerateUUID()
|
|
||||||
{
|
|
||||||
string UUID = System.Guid.NewGuid().ToString();
|
|
||||||
Debug.Log(UUID);
|
|
||||||
return UUID;
|
|
||||||
}
|
|
||||||
protected string GenerateUsername()
|
|
||||||
{
|
|
||||||
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
|
|
||||||
Debug.Log(Username);
|
|
||||||
return Username;
|
|
||||||
}
|
|
||||||
public void CreateLobbyButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
|
||||||
if (testMode)
|
|
||||||
{
|
|
||||||
StartCoroutine(ConnectTestClients());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void JoinLobbyButton()
|
|
||||||
{
|
|
||||||
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
|
||||||
if (joinCode.text != null && joinCode.text != "")
|
|
||||||
{
|
|
||||||
networkSubsystem.JoinLobby(joinCode.text);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("Join code is empty!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void LeaveLobbyButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.LeaveLobby();
|
|
||||||
}
|
|
||||||
public void StartGameButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.StartGame();
|
|
||||||
}
|
|
||||||
public void Interact()
|
|
||||||
{
|
|
||||||
//TODO: Interakce s úkoly
|
|
||||||
}
|
|
||||||
void OnApplicationQuit()
|
|
||||||
{
|
|
||||||
gameClient.Disconnect();
|
|
||||||
_secondClient?.Disconnect();
|
|
||||||
_thirdClient?.Disconnect();
|
|
||||||
}
|
|
||||||
IEnumerator ConnectTestClients()
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(2f);
|
|
||||||
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
|
||||||
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9e2c3e4ba4e36ea40a686e58feca4d2b
|
|
||||||
@@ -1,141 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using static UnityEngine.Rendering.RayTracingAccelerationStructure;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
[System.Serializable]
|
|
||||||
public class StationSettings
|
|
||||||
{
|
|
||||||
public GameObject TaskStationPrefab;
|
|
||||||
public GameObject SabotageStationPrefab;
|
|
||||||
public GameObject MeetingStationPrefab;
|
|
||||||
public GameObject BodyStationPrefab;
|
|
||||||
|
|
||||||
}
|
|
||||||
public class GameManager_Game
|
|
||||||
{
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private GameObject _player;
|
|
||||||
private GameObject _map;
|
|
||||||
private float _range;
|
|
||||||
private List<TaskData> _availableTasks;
|
|
||||||
public List<GameObject> Stations { get; private set; }
|
|
||||||
public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
|
|
||||||
private StationSettings _stationSettings;
|
|
||||||
public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
|
|
||||||
{
|
|
||||||
_gameClient = client;
|
|
||||||
_player = player;
|
|
||||||
_map = map;
|
|
||||||
_availableTasks = availableTasks;
|
|
||||||
_range = range;
|
|
||||||
_stationSettings = stationSettings;
|
|
||||||
}
|
|
||||||
public bool CheckSightLine(Vector3 target)
|
|
||||||
{
|
|
||||||
RaycastHit hit;
|
|
||||||
Vector3 direction = target - _player.transform.position;
|
|
||||||
Ray ray = new Ray(new Vector3(_player.transform.position.x, 0.1f, _player.transform.position.z), direction);
|
|
||||||
Physics.Raycast(ray, out hit, _range);
|
|
||||||
if (hit.collider.tag == "Player")
|
|
||||||
{
|
|
||||||
Debug.Log("Target is visible");
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("Target is not visible");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
public void InitializeTaskStations()
|
|
||||||
{
|
|
||||||
for(int i = 0; i < _gameClient.MyTasks.Count; i++)
|
|
||||||
{
|
|
||||||
System.Random rnd = new System.Random();
|
|
||||||
var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
|
|
||||||
CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void CreateStation(Position pos, StationType type)
|
|
||||||
{
|
|
||||||
GameObject stationPrefab = null;
|
|
||||||
PlayerRole? reqRole = null;
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case StationType.Task:
|
|
||||||
stationPrefab = _stationSettings.TaskStationPrefab;
|
|
||||||
reqRole = PlayerRole.Crew;
|
|
||||||
Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
|
|
||||||
break;
|
|
||||||
case StationType.Sabotage:
|
|
||||||
stationPrefab = _stationSettings.SabotageStationPrefab;
|
|
||||||
break;
|
|
||||||
case StationType.Meeting:
|
|
||||||
stationPrefab = _stationSettings.MeetingStationPrefab;
|
|
||||||
break;
|
|
||||||
case StationType.Body:
|
|
||||||
stationPrefab = _stationSettings.BodyStationPrefab;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
Debug.LogError("Invalid station type");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
var station = UnityEngine.Object.Instantiate(stationPrefab);
|
|
||||||
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
Stations.Add(station);
|
|
||||||
IInteractable interactable = station.GetComponent<IInteractable>();
|
|
||||||
interactable.Location = pos;
|
|
||||||
interactable.InteractionRange = _range;
|
|
||||||
/*Stations = new List<GameObject>();
|
|
||||||
foreach (var task in _gameClient.MyTasks)
|
|
||||||
{
|
|
||||||
System.Random rnd = new System.Random();
|
|
||||||
int index = rnd.Next(0, _availableTasks.Count);
|
|
||||||
var station = UnityEngine.Object.Instantiate(_stationPrefab);
|
|
||||||
ITask TaskSettings = station.GetComponent<ITask>();
|
|
||||||
TaskSettings.TaskID = task.TaskId;
|
|
||||||
TaskSettings.TaskLocation = task.Location;
|
|
||||||
station.transform.position = TaskSettings.TaskLocation.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
station.SetActive(false);
|
|
||||||
|
|
||||||
Stations.Add(station);
|
|
||||||
}*/
|
|
||||||
|
|
||||||
}
|
|
||||||
private void CreateStation(Position pos, StationType type, GameTask taskInfo)
|
|
||||||
{
|
|
||||||
GameObject stationPrefab = _stationSettings.TaskStationPrefab;
|
|
||||||
var station = UnityEngine.Object.Instantiate(stationPrefab);
|
|
||||||
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
Stations.Add(station);
|
|
||||||
TaskStation interactable = station.GetComponent<TaskStation>();
|
|
||||||
interactable.Location = pos;
|
|
||||||
interactable.InteractionRange = _range;
|
|
||||||
interactable.TaskID = taskInfo.TaskId;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void CheckForPlayers()
|
|
||||||
{
|
|
||||||
foreach (var player in _gameClient.PlayerPositions.Where(p => p.Value.State == PlayerState.Alive))
|
|
||||||
{
|
|
||||||
if (CheckSightLine(player.Value.Position.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center)))
|
|
||||||
{
|
|
||||||
Debug.Log($"Player {player.Key} is visible");
|
|
||||||
//TODO: Render player on map
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log($"Player {player.Key} is not visible");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: aba57c59fb2a19141a4868fa6a5c924c
|
|
||||||
@@ -1,254 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
internal class CoroutineHost : MonoBehaviour
|
|
||||||
{
|
|
||||||
public CoroutineHost() { }
|
|
||||||
}
|
|
||||||
internal enum GPSState
|
|
||||||
{
|
|
||||||
Uninitialized,
|
|
||||||
Initializing,
|
|
||||||
Running,
|
|
||||||
Failed
|
|
||||||
}
|
|
||||||
public static class PositonExtensions
|
|
||||||
{
|
|
||||||
public static Position ToLocal(this Position position, Position center)
|
|
||||||
{
|
|
||||||
double latDiff = position.Lat - center.Lat;
|
|
||||||
double lonDiff = position.Lon - center.Lon;
|
|
||||||
double metersPerDegreeLat = 111320.0;
|
|
||||||
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
|
|
||||||
float x = (float)(lonDiff * metersPerDegreeLon);
|
|
||||||
float z = (float)(latDiff * metersPerDegreeLat);
|
|
||||||
return new Position(z, x);
|
|
||||||
}
|
|
||||||
public static Vector3 ToLocalVector3(this Position position, Position center)
|
|
||||||
{
|
|
||||||
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
|
|
||||||
}
|
|
||||||
public static Vector3 ToVector3(this Position position)
|
|
||||||
{
|
|
||||||
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
|
|
||||||
}
|
|
||||||
public static double DistanceTo(this Vector3 pos, Vector3 other)
|
|
||||||
{
|
|
||||||
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public class GameManager_Input
|
|
||||||
{
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private Position _currentPosition;
|
|
||||||
private Position _lastSentPosition;
|
|
||||||
private GameObject _player;
|
|
||||||
private bool _testMode;
|
|
||||||
|
|
||||||
private GPSState _GPSState = GPSState.Uninitialized;
|
|
||||||
private float _speed = 0.00001f;
|
|
||||||
private Position _mapCenter;
|
|
||||||
private CoroutineHost _coroutineHost = new CoroutineHost();
|
|
||||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_player = player;
|
|
||||||
_testMode = testMode;
|
|
||||||
}
|
|
||||||
public void positionCheck()
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
|
||||||
{
|
|
||||||
if (_testMode)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
|
||||||
{
|
|
||||||
//Init blok
|
|
||||||
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
|
||||||
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
TestPlayerPosition();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (_GPSState == GPSState.Uninitialized)
|
|
||||||
{
|
|
||||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_GPSState == GPSState.Initializing)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_GPSState == GPSState.Running)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (_currentPosition != _lastSentPosition)
|
|
||||||
{
|
|
||||||
_gameClient.UpdatePosition(_currentPosition);
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
|
||||||
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.Log(ex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("GPS failed, trying again...");
|
|
||||||
_GPSState = GPSState.Uninitialized;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (NullReferenceException ex) { Debug.Log(ex); }
|
|
||||||
}
|
|
||||||
private void TestPlayerPosition()
|
|
||||||
{
|
|
||||||
double x = Input.GetAxis("Horizontal");
|
|
||||||
double y = Input.GetAxis("Vertical");
|
|
||||||
Debug.Log($"Input: {x}, {y}");
|
|
||||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
|
||||||
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
|
|
||||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
|
||||||
Debug.Log($"Local Current Position: {localCurrent}");
|
|
||||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
|
||||||
if (heading != null)
|
|
||||||
{
|
|
||||||
Debug.Log($"Heading: {heading}");
|
|
||||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
|
||||||
}
|
|
||||||
_player.transform.position = localCurrent;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (_currentPosition != _lastSentPosition)
|
|
||||||
{
|
|
||||||
_gameClient.UpdatePosition(_currentPosition);
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch
|
|
||||||
{
|
|
||||||
_gameClient.UpdatePosition(_currentPosition);
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
|
||||||
{
|
|
||||||
double? heading = null;
|
|
||||||
if ((first - second).magnitude == 0)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
else if (first.x == second.x && first.z < second.z)
|
|
||||||
{
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
else if (first.x == second.x && first.z > second.z)
|
|
||||||
{
|
|
||||||
return 180;
|
|
||||||
}
|
|
||||||
else if (first.x > second.x && first.z == second.z)
|
|
||||||
{
|
|
||||||
return 270;
|
|
||||||
}
|
|
||||||
else if (first.x < second.x && first.z == second.z)
|
|
||||||
{
|
|
||||||
return 90;
|
|
||||||
}
|
|
||||||
else if (first.x < second.x && first.z < second.z)
|
|
||||||
{
|
|
||||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
|
||||||
return (heading * 180) / Math.PI;
|
|
||||||
}
|
|
||||||
else if (first.x < second.x && first.z > second.z)
|
|
||||||
{
|
|
||||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
|
||||||
return (heading * 180) / Math.PI + 180;
|
|
||||||
}
|
|
||||||
else if (first.x > second.x && first.z < second.z)
|
|
||||||
{
|
|
||||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
|
||||||
return (heading * 180) / Math.PI - 90;
|
|
||||||
}
|
|
||||||
else if (first.x > second.x && first.z > second.z)
|
|
||||||
{
|
|
||||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
|
||||||
return (heading * 180) / Math.PI - 90;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return heading;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
IEnumerator InitiallizeGPS()
|
|
||||||
{
|
|
||||||
_GPSState = GPSState.Initializing;
|
|
||||||
if (!Input.location.isEnabledByUser)
|
|
||||||
{
|
|
||||||
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
|
||||||
}
|
|
||||||
// Starts the location service.
