Compare commits

..

116 Commits

Author SHA1 Message Date
13f62000b3 Some conflicts resolved 2026-05-27 21:32:22 +02:00
e96ce2de20 Merge pull request 'Fix player name UI and persist name between menu scenes' (#15) from eda-fix-errors into main
Reviewed-on: #15
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-24 11:41:13 +02:00
d0f89893a5 Resolved conflict 2026-05-24 11:40:14 +02:00
015c9b5caa Merge pull request 'HappyWheelMinigame' (#11) from HappyWheelMinigame into main
Reviewed-on: #11
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-24 11:29:36 +02:00
31522cda01 conflict resolved 2026-05-24 11:28:32 +02:00
gravitrax-bublina
213e894640 Remove unused placeholder model asset 2026-05-22 20:52:55 +02:00
dea21e2af5 Merge pull request 'find-the-sweet-spot' (#25) from find-the-sweet-spot into main
Reviewed-on: #25
2026-05-21 20:14:38 +02:00
4f9aa12cad Merge pull request 'Eda minigame but new branch' (#22) from EdaSweeSpotMinigame into main
Reviewed-on: #22
2026-05-21 20:00:31 +02:00
gravitrax-bublina
abc5801b18 Remove unused placeholder model assets 2026-05-21 19:57:45 +02:00
gravitrax-bublina
f427dbb6e7 Move minigame audio into Assets 2026-05-21 19:57:39 +02:00
gravitrax-bublina
2d5b6fae60 Remove unused placeholder model assets 2026-05-21 19:45:22 +02:00
gravitrax-bublina
3b2a5a0677 Remove unused placeholder model assets 2026-05-21 19:39:54 +02:00
e776b9476e Revert "merge conflict"
This reverts commit 37797d5f7d.
2026-05-18 20:57:27 +02:00
37797d5f7d merge conflict
psl co tam mám změnit?
2026-05-18 18:06:56 +02:00
fed08d08ad Merge pull request 'Package patch' (#23) from Pajka into main
Reviewed-on: #23
2026-05-17 22:23:23 +02:00
843c121666 Package patch 2026-05-17 22:21:36 +02:00
a15a9790b5 Eda minigame but new branch 2026-05-17 20:44:46 +02:00
dfec8df767 Revert "Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main"
This reverts commit 5b8e4eaeac, reversing
changes made to 03c0b158a4.
2026-05-17 20:22:01 +02:00
5b8e4eaeac Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main
Reviewed-on: #13
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:18:15 +02:00
9571be257c resolved conflict 2026-05-17 20:17:21 +02:00
03c0b158a4 Merge pull request 'KeyInsertMinigame' (#16) from KeyInsertMinigame into main
Reviewed-on: #16
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:16:23 +02:00
b0945c9bdb resolving conflict 2026-05-17 20:15:06 +02:00
28a81b6014 Merge pull request 'fixnuty design mapy, soubory maji dobre jmeno' (#19) from DesignMapy into main
Reviewed-on: #19
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:11:07 +02:00
ab6938e6cf Merge branch 'DesignMapy' of ssh://git.honzuvkod.dev:222/BlueCabinetGames/GeoSusGame into DesignMapy 2026-05-17 20:09:21 +02:00
c5703fc92a resolved conflicts 2026-05-17 20:09:05 +02:00
gravitrax-bublina
e4970c738f Set URP pipeline assets for Happy Wheel 2026-05-17 15:01:07 +02:00
82c120f362 Merge pull request 'Assets CleanUp' (#20) from MainCleanUp into main
Reviewed-on: #20
2026-05-17 14:52:28 +02:00
099f3ec939 Assets CleanUp 2026-05-17 14:50:32 +02:00
gravitrax-bublina
bd646df706 Add brambora variant used by Happy Wheel scene 2026-05-17 14:47:47 +02:00
gravitrax-bublina
8ab0a350f3 Update Happy Wheel for current Unity version 2026-05-17 14:25:03 +02:00
e0a4cf31b2 prejmenovani souboru na mapu a design mapy fixnuto 2026-05-17 14:20:33 +02:00
1aa3d2a787 Merge pull request 'MainMenuUiBugFix' (#18) from MainMenuUiBugFix into main
Reviewed-on: #18
2026-05-17 13:43:04 +02:00
gravitrax-bublina
f9d2a951da Add Happy Wheel prefab meta files 2026-05-17 13:31:47 +02:00
gravitrax-bublina
059cfa6d28 Add ArenaRoot prefab and prefab meta files 2026-05-17 13:30:45 +02:00
gravitrax-bublina
f2931c1c0b Relink Happy Wheel scene to new prefab assets 2026-05-17 13:23:33 +02:00
gravitrax-bublina
176bb7a704 Update Happy Wheel scene and remaining prefabs 2026-05-17 12:59:09 +02:00
d7211e62de Merge pull request 'Implemented ITask' (#17) from keyinsertminigame into KeyInsertMinigame
Reviewed-on: #17
2026-05-17 12:54:50 +02:00
gravitrax-bublina
2c13a899d7 Add missing Happy Wheel prefabs and fix scene references 2026-05-17 12:54:22 +02:00
a2a55a7135 Try of anchoring, deleted old scripts, mergable 2026-05-17 12:49:24 +02:00
a5e657ef05 Merge pull request 'opravene kabely (je jen 1 scena)' (#8) from KabelyOprava into main
Reviewed-on: #8
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 12:48:26 +02:00
2040b59593 meta patch 2026-05-17 12:47:09 +02:00
gravitrax-bublina
54bfcf745b Fix player name UI and persist name between menu scenes 2026-05-17 12:34:22 +02:00
8bec2f0cf8 conflict resolve 2026-05-17 12:32:20 +02:00
gravitrax-bublina
9a99405f4b Ignore .utmp temp folder 2026-05-17 12:15:46 +02:00
gravitrax-bublina
b4b746de25 Remove .utmp temp files from PR 2026-05-17 12:14:53 +02:00