|
|
||||||
|
|
||||||
float desiredAccuracyInMeters = 10f;
|
|
||||||
float updateDistanceInMeters = 10f;
|
|
||||||
|
|
||||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
|
||||||
|
|
||||||
// Waits until the location service initializes
|
|
||||||
int maxWait = 20;
|
|
||||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(1);
|
|
||||||
maxWait--;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If the service didn't initialize in 20 seconds this cancels location service use.
|
|
||||||
if (maxWait < 1)
|
|
||||||
{
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
Debug.LogError("Timed out");
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
_GPSState = GPSState.Running;
|
|
||||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
|
||||||
}
|
|
||||||
IEnumerator GPSService()
|
|
||||||
{
|
|
||||||
// Check if the user has location service enabled.
|
|
||||||
|
|
||||||
|
|
||||||
// If the connection failed this cancels location service use.
|
|
||||||
if (Input.location.status == LocationServiceStatus.Failed)
|
|
||||||
{
|
|
||||||
Debug.LogError("Unable to determine device location");
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
|
||||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
|
||||||
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
|
||||||
yield return new WaitForSeconds(5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Stops the location service if there is no need to query location updates continuously.
|
|
||||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
|
||||||
@@ -1,381 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Globalization;
|
|
||||||
using UnityEditor;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Localization.Pseudo;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
|
|
||||||
namespace Subsystems{
|
|
||||||
[System.Serializable]
|
|
||||||
public class BuildingSettings
|
|
||||||
{
|
|
||||||
public Material ResidentalBuildingsMat;
|
|
||||||
public float ResidentalBuildingHeight;
|
|
||||||
public Material CommercialBuildingsMat;
|
|
||||||
public float CommercialBuildingHeight;
|
|
||||||
public Material IndustrialBuildingsMat;
|
|
||||||
public float IndustrialBuildingHeight;
|
|
||||||
public Material DefaultBuildingMat;
|
|
||||||
public float DefaultBuildingHeight;
|
|
||||||
}
|
|
||||||
[System.Serializable]
|
|
||||||
public class PathwaySettings
|
|
||||||
{
|
|
||||||
public Material FootwayMat;
|
|
||||||
public float FootwayWidth;
|
|
||||||
public Material PathMat;
|
|
||||||
public float PathWidth;
|
|
||||||
public Material StepsMat;
|
|
||||||
public float StepsWidth;
|
|
||||||
public Material CyclewayMat;
|
|
||||||
public float CyclewayWidth;
|
|
||||||
public Material PedestrianMat;
|
|
||||||
public float PedestrianWidth;
|
|
||||||
public Material RoadMat;
|
|
||||||
public float RoadWidth;
|
|
||||||
public Material ServiceMat;
|
|
||||||
public float ServiceWidth;
|
|
||||||
public Material ResidentialMat;
|
|
||||||
public float ResidentialWidth;
|
|
||||||
public Material TrackMat;
|
|
||||||
public float TrackWidth;
|
|
||||||
public Material DefaultMat;
|
|
||||||
public float DefaultWidth;
|
|
||||||
}
|
|
||||||
[System.Serializable]
|
|
||||||
public class AreaSettings
|
|
||||||
{
|
|
||||||
public Material ParkMat;
|
|
||||||
public Material GardenMat;
|
|
||||||
public Material PlaygroundMat;
|
|
||||||
public Material ForestMat;
|
|
||||||
public Material GrassMat;
|
|
||||||
public Material WaterMat;
|
|
||||||
public Material DefaultMat;
|
|
||||||
}
|
|
||||||
public class GameManager_Map
|
|
||||||
{
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private GameObject _mapCenterPoint;
|
|
||||||
private Position _centerPosition;
|
|
||||||
private BuildingSettings _buildingSettings;
|
|
||||||
private PathwaySettings _pathwaySettings;
|
|
||||||
private AreaSettings _areaSettings;
|
|
||||||
private const float _metersPerUnit = 1f;
|
|
||||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_mapCenterPoint = mapCenterPoint;
|
|
||||||
_buildingSettings = buildingSettings;
|
|
||||||
_pathwaySettings = pathwaySettings;
|
|
||||||
_areaSettings = areaSettings;
|
|
||||||
}
|
|
||||||
public void BuildMap()
|
|
||||||
{
|
|
||||||
ClearChildren();
|
|
||||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
|
||||||
GameObject buildingsRoot = new GameObject("Buildings");
|
|
||||||
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
GameObject pathRoot = new GameObject("Pathways");
|
|
||||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
GameObject areaRoot = new GameObject("Areas");
|
|
||||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
|
||||||
{
|
|
||||||
string buildingType = "Unknown";
|
|
||||||
try
|
|
||||||
{
|
|
||||||
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
|
||||||
}
|
|
||||||
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
|
||||||
building.Name = buildingType;
|
|
||||||
GameObject b = BuildBuildingMesh(building);
|
|
||||||
b.transform.parent = buildingsRoot.transform;
|
|
||||||
}
|
|
||||||
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
|
||||||
{
|
|
||||||
GameObject p = BuildPathwayMesh(path);
|
|
||||||
p.transform.parent = pathRoot.transform;
|
|
||||||
}
|
|
||||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
|
||||||
{
|
|
||||||
GameObject a = BuildAreaMesh(area);
|
|
||||||
a.transform.parent = areaRoot.transform;
|
|
||||||
}
|
|
||||||
//TODO: POIs
|
|
||||||
}
|
|
||||||
void ClearChildren()
|
|
||||||
{
|
|
||||||
List<GameObject> toDestroy = new List<GameObject>();
|
|
||||||
foreach (Transform t in _mapCenterPoint.transform)
|
|
||||||
toDestroy.Add(t.gameObject);
|
|
||||||
foreach (var g in toDestroy)
|
|
||||||
{
|
|
||||||
UnityEngine.Object.DestroyImmediate(g);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#region Mesh Building
|
|
||||||
GameObject BuildBuildingMesh(MapBuilding b)
|
|
||||||
{
|
|
||||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
|
||||||
|
|
||||||
// Výpočet středu budovy
|
|
||||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
|
||||||
building.transform.position = center;
|
|
||||||
|
|
||||||
// Vytvoření mesh pro budovu
|
|
||||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
|
||||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
|
||||||
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
|
|
||||||
building.tag = "Map";
|
|
||||||
|
|
||||||
float height;
|
|
||||||
Material mat;
|
|
||||||
switch (b.BuildingType.ToLower())
|
|
||||||
{
|
|
||||||
case "residential":
|
|
||||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
|
||||||
height = _buildingSettings.ResidentalBuildingHeight;
|
|
||||||
break;
|
|
||||||
case "commercial":
|
|
||||||
mat = _buildingSettings.CommercialBuildingsMat;
|
|
||||||
height = _buildingSettings.CommercialBuildingHeight;
|
|
||||||
break;
|
|
||||||
case "industrial":
|
|
||||||
mat = _buildingSettings.IndustrialBuildingsMat;
|
|
||||||
height = _buildingSettings.IndustrialBuildingHeight;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
mat = _buildingSettings.DefaultBuildingMat;
|
|
||||||
height = _buildingSettings.DefaultBuildingHeight;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
|
||||||
meshFilter.mesh = mesh;
|
|
||||||
meshCollider.sharedMesh = mesh;
|
|
||||||
|
|
||||||
//TODO: material by type
|
|
||||||
// Použijeme barvu podle typu budovy
|
|
||||||
meshRenderer.material = mat;
|
|
||||||
|
|
||||||
// Přidání collideru pro interakci
|
|
||||||
building.AddComponent<MeshCollider>();
|
|
||||||
return building;
|
|
||||||
}
|
|
||||||
GameObject BuildPathwayMesh(MapPathway w)
|
|
||||||
{
|
|
||||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
|
||||||
path.tag = "Map";
|
|
||||||
|
|
||||||
// Použijeme LineRenderer pro jednoduchost
|
|
||||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
|
||||||
float width;
|
|
||||||
Material mat;
|
|
||||||
|
|
||||||
switch (w.PathType)
|
|
||||||
{
|
|
||||||
case PathType.Footway:
|
|
||||||
mat = _pathwaySettings.FootwayMat;
|
|
||||||
width = _pathwaySettings.FootwayWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Path:
|
|
||||||
mat = _pathwaySettings.PathMat;
|
|
||||||
width = _pathwaySettings.PathWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Steps:
|
|
||||||
mat = _pathwaySettings.StepsMat;
|
|
||||||
width = _pathwaySettings.PathWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Cycleway:
|
|
||||||
mat = _pathwaySettings.CyclewayMat;
|
|
||||||
width = _pathwaySettings.CyclewayWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Pedestrian:
|
|
||||||
mat = _pathwaySettings.PedestrianMat;
|
|
||||||
width = _pathwaySettings.PedestrianWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Road:
|
|
||||||
mat = _pathwaySettings.RoadMat;
|
|
||||||
width = _pathwaySettings.RoadWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Service:
|
|
||||||
mat = _pathwaySettings.ServiceMat;
|
|
||||||
width = _pathwaySettings.ServiceWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Residential:
|
|
||||||
mat = _pathwaySettings.ResidentialMat;
|
|
||||||
width = _pathwaySettings.ResidentialWidth;
|
|
||||||
break;
|
|
||||||
case PathType.Track:
|
|
||||||
mat = _pathwaySettings.TrackMat;
|
|
||||||
width = _pathwaySettings.TrackWidth;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
mat = _pathwaySettings.DefaultMat;
|
|
||||||
width = _pathwaySettings.DefaultWidth;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
line.material = mat;
|
|
||||||
line.widthMultiplier = width;
|
|
||||||
|
|
||||||
// Nastavení bodů cesty
|
|
||||||
line.positionCount = w.Points.Count;
|
|
||||||
for (int i = 0; i < w.Points.Count; i++)
|
|
||||||
{
|
|
||||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
pos.y = 0.1f; // Mírně nad zemí
|
|
||||||
line.SetPosition(i, pos);
|
|
||||||
}
|
|
||||||
return path;
|
|
||||||
}
|
|
||||||
GameObject BuildAreaMesh(MapArea a)
|
|
||||||
{
|
|
||||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
|
||||||
area.tag = "Map";
|
|
||||||
|
|
||||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
|
||||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
|
||||||
|
|
||||||
// Vytvoření plochého mesh
|
|
||||||
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
|
||||||
meshFilter.mesh = mesh;
|
|
||||||
|
|
||||||
|
|
||||||
Material mat;
|
|
||||||
switch (a.AreaType)
|
|
||||||
{
|
|
||||||
case MapAreaType.Park:
|
|
||||||
mat = _areaSettings.ParkMat;
|
|
||||||
break;
|
|
||||||
case MapAreaType.Garden:
|
|
||||||
mat = _areaSettings.GardenMat;
|
|
||||||
break;
|
|
||||||
case MapAreaType.Playground:
|
|
||||||
mat = _areaSettings.PlaygroundMat;
|
|
||||||
break;
|
|
||||||
case MapAreaType.Forest:
|
|
||||||
mat = _areaSettings.ForestMat;
|
|
||||||
break;
|
|
||||||
case MapAreaType.Grass:
|
|
||||||
mat = _areaSettings.GrassMat;
|
|
||||||
break;
|
|
||||||
case MapAreaType.Water:
|
|
||||||
mat = _areaSettings.WaterMat;
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
mat = _areaSettings.DefaultMat;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
meshRenderer.material = mat;
|
|
||||||
|
|
||||||
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
|
||||||
|
|
||||||
return area;
|
|
||||||
}
|
|
||||||
//TODO: POIs
|
|
||||||
#endregion
|
|
||||||
#region Polygon Utils
|
|
||||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
|
||||||
{
|
|
||||||
Vector3 center = Vector3.zero;
|
|
||||||
foreach (var point in points)
|
|
||||||
{
|
|
||||||
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
}
|
|
||||||
return center / points.Count;
|
|
||||||
}
|
|
||||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
|
||||||
{
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
|
|
||||||
int vertexCount = outline.Count;
|
|
||||||
|
|
||||||
// Vertices - spodní a horní podstava
|
|
||||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
{
|
|
||||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
|
||||||
vertices[i] = pos; // Spodní
|
|
||||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
|
||||||
}
|
|
||||||
|
|
||||||
// Triangles - jen boční stěny pro jednoduchost
|
|
||||||
List<int> triangles = new List<int>();
|
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
{
|
|
||||||
int next = (i + 1) % vertexCount;
|
|
||||||
|
|
||||||
// Boční stěna - dva trojúhelníky
|
|
||||||
triangles.Add(i);
|
|
||||||
triangles.Add(i + vertexCount);
|
|
||||||
triangles.Add(next);
|
|
||||||
|
|
||||||
triangles.Add(next);
|
|
||||||
triangles.Add(i + vertexCount);
|
|
||||||
triangles.Add(next + vertexCount);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Horní podstava - zjednodušená triangulace (fan)
|
|
||||||
if (vertexCount >= 3)
|
|
||||||
{
|
|
||||||
for (int i = 1; i < vertexCount - 1; i++)
|
|
||||||
{
|
|
||||||
triangles.Add(vertexCount); // Střed (první bod horní)
|
|
||||||
triangles.Add(vertexCount + i);
|
|
||||||
triangles.Add(vertexCount + i + 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.vertices = vertices;
|
|
||||||
mesh.triangles = triangles.ToArray();
|
|
||||||
mesh.RecalculateNormals();
|
|
||||||
mesh.RecalculateBounds();
|
|
||||||
|
|
||||||
return mesh;
|
|
||||||
}
|
|
||||||
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
|
||||||
{
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
|
|
||||||
int vertexCount = outline.Count;
|
|
||||||
Vector3[] vertices = new Vector3[vertexCount];
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
{
|
|
||||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Triangulace - fan pattern
|
|
||||||
List<int> triangles = new List<int>();
|
|
||||||
if (vertexCount >= 3)
|
|
||||||
{
|
|
||||||
for (int i = 1; i < vertexCount - 1; i++)
|
|
||||||
{
|
|
||||||
triangles.Add(0);
|
|
||||||
triangles.Add(i);
|
|
||||||
triangles.Add(i + 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.vertices = vertices;
|
|
||||||
mesh.triangles = triangles.ToArray();
|
|
||||||
mesh.RecalculateNormals();
|
|
||||||
|
|
||||||
return mesh;
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
|
||||||
@@ -1,196 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Subsystems;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
public class GameManager_Network
|
|
||||||
{
|
|
||||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
|
||||||
private const int _serverPort = 7777;
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private GameManager_Map _mapSubsystem;
|
|
||||||
public async void OpenConection()
|
|
||||||
{
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
|
||||||
await state;
|
|
||||||
if (state.Result)
|
|
||||||
{
|
|
||||||
Debug.Log("Connected to server.");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("Failed to connect to server");
|
|
||||||
}
|
|
||||||
await Task.Delay(5000);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public GameManager_Network(GameClient gameClient)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
RegisterEventHandlers();
|
|
||||||
}
|
|
||||||
public void RegisterEventHandlers()
|
|
||||||
{
|
|
||||||
_gameClient.OnConnected += OnConnected;
|
|
||||||
_gameClient.OnDisconnected += OnDisconnected;
|
|
||||||
_gameClient.OnError += OnError;
|
|
||||||
_gameClient.OnMessage += OnMessage;
|
|
||||||
_gameClient.OnGameEvent += OnGameEvent;
|
|
||||||
}
|
|
||||||
private void OnConnected()
|
|
||||||
{
|
|
||||||
Debug.Log("Successfully connected to the server.");
|
|
||||||
}
|
|
||||||
private void OnDisconnected(string reason)
|
|
||||||
{
|
|
||||||
Debug.Log($"Host disconnected due to {reason}");
|
|
||||||
}
|
|
||||||
private void OnError(string error)
|
|
||||||
{
|
|
||||||
Debug.LogError($"Network error: {error}");
|
|
||||||
}
|
|
||||||
private void OnMessage(Message message)
|
|
||||||
{
|
|
||||||
switch (message.Type)
|
|
||||||
{
|
|
||||||
case "GameEvent":
|
|
||||||
OnGameEvent(message as GameEvent);
|
|
||||||
break;
|
|
||||||
case "CreateLobbyResponse":
|
|
||||||
Debug.Log("Received CreateLobbyResponse message");
|
|
||||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
|
||||||
break;
|
|
||||||
case "JoinLobbyResponse":
|
|
||||||
Debug.Log("Received JoinLobbyResponse message");
|
|
||||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
|
||||||
break;
|
|
||||||
case "Ack":
|
|
||||||
Debug.Log("Received Ack message");
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
Debug.Log("Received message of type: " + message.Type);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void OnGameEvent(GameEvent gameEvent)
|
|
||||||
{
|
|
||||||
switch (gameEvent.EventType)
|
|
||||||
{
|
|
||||||
case "PlayerJoined":
|
|
||||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
|
||||||
break;
|
|
||||||
case "PlayerLeft":
|
|
||||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
|
||||||
break;
|
|
||||||
case "GameStarting":
|
|
||||||
Debug.Log("Game is starting!");
|
|
||||||
break;
|
|
||||||
case "GameStarted":
|
|
||||||
Debug.Log("Game started");
|
|
||||||
break;
|
|
||||||
case "MapDataReady":
|
|
||||||
Debug.Log("Map data ready");
|
|
||||||
break;
|
|
||||||
case "PlayerMapDataReceived":
|
|
||||||
Debug.Log("Player map data recieved");
|
|
||||||
break;
|
|
||||||
case "MapDataError":
|
|
||||||
Debug.Log("Received MapData server error");
|
|
||||||
break;
|
|
||||||
case "SabotageStarted":
|
|
||||||
Debug.Log("Sabotage started");
|
|
||||||
HandleSabotageStarted(gameEvent);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
|
||||||
{
|
|
||||||
if (message.Success)
|
|
||||||
{
|
|
||||||
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
|
||||||
{
|
|
||||||
if (message.Success)
|
|
||||||
{
|
|
||||||
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void CrateLobby(double lat, double lon)
|
|
||||||
{
|
|
||||||
_gameClient.CreateLobby(new Position(lat, lon));
|
|
||||||
}
|
|
||||||
public void JoinLobby(string joinCode)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_gameClient.JoinLobby(joinCode);
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogError("Error joining lobby: " + ex.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void LeaveLobby()
|
|
||||||
{
|
|
||||||
_gameClient.Disconnect();
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
public void StartGame()
|
|
||||||
{
|
|
||||||