gravitrax-bublina
d2e3adbacc Adapt Happy Wheel to shared ITask from main 2026-05-17 12:07:41 +02:00
023bddc91b conflict partially resolved 2026-05-17 11:31:00 +02:00
c8d8b6b802 Conflict resolve 2026-05-17 11:25:21 +02:00
1082fc9ad0 plne funkcni data transfer 2026-05-17 10:50:17 +02:00
2ae5d28cc9 Implemented ITask 2026-05-17 10:06:36 +02:00
gravitrax-bublina
dd5aefcb49 Update Eda minigame scene and project settings 2026-05-17 10:03:13 +02:00
2d7b5481c0 Code repair 2026-05-17 09:56:04 +02:00
gravitrax-bublina
6d660f5d89 tahle minihra je plne funkcni, nema zadne negr style nazvy a itask i assety i design i cokoliv dalsiho je implementovane 2026-05-17 09:55:14 +02:00
37c6d7a552 male zmeny 2026-05-11 21:31:33 +02:00
e55aa6b258 A completely working minigame Insert Keys, Added SFX + Light, Still not mergable - needs dev team check 2026-05-11 21:19:01 +02:00
d7838c0a04 fix mensich ui bugu na ipadech crate a join loading furt funguji divne 2026-05-10 17:49:03 +02:00
90fd3514fb fix main menu ui designu v join loading a create podle me nejak vadi playerlistu honzuv kod a z nejakyho duvodu meni barvu nejakych tlacitek coz idk jak fixnout je take potreba zaimplementovat UiManager do designu coz idk jak udelat honzo sry pokud jsem neco omilem rozbil ale o nicem nevim 2026-05-10 01:15:07 +02:00
9a736e1d53 fix rozbiteho ui, potrbuje implementovat UiManager 2026-05-10 00:45:45 +02:00
2f86bab336 Almost comletely working minigame, but still in progress, code almost done 2026-05-08 10:20:22 +02:00
8948cbdb14 Added right numbers to keyholes, project clean up, safety commit - to not lose progress 2026-05-07 17:30:10 +02:00
7e89f37d90 z 99% dodelana dira minigame mozna jeste pridam malickosti 2026-05-02 17:15:31 +02:00
Bandwidth
207f997254 Added better GPS handling, Improved test mode, Fixed naming of players not being broadcast until a new HelloClient, Fixed lobby restarts, Fixed task handling 2026-04-27 23:18:13 +02:00
f9ceea4992 Small asset clean-up 2026-04-26 21:57:42 +02:00
Bandwidth
d886f97e14 GeoSus 2026-04-26 20:49:32 +02:00
ad604daec7 optimalizace 2026-04-26 20:03:12 +02:00
e0b808faed Zabiju je 2. Epicky thriller od tvurce Zabiju je 2026-04-26 14:58:39 +02:00
666f731b6d Created base UI of the minigame, added keyslots 2026-04-26 14:51:45 +02:00
a9ea88c125 minigame hole dokončeno 2026-04-26 14:41:06 +02:00
gravitrax-bublina
3ac90ed7b6 Add NegrBagrJaromirJagr minigame 2026-04-26 14:35:54 +02:00
700e6bfbfc Zabiju je 2026-04-26 13:30:33 +02:00
ab6263cb10 skybox,design domecku a cest 2026-04-26 13:17:30 +02:00
abbe4842fe Repaired hole minigame 2026-04-26 12:55:21 +02:00
f800e78f14 kontrola simulace na telefonu 2026-04-26 11:40:58 +02:00
e29581cc21 opravene kabely (je jen 1 scena) 2026-04-26 10:30:47 +02:00
74fa735322 dominiku pomoc 2026-04-26 10:04:37 +02:00
208696487e Mergnuta minihra 2026-04-26 09:11:01 +02:00
3879c0879d Added Textures and models of key&keyhole 2026-04-25 22:50:53 +02:00
0a163b2a1e nekolik neonovych veci a animace kamery svetla z nejakyho duvodu funguji divne 2026-04-25 21:32:15 +02:00
1de91b0d57 Hra kabely 2026-03-28 19:28:59 +01:00
b0e90221dc fixed merges 2026-03-28 11:19:27 +01:00
dcb1066d80 Fixed merge conflict 2026-03-28 11:18:01 +01:00
d80ac111c2 Removed meta files 2026-03-28 11:06:53 +01:00
4fdfdea5cf udpatnuty na vsechny cudliky 2026-03-28 10:45:51 +01:00
32c7589ab3 prepinani scen 2026-03-28 10:36:08 +01:00
gravitrax-bublina
c11ca05ea8 nejlepsi minihra, velmi dobre funguje, nepouzil jsem chatbota nai jednoud a vsechno jsem programoval pomoci libraries a moc me to bavilo, esing neni nejaky skvely ale funguje to na iphone, takze se to mozna rozbije pokud to zkusite runnout na androidu 2026-03-28 10:18:32 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
44155796d0 rename Misovych slozek, clean up 2026-03-28 09:43:53 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +01:00
5b166244b2 added Packages 2026-03-28 09:24:20 +01:00
11575ef9b1 scripty ve slozkach 2026-03-28 09:12:04 +01:00
76a38d741c minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
2026-03-28 09:07:10 +01:00
114a0d3997 player list + animace pro něj 2026-03-26 18:33:43 +01:00
ce6e4450e6 nove screeny(myslim)zvuky pro tlacitka klikani tlacitek novy font pro texty a uprava hvězd 2026-03-22 21:31:20 +01:00
95f2f63259 6 novych screenu posledni 3 asi celkem nic moc 2026-03-20 20:24:16 +01:00
dc5ed7d49f napis na zemeguli, jestli nekdo chce, tak doladte barvu, vic belejsi mi to udelat neslo(ve scene neni svetlo, tak jsem radsi nic nedelal) 2026-03-04 18:26:34 +01:00
Jan Racek
2fadf819cc Upraveno hlavni menu, pridana 3D zeme bez rendertexture, pridano space HDRI 2026-03-01 21:14:00 +01:00
a1465de9a0 Merge pull request 'Added map' (#3) from GameClient into main
Reviewed-on: #3

Líbí se mi to. Je to fajn.
2026-03-01 20:52:28 +01:00
ff9a2cebd3 main menu 2026-02-27 20:22:49 +01:00
f7926a218e MinHraKrystof 2026-02-22 20:59:10 +01:00
9defaa314a Added 2 minigames 2026-02-21 14:56:19 +01:00
e14a3ddf2b scaling a cerny pozadí 2026-02-21 14:47:54 +01:00
5bd6eabec6 Opraven TMP, pridan anchoring hlavniho menu 2026-02-21 14:17:12 +01:00
f2ebd125f3 zeme kutululu 2026-02-21 14:04:25 +01:00
2fdfabe2b8 main menu 2026-02-21 13:44:23 +01:00
4a84e729f3 Added packages 2026-02-21 13:18:55 +01:00
055e8aa426 Added Metas 2026-02-21 13:16:44 +01:00
1957d26b1f added cables 2026-02-21 13:07:16 +01:00
8f62dc8873 scena_minigame-kabely. ps pridat ui 2026-02-21 12:32:31 +01:00
4b8e4c69f5 Fixed meta files 2026-02-21 11:58:53 +01:00
e086bedb19 Opravena textura 2026-02-21 11:53:57 +01:00
13300e885b Opravena moje objektivni a naprosto nezpochybnitelna neschopnost, ktera predstavuje hrozbu pro celou planetu na budocích 40 let (vic se nedoziju zeru moc KFC) 2026-02-21 11:52:25 +01:00
a73f75ffa4 funguj 2026-02-21 11:06:54 +01:00
e9beb05083 Merge pull request 'UI update' (#2) from GameClient into main
Reviewed-on: #2
2026-02-21 11:06:13 +01:00
gravitrax-bublina
9f71b6a84a Init 2026-02-21 10:23:17 +01:00
a04ce40779 Merge pull request 'GameClient' (#1) from GameClient into main
Reviewed-on: #1
2026-02-21 10:08:32 +01:00
1207 changed files with 278974 additions and 4315 deletions