_gameClient.StartGame();
|
|
||||||
|
|
||||||
}
|
|
||||||
#region GameEvent Handlers
|
|
||||||
private void HandleSabotageStarted(GameEvent gameEvent)
|
|
||||||
{
|
|
||||||
SabotageStartedPayload payload = gameEvent.GetPayload<SabotageStartedPayload>();
|
|
||||||
switch (payload.Type)
|
|
||||||
{
|
|
||||||
case SabotageType.CommsBlackout:
|
|
||||||
for(int i = 0;i < payload.RequiredSimultaneousRepairs; i++)
|
|
||||||
{
|
|
||||||
//create stations
|
|
||||||
}
|
|
||||||
//Ui.alert
|
|
||||||
//DisableComms
|
|
||||||
return;
|
|
||||||
case SabotageType.CriticalMeltdown:
|
|
||||||
for (int i = 0; i < payload.RequiredSimultaneousRepairs; i++)
|
|
||||||
{
|
|
||||||
//create stations
|
|
||||||
}
|
|
||||||
//UI.alert
|
|
||||||
//UI Time remain
|
|
||||||
return;
|
|
||||||
|
|
||||||
default:
|
|
||||||
Debug.Log($"Sabotage of unknown type: {payload.Type}");
|
|
||||||
return;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9c2032ed1184ad7418cc415edf97b69e
|
|
||||||
@@ -1,71 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using Subsystems;
|
|
||||||
using GeoSus.Client;
|
|
||||||
using System.ComponentModel;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
public class GameManager_UI
|
|
||||||
{
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private Canvas _CreateJoinLobby;
|
|
||||||
private Canvas _InLobby;
|
|
||||||
private Canvas _LoadingScreen;
|
|
||||||
private Canvas _GameScreen;
|
|
||||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_CreateJoinLobby = CreateJoinLobby;
|
|
||||||
_LoadingScreen = LoadingScreen;
|
|
||||||
_GameScreen = GameScreen;
|
|
||||||
_InLobby = InLobby;
|
|
||||||
_CreateJoinLobby.enabled = true;
|
|
||||||
_InLobby.enabled = false;
|
|
||||||
_GameScreen.enabled = false;
|
|
||||||
_LoadingScreen.enabled = false;
|
|
||||||
}
|
|
||||||
public void UpdateLobbyUI()
|
|
||||||
{
|
|
||||||
if (_gameClient.CurrentLobbyState == null)
|
|
||||||
{
|
|
||||||
_CreateJoinLobby.enabled = true;
|
|
||||||
_InLobby.enabled = false;
|
|
||||||
_GameScreen.enabled = false;
|
|
||||||
_LoadingScreen.enabled = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
|
||||||
{
|
|
||||||
_CreateJoinLobby.enabled = false;
|
|
||||||
_InLobby.enabled = false;
|
|
||||||
_GameScreen.enabled = false;
|
|
||||||
_LoadingScreen.enabled = true;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
|
||||||
{
|
|
||||||
_InLobby.enabled = true;
|
|
||||||
_CreateJoinLobby.enabled = false;
|
|
||||||
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
|
||||||
playerList.text = "";
|
|
||||||
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
|
||||||
{
|
|
||||||
playerList.text += player.DisplayName + "\n";
|
|
||||||
}
|
|
||||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
|
||||||
{
|
|
||||||
_CreateJoinLobby.enabled = false;
|
|
||||||
_InLobby.enabled = false;
|
|
||||||
_GameScreen.enabled = true;
|
|
||||||
_LoadingScreen.enabled = false;
|
|
||||||
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: f575016e02384774d88b46ed7f09579f
|
|
||||||
21
Assets/GameManager/ITask.cs
Normal file
21
Assets/GameManager/ITask.cs
Normal file
@@ -0,0 +1,21 @@
|
|||||||
|
//using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public enum TaskType
|
||||||
|
{
|
||||||
|
Task
|
||||||
|
}
|
||||||
|
|
||||||
|
public interface ITask
|
||||||
|
{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
|
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
||||||
|
public bool IsCompleted { get; } // Stav dokončení úkolu
|
||||||
|
|
||||||
|
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
||||||
|
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
||||||
|
void Complete(); // Označit úkol jako dokončený
|
||||||
|
}
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/*public enum TaskType
|
|
||||||
{
|
|
||||||
Task //TODO: Typy úkolù
|
|
||||||
}*/
|
|
||||||
[System.Serializable]
|
|
||||||
public class TaskData
|
|
||||||
{
|
|
||||||
//TaskType
|
|
||||||
public GameObject TaskPrefab;
|
|
||||||
}
|
|
||||||
public interface ITask
|
|
||||||
{
|
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
|
||||||
public Position TaskLocation { get; set; } // Polohy na mapì
|
|
||||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
|
||||||
|
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
|
||||||
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
|
||||||
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
|
||||||
|
|
||||||
}
|
|
||||||
/* Ukázoková implementace ITask
|
|
||||||
public class Wires : ITask{
|
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
|
||||||
public Position TaskLocation { get; set; } // Poloha na mapì
|
|
||||||
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
|
||||||
private Action<ITask> _onCompleted;
|
|
||||||
|
|
||||||
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
|
||||||
{
|
|
||||||
IsCompleted = false;
|
|
||||||
_onCompleted = onCompleted;
|
|
||||||
|
|
||||||
}
|
|
||||||
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
|
||||||
{
|
|
||||||
onExit?.Invoke(this);
|
|
||||||
}
|
|
||||||
public void Complete() // Dokonèení tasku a zavøení
|
|
||||||
{
|
|
||||||
IsCompleted = true;
|
|
||||||
_onCompleted?.Invoke(this);
|
|
||||||
ExitTask(null);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
public enum StationType
|
|
||||||
{
|
|
||||||
Sabotage,
|
|
||||||
Task,
|
|
||||||
Meeting,
|
|
||||||
Body
|
|
||||||
}
|
|
||||||
public interface IInteractable
|
|
||||||
{
|
|
||||||
public StationType Type { get; set; } // Typ stanice
|
|
||||||
public Position Location { get; set; } // Pozice na mapě
|
|
||||||
public PlayerRole? ReqRole { get; set; } // Požadovaná role hráče Impostor / Crewmate / Any = null
|
|
||||||
public float InteractionRange { get; set; } // Dosah interakce
|
|
||||||
void Interact(PlayerRole role); // Spuštění interakce
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8e926b313c00d4f48ad68750c88817bf
|
|
||||||
@@ -1,83 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using UnityEngine;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
public class Station : IInteractable
|
|
||||||
{
|
|
||||||
public StationType Type { get; set; }
|
|
||||||
public Position Location { get; set; }
|
|
||||||
public PlayerRole? ReqRole { get; set; }
|
|
||||||
public float InteractionRange { get; set; }
|
|
||||||
protected GameObject interfaceInstance;
|
|
||||||
public GameObject Interface { get; set; } // Prefab pro interakci (napø. UI pro úkol nebo sabotáže)
|
|
||||||
|
|
||||||
public virtual void Interact(PlayerRole role)
|
|
||||||
{
|
|
||||||
if (ReqRole.HasValue && role != ReqRole.Value)
|
|
||||||
{
|
|
||||||
Debug.Log("You do not have the required role to interact with this station.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
interfaceInstance = UnityEngine.Object.Instantiate(Interface); // Zobrazí interakèní UI
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
public Station(Position location, float interactionRange)
|
|
||||||
{
|
|
||||||
Location = location;
|
|
||||||
InteractionRange = interactionRange;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public class TaskStation : Station
|
|
||||||
{
|
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
|
||||||
private GameClient _gameClient;
|
|
||||||
public TaskStation(Position pos, float interactionRange, GameClient gameClient, string taskID) : base(pos, interactionRange)
|
|
||||||
{
|
|
||||||
Type = StationType.Task;
|
|
||||||
ReqRole = PlayerRole.Crew;
|
|
||||||
_gameClient = gameClient;
|
|
||||||
}
|
|
||||||
public ITask Task { get; set; }
|
|
||||||
public override void Interact(PlayerRole role)
|
|
||||||
{
|
|
||||||
if(interfaceInstance != null)
|
|
||||||
{
|
|
||||||
ResumeTask();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
base.Interact(role);
|
|
||||||
Task = interfaceInstance.GetComponent<ITask>();
|
|
||||||
Task.TaskID = TaskID;
|
|
||||||
Task.Initialize(OnTaskCompleted);
|
|
||||||
}
|
|
||||||
private void ResumeTask()
|
|
||||||
{
|
|
||||||
interfaceInstance.SetActive(true); // Zobrazí interakèní UI
|
|
||||||
}
|
|
||||||
private void OnTaskCompleted(ITask task)
|
|
||||||
{
|
|
||||||
_gameClient.CompleteTask(task.TaskID);
|
|
||||||
task.ExitTask(OnTaskExit);
|
|
||||||
Debug.Log($"Task {task.TaskName} completed and sent to server.");
|
|
||||||
}
|
|
||||||
private void OnTaskExit(ITask task)
|
|
||||||
{
|
|
||||||
if (task.IsCompleted)
|
|
||||||
{
|
|
||||||
UnityEngine.Object.Destroy(interfaceInstance); // Znièí interakèní UI
|
|
||||||
Debug.Log($"Task {task.TaskName} completed and sent to server.");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
interfaceInstance.SetActive(false); // Skryje interakèní UI
|
|
||||||
Debug.Log($"Task {task.TaskName} was not completed, but exited.");
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0ca1825585bf9bc42bd3b11985048465
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 6744524496c8e1549882277283c132cc
|
|
||||||
NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 2100000
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
113
Assets/GlassPiece.cs
Normal file
113
Assets/GlassPiece.cs
Normal file
@@ -0,0 +1,113 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
194
Assets/GlassRingController.cs
Normal file
194
Assets/GlassRingController.cs
Normal file
@@ -0,0 +1,194 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
@@ -7,8 +7,8 @@ Material:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: AreaMat
|
m_Name: image
|
||||||
m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
|
||||||
m_Parent: {fileID: 0}
|
m_Parent: {fileID: 0}
|
||||||
m_ModifiedSerializedProperties: 0
|
m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords: []
|
||||||
@@ -17,13 +17,15 @@ Material:
|
|||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
m_CustomRenderQueue: -1
|
m_CustomRenderQueue: -1
|
||||||
stringTagMap: {}
|
stringTagMap:
|
||||||
disabledShaderPasses: []
|
RenderType: Opaque
|
||||||
|
disabledShaderPasses:
|
||||||
|
- MOTIONVECTORS
|
||||||
m_LockedProperties:
|
m_LockedProperties:
|
||||||
m_SavedProperties:
|
m_SavedProperties:
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
m_TexEnvs:
|
m_TexEnvs:
|
||||||
- _AlphaTex:
|
- _BaseMap:
|
||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
@@ -63,30 +65,72 @@ Material:
|
|||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
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m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _SpecGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_Lightmaps:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_LightmapsInd:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- unity_ShadowMasks:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
m_Ints: []
|
m_Ints: []
|
||||||
m_Floats:
|
m_Floats:
|
||||||
- PixelSnap: 0
|
- _AddPrecomputedVelocity: 0
|
||||||
|
- _AlphaClip: 0
|
||||||
|
- _AlphaToMask: 0
|
||||||
|
- _Blend: 0
|
||||||
|
- _BlendModePreserveSpecular: 1
|
||||||
- _BumpScale: 1
|
- _BumpScale: 1
|
||||||
|
- _ClearCoatMask: 0
|
||||||
|
- _ClearCoatSmoothness: 0
|
||||||
|
- _Cull: 2
|
||||||
- _Cutoff: 0.5
|
- _Cutoff: 0.5
|
||||||
|
- _DetailAlbedoMapScale: 1
|
||||||
- _DetailNormalMapScale: 1
|
- _DetailNormalMapScale: 1
|
||||||
- _DstBlend: 0
|
- _DstBlend: 0
|
||||||
- _EnableExternalAlpha: 0
|
- _DstBlendAlpha: 0
|
||||||
- _GlossMapScale: 1
|
- _EnvironmentReflections: 1
|
||||||
- _Glossiness: 0.5
|
- _GlossMapScale: 0
|
||||||
- _GlossyReflections: 1
|
- _Glossiness: 0
|
||||||
- _Metallic: 0
|
- _GlossyReflections: 0
|
||||||
- _Mode: 0
|
- _Metallic: 1
|
||||||
- _OcclusionStrength: 1
|
- _OcclusionStrength: 1
|
||||||
- _Parallax: 0.02
|
- _Parallax: 0.005
|
||||||
|
- _QueueOffset: 0
|
||||||
|
- _ReceiveShadows: 1
|
||||||
|
- _Smoothness: 0.5
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 1
|
- _SrcBlend: 1
|
||||||
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title: Universal Mobile 3D Template
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||||||
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- heading: Welcome to the Universal Mobile 3D Template
|
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|
text: This template sets up the right Project settings for developing a 3D game
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on mobile. Also it includes some of the recommended packages for developing
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on mobile.
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linkText:
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Assets/RingShooterMinigameController.cs
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7
Assets/RingShooterMinigameController.cs
Normal file
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using UnityEngine;
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|
// Old placeholder file kept only so the project compiles cleanly.
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// Actual gameplay now lives in TimingWheelShooter.
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Assets/RotateDiamond.cs
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11
Assets/RotateDiamond.cs
Normal file
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using UnityEngine;
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Assets/Scenes/happywheelminigamescene.unity
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1223
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using System.Collections;
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using UnityEngine;
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public class GPSManager : MonoBehaviour
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{
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||||||
private double? LastTime;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
StartCoroutine(UpdateGPS());
|
|
||||||
}
|
|
||||||
|
|
||||||
public double[] GetLastCoords()
|
|
||||||
{
|
|
||||||
if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
|
|
||||||
return LastCoords;
|
|
||||||
}
|
|
||||||
IEnumerator UpdateGPS()
|
|
||||||
{
|
|
||||||
if (!Input.location.isEnabledByUser)
|
|
||||||
{
|
|
||||||
Debug.Log("GPS not enabled by user");
|
|
||||||
LastCoords = FailsafeCoords;
|
|
||||||
LastTime = null;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Input.location.Start(Accuracy, UpdateDistance);
|
|
||||||
|
|
||||||
while (Input.location.status == LocationServiceStatus.Initializing && MaxWait > 0)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(1);
|
|
||||||
MaxWait--;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (MaxWait < 1)
|
|
||||||
{
|
|
||||||
Debug.Log("GPS timed out");
|
|
||||||
LastCoords = FailsafeCoords;
|
|
||||||
LastTime = null;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
if (Input.location.status == LocationServiceStatus.Failed)
|
|
||||||
{
|
|
||||||
Debug.Log("GPS failed to determine device location");
|
|
||||||
LastCoords = FailsafeCoords;
|
|
||||||
LastTime = null;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LastCoords[0] = Input.location.lastData.latitude;
|
|
||||||
LastCoords[1] = Input.location.lastData.longitude;
|
|
||||||
LastTime = Input.location.lastData.timestamp;
|
|
||||||
|
|
||||||
Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
|
|
||||||
}
|
|
||||||
yield return StartCoroutine(UpdateGPS());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2d992ef55bc28784f81e79dd5cca414b
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using System.Net.Http;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
public interface IMapDataCollector
|
|
||||||
{
|
|
||||||
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8cf96fedb0da0ff4f947cad1c84e352b
|
|
||||||
@@ -1,500 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Globalization;
|
|
||||||
using System.Text;
|
|
||||||
using System.Xml;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.Networking;
|
|
||||||
|
|
||||||
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
|
||||||
public class MapRenderer : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Overpass settings")]
|
|
||||||
public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
|
|
||||||
public float queryRadiusMeters = 200f; // radius around lat/lon to query
|
|
||||||
|
|
||||||
[Header("Location (lat, lon)")]
|
|
||||||
public GPSManager gpsManager;
|
|
||||||
private double latitude = 50.7727878;
|
|
||||||
private double longitude = 15.0718625;
|
|
||||||
|
|
||||||
[Header("Building settings")]
|
|
||||||
public Material buildingMaterial;
|
|
||||||
public float defaultFloorHeight = 3.0f; // meters per level
|
|
||||||
public float defaultBuildingHeight = 6.0f; // if no tags
|
|
||||||
|
|
||||||
[Header("Road settings")]
|
|
||||||
public Material roadMaterial;
|
|
||||||
public float defaultRoadWidth = 4.0f; // meters
|
|
||||||
public float motorwayWidth = 10.0f;
|
|
||||||
public float primaryWidth = 8.0f;
|
|
||||||
public float secondaryWidth = 6.0f;
|
|
||||||
public float tertiaryWidth = 5.0f;
|
|
||||||
|
|
||||||
|
|
||||||
[Header("Misc")]
|
|
||||||
public float _metersPerUnit = 1f; // scale: 1 unit = 1 meter
|
|
||||||
|
|
||||||
|
|
||||||
[Header("Storage")]
|
|
||||||
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
|
|
||||||
List<Way> parsedWays = new List<Way>();
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
StartCoroutine(RenderMap());
|
|
||||||
}
|
|
||||||
IEnumerator RenderMap()
|
|
||||||
{
|
|
||||||
ClearChildren();
|
|
||||||
|
|
||||||
double[] GPS = gpsManager.GetLastCoords();
|
|
||||||
latitude = GPS[0];
|
|
||||||
longitude = GPS[1];
|
|
||||||
|
|
||||||
string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
|
|
||||||
|
|
||||||
WWWForm form = new WWWForm();
|
|
||||||
form.AddField("data", q);
|
|
||||||
|
|
||||||
using (UnityWebRequest www = UnityWebRequest.Post(overpassUrl, form))
|
|
||||||
{
|
|
||||||
www.downloadHandler = new DownloadHandlerBuffer();
|
|
||||||
yield return www.SendWebRequest();
|
|
||||||
|
|
||||||
if (www.result != UnityWebRequest.Result.Success)
|
|
||||||
{
|
|
||||||
Debug.LogError("Overpass request failed: " + www.error);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
string xml = www.downloadHandler.text;
|
|
||||||
ParseOverpassXml(xml);
|
|
||||||
|
|
||||||
GameObject buildingsRoot = new GameObject("Buildings");
|
|
||||||
buildingsRoot.transform.parent = this.transform;
|
|
||||||
|
|
||||||
GameObject roadsRoot = new GameObject("Roads");
|
|
||||||
roadsRoot.transform.parent = this.transform;
|
|
||||||
|
|
||||||
foreach (var w in parsedWays)
|
|
||||||
{
|
|
||||||
if (w.tags.ContainsKey("building"))
|
|
||||||
{
|
|
||||||
GameObject b = BuildBuildingMesh(w);
|
|
||||||
b.transform.parent = buildingsRoot.transform;
|
|
||||||
}
|
|
||||||
else if (w.tags.ContainsKey("highway"))
|
|
||||||
{
|
|
||||||
GameObject r = BuildRoadMesh(w);
|
|
||||||
r.transform.parent = roadsRoot.transform;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log("Map generation complete: " + parsedWays.Count + " ways, " + nodes.Count + " nodes.");
|
|
||||||
}
|
|
||||||
yield return StartCoroutine(RenderMap());
|
|
||||||
}
|
|
||||||
|
|
||||||
void ClearChildren()
|
|
||||||
{
|
|
||||||
List<GameObject> toDestroy = new List<GameObject>();
|
|
||||||
foreach (Transform t in transform)
|
|
||||||
toDestroy.Add(t.gameObject);
|
|
||||||
foreach (var g in toDestroy)
|
|
||||||
DestroyImmediate(g);
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Overpass XML parsing
|
|
||||||
class Way
|
|
||||||
{
|
|
||||||
public long id;
|
|
||||||
public List<long> nodeRefs = new List<long>();
|
|
||||||
public Dictionary<string, string> tags = new Dictionary<string, string>();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void ParseOverpassXml(string xmlText)
|
|
||||||
{
|
|
||||||
nodes.Clear();
|
|
||||||
parsedWays.Clear();
|
|
||||||
|
|
||||||
XmlDocument doc = new XmlDocument();
|
|
||||||
doc.LoadXml(xmlText);
|
|
||||||
|
|
||||||
XmlNode osm = doc.SelectSingleNode("/osm");
|
|
||||||
if (osm == null) return;
|
|
||||||
|
|
||||||
// parse nodes
|
|
||||||
foreach (XmlNode node in osm.SelectNodes("node"))
|
|
||||||
{
|
|
||||||
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
|
||||||
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
|
|
||||||
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
|
|
||||||
nodes[id] = new Vector2((float)lat, (float)lon);
|
|
||||||
}
|
|
||||||
|
|
||||||
// parse ways
|
|
||||||
foreach (XmlNode wayNode in osm.SelectNodes("way"))
|
|
||||||
{
|
|
||||||
Way w = new Way();
|
|
||||||
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
|
||||||
foreach (XmlNode child in wayNode.ChildNodes)
|
|
||||||
{
|
|
||||||
if (child.Name == "nd")
|
|
||||||
{
|
|
||||||
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
|
|
||||||
w.nodeRefs.Add(r);
|
|
||||||
}
|
|
||||||
else if (child.Name == "tag")
|
|
||||||
{
|
|
||||||
string k = child.Attributes["k"].Value;
|
|
||||||
string v = child.Attributes["v"].Value;
|
|
||||||
w.tags[k] = v;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
parsedWays.Add(w);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Utilities: latlon to local meters
|
|
||||||
// Convert latitude/longitude to local XY meters relative to center point
|
|
||||||
Vector3 LatLonToLocal(double lat, double lon)
|
|
||||||
{
|
|
||||||
// Use simple equirectangular projection around center (latitude, longitude)
|
|
||||||
double lat0 = latitude;
|
|
||||||
double lon0 = longitude;
|
|
||||||
double dLat = (lat - lat0) * Mathf.Deg2Rad;
|
|
||||||
double dLon = (lon - lon0) * Mathf.Deg2Rad;
|
|
||||||
double R = 6378137.0; // Earth radius in meters
|
|
||||||
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
|
|
||||||
double y = R * dLat;
|
|
||||||
return new Vector3((float)x / _metersPerUnit, 0f, (float)y / _metersPerUnit);
|
|
||||||
}
|
|
||||||
Vector3 NodeIdToLocal(long nodeId)
|
|
||||||
{
|
|
||||||
if (!nodes.ContainsKey(nodeId))
|
|
||||||
return Vector3.zero;
|
|
||||||
Vector2 latlon = nodes[nodeId];
|
|
||||||
return LatLonToLocal(latlon.x, latlon.y);
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Mesh builders
|
|
||||||
GameObject BuildBuildingMesh(Way w)
|
|
||||||
{
|
|
||||||
// gather polygon points
|
|
||||||
List<Vector3> poly = new List<Vector3>();
|
|
||||||
foreach (var id in w.nodeRefs)
|
|
||||||
{
|
|
||||||
Vector3 p = NodeIdToLocal(id);
|
|
||||||
poly.Add(p);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ensure closed
|
|
||||||
if (poly.Count < 3) return null;
|
|
||||||
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
|
|
||||||
poly.Add(poly[0]);
|
|
||||||
|
|
||||||
// determine height
|
|
||||||
float height = defaultBuildingHeight;
|
|
||||||
if (w.tags.ContainsKey("height"))
|
|
||||||
{
|
|
||||||
if (TryParseHeight(w.tags["height"], out float h)) height = h;
|
|
||||||
}
|
|
||||||
else if (w.tags.ContainsKey("building:levels"))
|
|
||||||
{
|
|
||||||
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
|
||||||
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
|
||||||
}
|
|
||||||
else if (w.tags.ContainsKey("levels"))
|
|
||||||
{
|
|
||||||
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
|
||||||
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
// create GameObject
|
|
||||||
GameObject go = new GameObject("Building_" + w.id);
|
|
||||||
MeshFilter mf = go.AddComponent<MeshFilter>();
|
|
||||||
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
|
||||||
mr.material = buildingMaterial;
|
|
||||||
|
|
||||||
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
mesh.name = "BuildingMesh_" + w.id;
|
|
||||||
|
|
||||||
// Convert poly to 2D points (XZ plane)
|
|
||||||
List<Vector2> poly2D = new List<Vector2>();
|
|
||||||
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
|
|
||||||
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
|
|
||||||
|
|
||||||
// triangulate roof
|
|
||||||
List<int> roofTris = Triangulate(poly2D);
|
|
||||||
if (roofTris == null || roofTris.Count == 0)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("Triangulation failed for building " + w.id);
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
|
|
||||||
int n = poly2D.Count;
|
|
||||||
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
|
|
||||||
List<Vector3> verts = new List<Vector3>();
|
|
||||||
List<int> triangles = new List<int>();
|
|
||||||
List<Vector2> uvs = new List<Vector2>();
|
|
||||||
|
|
||||||
// Roof triangles - each triangle gets its own vertices
|
|
||||||
for (int i = 0; i < roofTris.Count; i += 3)
|
|
||||||
{
|
|
||||||
int idx0 = roofTris[i];
|
|
||||||
int idx1 = roofTris[i + 1];
|
|
||||||
int idx2 = roofTris[i + 2];
|
|
||||||
|
|
||||||
Vector2 p0 = poly2D[idx0];
|
|
||||||
Vector2 p1 = poly2D[idx1];
|
|
||||||
Vector2 p2 = poly2D[idx2];
|
|
||||||
|
|
||||||
int baseIdx = verts.Count;
|
|
||||||
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y));
|
|
||||||
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y));
|
|
||||||
verts.Add(new Vector3(p2.x, height / _metersPerUnit, p2.y));
|
|
||||||
|
|
||||||
triangles.Add(baseIdx);
|
|
||||||
triangles.Add(baseIdx + 1);
|
|
||||||
triangles.Add(baseIdx + 2);
|
|
||||||
|
|
||||||
uvs.Add(new Vector2(p0.x, p0.y));
|
|
||||||
uvs.Add(new Vector2(p1.x, p1.y));
|
|
||||||
uvs.Add(new Vector2(p2.x, p2.y));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Walls - each quad gets its own 4 vertices
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
int iNext = (i + 1) % n;
|
|
||||||
Vector2 p0 = poly2D[i];
|
|
||||||
Vector2 p1 = poly2D[iNext];
|
|
||||||
|
|
||||||
int baseIdx = verts.Count;
|
|
||||||
verts.Add(new Vector3(p0.x, height / _metersPerUnit, p0.y)); // top left
|
|
||||||
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
|
|
||||||
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
|
|
||||||
verts.Add(new Vector3(p1.x, height / _metersPerUnit, p1.y)); // top right
|
|
||||||
|
|
||||||
triangles.Add(baseIdx);
|
|
||||||
triangles.Add(baseIdx + 1);
|
|
||||||
triangles.Add(baseIdx + 2);
|
|
||||||
|
|
||||||
triangles.Add(baseIdx);
|
|
||||||
triangles.Add(baseIdx + 2);
|
|
||||||
triangles.Add(baseIdx + 3);
|
|
||||||
|
|
||||||
uvs.Add(new Vector2(0, 1));
|
|
||||||
uvs.Add(new Vector2(0, 0));
|
|
||||||
uvs.Add(new Vector2(1, 0));
|
|
||||||
uvs.Add(new Vector2(1, 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.SetVertices(verts);
|
|
||||||
mesh.SetTriangles(triangles, 0);
|
|
||||||
mesh.SetUVs(0, uvs);
|
|
||||||
mesh.RecalculateNormals();
|
|
||||||
mesh.RecalculateBounds();
|
|
||||||
|
|
||||||
mf.mesh = mesh;
|
|
||||||
|
|
||||||
// Center object (using first roof vertex as reference)
|
|
||||||
Vector3 centroid = Vector3.zero;
|
|
||||||
for (int i = 0; i < roofTris.Count; i += 3)
|
|
||||||
{
|
|
||||||
centroid += verts[i];
|
|
||||||
}
|
|
||||||
centroid /= (roofTris.Count / 3);
|
|
||||||
go.transform.position = centroid * -1f;
|
|
||||||
|
|
||||||
// Move the roof/walls vertices back to local space
|
|
||||||
Vector3[] adjustedVerts = mesh.vertices;
|
|
||||||
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
|
|
||||||
mesh.vertices = adjustedVerts;
|
|
||||||
mesh.RecalculateNormals();
|
|
||||||
mesh.RecalculateBounds();
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject BuildRoadMesh(Way w)
|
|
||||||
{
|
|
||||||
// build polyline
|
|
||||||
List<Vector3> pts = new List<Vector3>();
|
|
||||||
foreach (var id in w.nodeRefs)
|
|
||||||
pts.Add(NodeIdToLocal(id));
|
|
||||||
if (pts.Count < 2) return null;
|
|
||||||
|
|
||||||
float width = defaultRoadWidth;
|
|
||||||
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
|
|
||||||
width = wv;
|
|
||||||
else if (w.tags.ContainsKey("highway"))
|
|
||||||
{
|
|
||||||
// simple heuristic
|
|
||||||
string h = w.tags["highway"];
|
|
||||||
if (h == "motorway") width = motorwayWidth;
|
|
||||||
else if (h == "primary") width = primaryWidth;
|
|
||||||
else if (h == "secondary") width = secondaryWidth;
|
|
||||||
else if (h == "tertiary") width = tertiaryWidth;
|
|
||||||
else width = defaultRoadWidth;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject go = new GameObject("Road_" + w.id);
|
|
||||||
MeshFilter mf = go.AddComponent<MeshFilter>();
|
|
||||||
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
|
||||||
mr.material = roadMaterial;
|
|
||||||
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
mesh.name = "RoadMesh_" + w.id;
|
|
||||||
|
|
||||||
List<Vector3> verts = new List<Vector3>();
|
|
||||||
List<int> tris = new List<int>();
|
|
||||||
List<Vector2> uvs = new List<Vector2>();
|
|
||||||
|
|
||||||
// build quad strip
|
|
||||||
for (int i = 0; i < pts.Count; i++)
|
|
||||||
{
|
|
||||||
Vector3 p = pts[i];
|
|
||||||
Vector3 dir;
|
|
||||||
if (i == 0) dir = (pts[i + 1] - p).normalized;
|
|
||||||
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
|
|
||||||
else dir = (pts[i + 1] - pts[i - 1]).normalized;
|
|
||||||
|
|
||||||
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
|
|
||||||
Vector3 left = p + normal * (width * 0.5f / _metersPerUnit);
|
|
||||||
Vector3 right = p - normal * (width * 0.5f / _metersPerUnit);
|
|
||||||
verts.Add(left);
|
|
||||||
verts.Add(right);
|
|
||||||
uvs.Add(new Vector2(0, i));
|
|
||||||
uvs.Add(new Vector2(1, i));
|
|
||||||
|
|
||||||
if (i > 0)
|
|
||||||
{
|
|
||||||
int baseIdx = verts.Count - 4;
|
|
||||||
tris.Add(baseIdx + 0);
|
|
||||||
tris.Add(baseIdx + 2);
|
|
||||||
tris.Add(baseIdx + 1);
|
|
||||||
|
|
||||||
tris.Add(baseIdx + 1);
|
|
||||||
tris.Add(baseIdx + 2);
|
|
||||||
tris.Add(baseIdx + 3);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.SetVertices(verts);
|
|
||||||
mesh.SetTriangles(tris, 0);
|
|
||||||
mesh.SetUVs(0, uvs);
|
|
||||||
mesh.RecalculateNormals();
|
|
||||||
mesh.RecalculateBounds();
|
|
||||||
|
|
||||||
mf.mesh = mesh;
|
|
||||||
go.transform.position = Vector3.zero;
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Helpers
|
|
||||||
bool TryParseHeight(string s, out float meters)
|
|
||||||
{
|
|
||||||
// try to parse heights like "12", "12.5m", "40 ft"
|
|
||||||
s = s.Trim();
|
|
||||||
meters = 0f;
|
|
||||||
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
|
|
||||||
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
|
|
||||||
{
|
|
||||||
meters = v;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
// fallback: try to extract number
|
|
||||||
StringBuilder num = new StringBuilder();
|
|
||||||
foreach (char c in s)
|
|
||||||
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
|
|
||||||
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|
|
||||||
{
|
|
||||||
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|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Basic ear clipping triangulation for simple polygons (2D)
|
|
||||||
List<int> Triangulate(List<Vector2> poly)
|
|
||||||
{
|
|
||||||
List<int> indices = new List<int>();
|
|
||||||
int n = poly.Count;
|
|
||||||
if (n < 3) return indices;
|
|
||||||
|
|
||||||
List<int> V = new List<int>();
|
|
||||||
for (int i = 0; i < n; i++) V.Add(i);
|
|
||||||
|
|
||||||
int guard = 0;
|
|
||||||
while (V.Count > 3 && guard < 10000)
|
|
||||||
{
|
|
||||||
bool earFound = false;
|
|
||||||
for (int i = 0; i < V.Count; i++)
|
|
||||||
{
|
|
||||||
int prev = V[(i - 1 + V.Count) % V.Count];
|
|
||||||
int curr = V[i];
|
|
||||||
int next = V[(i + 1) % V.Count];
|
|
||||||
|
|
||||||
Vector2 a = poly[prev];
|
|
||||||
Vector2 b = poly[curr];
|
|
||||||
Vector2 c = poly[next];
|
|
||||||
|
|
||||||
if (!IsConvex(a, b, c)) continue;
|
|
||||||
|
|
||||||
bool hasPointInside = false;
|
|
||||||
for (int j = 0; j < V.Count; j++)
|
|
||||||
{
|
|
||||||
int vi = V[j];
|
|
||||||
if (vi == prev || vi == curr || vi == next) continue;
|
|
||||||
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
|
|
||||||
}
|
|
||||||
if (hasPointInside) continue;
|
|
||||||
|
|
||||||
// ear found
|
|
||||||
indices.Add(prev);
|
|
||||||
indices.Add(curr);
|
|
||||||
indices.Add(next);
|
|
||||||
V.RemoveAt(i);
|
|
||||||
earFound = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
if (!earFound) break;
|
|
||||||
guard++;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (V.Count == 3)
|
|
||||||
{
|
|
||||||
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
|
|
||||||
}
|
|
||||||
|
|
||||||
return indices;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
|
|
||||||
{
|
|
||||||
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
|
|
||||||
}
|
|
||||||
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
|
|
||||||
{
|
|
||||||
float area = TriangleArea(a, b, c);
|
|
||||||
float area1 = TriangleArea(p, b, c);
|
|
||||||
float area2 = TriangleArea(a, p, c);
|
|
||||||
float area3 = TriangleArea(a, b, p);
|
|
||||||
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
|
|
||||||
}
|
|
||||||
|
|
||||||
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
|
|
||||||
{
|
|
||||||
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
|
|
||||||
}
|
|
||||||
#endregion
|
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|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,93 +0,0 @@
|
|||||||
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
|
||||||
with Reserved Font Name Anton.
|
|
||||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
|
||||||
This license is copied below, and is also available with a FAQ at:
|
|
||||||
http://scripts.sil.org/OFL
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------
|
|
||||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
|
||||||
-----------------------------------------------------------
|
|
||||||
|
|
||||||
PREAMBLE
|
|
||||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
|
||||||
development of collaborative font projects, to support the font creation
|
|
||||||
efforts of academic and linguistic communities, and to provide a free and
|
|
||||||
open framework in which fonts may be shared and improved in partnership
|
|
||||||
with others.
|
|
||||||
|
|
||||||
The OFL allows the licensed fonts to be used, studied, modified and
|
|
||||||
redistributed freely as long as they are not sold by themselves. The
|
|
||||||
fonts, including any derivative works, can be bundled, embedded,
|
|
||||||
redistributed and/or sold with any software provided that any reserved
|
|
||||||
names are not used by derivative works. The fonts and derivatives,
|
|
||||||
however, cannot be released under any other type of license. The
|
|
||||||
requirement for fonts to remain under this license does not apply
|
|
||||||
to any document created using the fonts or their derivatives.
|
|
||||||
|
|
||||||
DEFINITIONS
|
|
||||||
"Font Software" refers to the set of files released by the Copyright
|
|
||||||
Holder(s) under this license and clearly marked as such. This may
|
|
||||||
include source files, build scripts and documentation.
|
|
||||||
|
|
||||||
"Reserved Font Name" refers to any names specified as such after the
|
|
||||||
copyright statement(s).
|
|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components as
|
|
||||||
distributed by the Copyright Holder(s).
|
|
||||||
|
|
||||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
|
||||||
or substituting -- in part or in whole -- any of the components of the
|
|
||||||
Original Version, by changing formats or by porting the Font Software to a
|
|
||||||
new environment.
|
|
||||||
|
|
||||||
"Author" refers to any designer, engineer, programmer, technical
|
|
||||||
writer or other person who contributed to the Font Software.
|
|
||||||
|
|
||||||
PERMISSION & CONDITIONS
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining
|
|
||||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
|
||||||
redistribute, and sell modified and unmodified copies of the Font
|
|
||||||
Software, subject to the following conditions:
|
|
||||||
|
|
||||||
1) Neither the Font Software nor any of its individual components,
|
|
||||||
in Original or Modified Versions, may be sold by itself.
|
|
||||||
|
|
||||||
2) Original or Modified Versions of the Font Software may be bundled,
|
|
||||||
redistributed and/or sold with any software, provided that each copy
|
|
||||||
contains the above copyright notice and this license. These can be
|
|
||||||
included either as stand-alone text files, human-readable headers or
|
|
||||||
in the appropriate machine-readable metadata fields within text or
|
|
||||||
binary files as long as those fields can be easily viewed by the user.
|
|
||||||
|
|
||||||
3) No Modified Version of the Font Software may use the Reserved Font
|
|
||||||
Name(s) unless explicit written permission is granted by the corresponding
|
|
||||||
Copyright Holder. This restriction only applies to the primary font name as
|
|
||||||
presented to the users.
|
|
||||||
|
|
||||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
|
||||||
Software shall not be used to promote, endorse or advertise any
|
|
||||||
Modified Version, except to acknowledge the contribution(s) of the
|
|
||||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
|
||||||
permission.
|
|
||||||
|
|
||||||
5) The Font Software, modified or unmodified, in part or in whole,
|
|
||||||
must be distributed entirely under this license, and must not be
|
|
||||||
distributed under any other license. The requirement for fonts to
|
|
||||||
remain under this license does not apply to any document created
|
|
||||||
using the Font Software.
|
|
||||||
|
|
||||||
TERMINATION
|
|
||||||
This license becomes null and void if any of the above conditions are
|
|
||||||
not met.
|
|
||||||
|
|
||||||
DISCLAIMER
|
|
||||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
|
||||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
|
||||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
||||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
|
||||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
||||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
|
||||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
|
||||||
@@ -1,8 +0,0 @@
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|||||||
fileFormatVersion: 2
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|
|||||||
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
|
||||||
with Reserved Font Name Bangers.
|
|
||||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
|
||||||
This license is copied below, and is also available with a FAQ at:
|
|
||||||
http://scripts.sil.org/OFL
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------
|
|
||||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
|
||||||
-----------------------------------------------------------
|
|
||||||
|
|
||||||
PREAMBLE
|
|
||||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
|
||||||
development of collaborative font projects, to support the font creation
|
|
||||||
efforts of academic and linguistic communities, and to provide a free and
|
|
||||||
open framework in which fonts may be shared and improved in partnership
|
|
||||||
with others.
|
|
||||||
|
|
||||||
The OFL allows the licensed fonts to be used, studied, modified and
|
|
||||||
redistributed freely as long as they are not sold by themselves. The
|
|
||||||
fonts, including any derivative works, can be bundled, embedded,
|
|
||||||
redistributed and/or sold with any software provided that any reserved
|
|
||||||
names are not used by derivative works. The fonts and derivatives,
|
|
||||||
however, cannot be released under any other type of license. The
|
|
||||||
requirement for fonts to remain under this license does not apply
|
|
||||||
to any document created using the fonts or their derivatives.
|
|
||||||
|
|
||||||
DEFINITIONS
|
|
||||||
"Font Software" refers to the set of files released by the Copyright
|
|
||||||
Holder(s) under this license and clearly marked as such. This may
|
|
||||||
include source files, build scripts and documentation.
|
|
||||||
|
|
||||||
"Reserved Font Name" refers to any names specified as such after the
|
|
||||||
copyright statement(s).
|
|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components as
|
|
||||||
distributed by the Copyright Holder(s).
|
|
||||||
|
|
||||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
|
||||||
or substituting -- in part or in whole -- any of the components of the
|
|
||||||
Original Version, by changing formats or by porting the Font Software to a
|
|
||||||
new environment.
|
|
||||||
|
|
||||||
"Author" refers to any designer, engineer, programmer, technical
|
|
||||||
writer or other person who contributed to the Font Software.
|
|
||||||
|
|
||||||
PERMISSION & CONDITIONS
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining
|
|
||||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
|
||||||
redistribute, and sell modified and unmodified copies of the Font
|
|
||||||
Software, subject to the following conditions:
|
|
||||||
|
|
||||||
1) Neither the Font Software nor any of its individual components,
|
|
||||||
in Original or Modified Versions, may be sold by itself.
|
|
||||||
|
|
||||||
2) Original or Modified Versions of the Font Software may be bundled,
|
|
||||||
redistributed and/or sold with any software, provided that each copy
|
|
||||||
contains the above copyright notice and this license. These can be
|
|
||||||
included either as stand-alone text files, human-readable headers or
|
|
||||||
in the appropriate machine-readable metadata fields within text or
|
|
||||||
binary files as long as those fields can be easily viewed by the user.
|
|
||||||
|
|
||||||
3) No Modified Version of the Font Software may use the Reserved Font
|
|
||||||
Name(s) unless explicit written permission is granted by the corresponding
|
|
||||||
Copyright Holder. This restriction only applies to the primary font name as
|
|
||||||
presented to the users.
|
|
||||||
|
|
||||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
|
||||||
Software shall not be used to promote, endorse or advertise any
|
|
||||||
Modified Version, except to acknowledge the contribution(s) of the
|
|
||||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
|
||||||
permission.
|
|
||||||
|
|
||||||
5) The Font Software, modified or unmodified, in part or in whole,
|
|
||||||
must be distributed entirely under this license, and must not be
|
|
||||||
distributed under any other license. The requirement for fonts to
|
|
||||||
remain under this license does not apply to any document created
|
|
||||||
using the Font Software.
|
|
||||||
|
|
||||||
TERMINATION
|
|
||||||
This license becomes null and void if any of the above conditions are
|
|
||||||
not met.
|
|
||||||
|
|
||||||
DISCLAIMER
|
|
||||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
|
||||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
|
||||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
||||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
|
||||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
||||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
|
||||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
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guid: efe0bf4ac872451e91612d1ae593f480
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fontName: Electronic Highway Sign
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- Electronic Highway Sign
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@@ -1,92 +0,0 @@
|
|||||||
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
|
||||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
|
||||||
This license is copied below, and is also available with a FAQ at:
|
|
||||||
http://scripts.sil.org/OFL
|
|
||||||
|
|
||||||
|
|
||||||
-----------------------------------------------------------
|
|
||||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
|
||||||
-----------------------------------------------------------
|
|
||||||
|
|
||||||
PREAMBLE
|
|
||||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
|
||||||
development of collaborative font projects, to support the font creation
|
|
||||||
efforts of academic and linguistic communities, and to provide a free and
|
|
||||||
open framework in which fonts may be shared and improved in partnership
|
|
||||||
with others.
|
|
||||||
|
|
||||||
The OFL allows the licensed fonts to be used, studied, modified and
|
|
||||||
redistributed freely as long as they are not sold by themselves. The
|
|
||||||
fonts, including any derivative works, can be bundled, embedded,
|
|
||||||
redistributed and/or sold with any software provided that any reserved
|
|
||||||
names are not used by derivative works. The fonts and derivatives,
|
|
||||||
however, cannot be released under any other type of license. The
|
|
||||||
requirement for fonts to remain under this license does not apply
|
|
||||||
to any document created using the fonts or their derivatives.
|
|
||||||
|
|
||||||
DEFINITIONS
|
|
||||||
"Font Software" refers to the set of files released by the Copyright
|
|
||||||
Holder(s) under this license and clearly marked as such. This may
|
|
||||||
include source files, build scripts and documentation.
|
|
||||||
|
|
||||||
"Reserved Font Name" refers to any names specified as such after the
|
|
||||||
copyright statement(s).
|
|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components as
|
|
||||||
distributed by the Copyright Holder(s).
|
|
||||||
|
|
||||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
|
||||||
or substituting -- in part or in whole -- any of the components of the
|
|
||||||
Original Version, by changing formats or by porting the Font Software to a
|
|
||||||
new environment.
|
|
||||||
|
|
||||||
"Author" refers to any designer, engineer, programmer, technical
|
|
||||||
writer or other person who contributed to the Font Software.
|
|
||||||
|
|
||||||
PERMISSION & CONDITIONS
|
|
||||||
Permission is hereby granted, free of charge, to any person obtaining
|
|
||||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
|
||||||
redistribute, and sell modified and unmodified copies of the Font
|
|
||||||
Software, subject to the following conditions:
|
|
||||||
|
|
||||||
1) Neither the Font Software nor any of its individual components,
|
|
||||||
in Original or Modified Versions, may be sold by itself.
|
|
||||||
|
|
||||||
2) Original or Modified Versions of the Font Software may be bundled,
|
|
||||||
redistributed and/or sold with any software, provided that each copy
|
|
||||||
contains the above copyright notice and this license. These can be
|
|
||||||
included either as stand-alone text files, human-readable headers or
|
|
||||||
in the appropriate machine-readable metadata fields within text or
|
|
||||||
binary files as long as those fields can be easily viewed by the user.
|
|
||||||
|
|
||||||
3) No Modified Version of the Font Software may use the Reserved Font
|
|
||||||
Name(s) unless explicit written permission is granted by the corresponding
|
|
||||||
Copyright Holder. This restriction only applies to the primary font name as
|
|
||||||
presented to the users.
|
|
||||||
|
|
||||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
|
||||||
Software shall not be used to promote, endorse or advertise any
|
|
||||||
Modified Version, except to acknowledge the contribution(s) of the
|
|
||||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
|
||||||
permission.
|
|
||||||
|
|
||||||
5) The Font Software, modified or unmodified, in part or in whole,
|
|
||||||
must be distributed entirely under this license, and must not be
|
|
||||||
distributed under any other license. The requirement for fonts to
|
|
||||||
remain under this license does not apply to any document created
|
|
||||||
using the Font Software.
|
|
||||||
|
|
||||||
TERMINATION
|
|
||||||
This license becomes null and void if any of the above conditions are
|
|
||||||
not met.
|
|
||||||
|
|
||||||
DISCLAIMER
|
|
||||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
||||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
|
||||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
|
||||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
|
||||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
||||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
|
||||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
||||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
|
||||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
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guid: d2cf87a8a7a94aa8b80dff1c807c1178
|
|
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timeCreated: 1484171296
|
|
||||||
licenseType: Pro
|
|
||||||
TextScriptImporter:
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|
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user