5
.gitignore vendored
View File

@@ -303,6 +303,9 @@ PublishScripts/
*.nupkg *.nupkg
# NuGet Symbol Packages # NuGet Symbol Packages
*.snupkg *.snupkg
# The packages folder can be ignored because of Package Restore
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed # Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config #!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files # NuGet v3's project.json files produces more ignorable files
@@ -496,3 +499,5 @@ FodyWeavers.xsd
# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim # End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
.utmp/

5
.vscode/extensions.json vendored Normal file
View File

@@ -0,0 +1,5 @@
{
"recommendations": [
"visualstudiotoolsforunity.vstuc"
]
}

10
.vscode/launch.json vendored Normal file
View File

@@ -0,0 +1,10 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

0
.vscode/settings.json vendored Normal file
View File

Binary file not shown.

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Scenes/Main Screen Scenes/bubak.unity.meta
guid: 2ac55b32f60c0f44691e1588d19d610f
========
guid: d6a21cbd9c8f68f4fbe65763566ca7c9
>>>>>>>> origin/main:Assets/2026-04-26 13-58-02.mp3.mkv.meta
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

View File

@@ -0,0 +1,23 @@
fileFormatVersion: 2
guid: 6ab90ac2243447c478fbb930f101d94a
AudioImporter:
externalObjects: {}
serializedVersion: 8
defaultSettings:
serializedVersion: 2
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
preloadAudioData: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/202604261352.mp4 Normal file

Binary file not shown.

View File

@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 4c92126c07bfe7e4f8eea9bf78d8f29f
VideoClipImporter:
externalObjects: {}
serializedVersion: 3
frameRange: 0
startFrame: -1
endFrame: -1
colorSpace: 0
deinterlace: 0
encodeAlpha: 0
flipVertical: 0
flipHorizontal: 0
importAudio: 1
targetSettings: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7eaf47040f6a6ba4bb9df4eab675de30
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,46 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &-4008054574566821997
MonoBehaviour:
m_ObjectHideFlags: 2
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: 536372c49e1ca914d822849d36de938c, type: 3}
m_Name: Standalone Providers
m_EditorClassIdentifier:
m_AutomaticLoading: 0
m_AutomaticRunning: 0
m_Loaders: []
--- !u!114 &-1024531111154556285
MonoBehaviour:
m_ObjectHideFlags: 2
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: 179fc3111e144bc4688dca4038b3265d, type: 3}
m_Name: Standalone Settings
m_EditorClassIdentifier:
m_LoaderManagerInstance: {fileID: -4008054574566821997}
m_InitManagerOnStart: 1
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 2
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: cb0ece14d1f711a4fb9325ca819dee95, type: 3}
m_Name: AdaptivePerformanceGeneralSettings
m_EditorClassIdentifier:
Keys: 01000000
Values:
- {fileID: -1024531111154556285}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 83147ac123bf5e149ba22b1e8722b8a2
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a369fde97a303eb4ebfe7de3af10fac4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,316 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 2
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: b592865877cb54284a5d1d88aec9cfbb, type: 3}
m_Name: Simulator Provider Settings
m_EditorClassIdentifier:
m_Logging: 1
m_AutomaticPerformanceModeEnabled: 1
m_AutomaticGameModeEnabled: 0
m_EnableBoostOnStartup: 1
m_StatsLoggingFrequencyInFrames: 50
m_IndexerSettings:
m_Active: 1
m_ThermalActionDelay: 10
m_PerformanceActionDelay: 4
m_ScalerSettings:
m_AdaptiveFramerate:
m_Name: Adaptive Framerate
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 7
m_MaxLevel: 45
m_MinBound: 15
m_MaxBound: 60
m_AdaptiveResolution:
m_Name: Adaptive Resolution
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 6
m_MaxLevel: 9
m_MinBound: 0.5
m_MaxBound: 1
m_AdaptiveBatching:
m_Name: Adaptive Batching
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveLOD:
m_Name: Adaptive LOD
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.4
m_MaxBound: 1
m_AdaptiveLut:
m_Name: Adaptive Lut
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 3
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveMSAA:
m_Name: Adaptive MSAA
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 6
m_MaxLevel: 2
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveShadowCascade:
m_Name: Adaptive Shadow Cascade
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 3
m_MaxLevel: 2
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveShadowDistance:
m_Name: Adaptive Shadow Distance
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.15
m_MaxBound: 1
m_AdaptiveShadowmapResolution:
m_Name: Adaptive Shadowmap Resolution
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.15
m_MaxBound: 1
m_AdaptiveShadowQuality:
m_Name: Adaptive Shadow Quality
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 3
m_MaxLevel: 3
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveSorting:
m_Name: Adaptive Sorting
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveTransparency:
m_Name: Adaptive Transparency
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveViewDistance:
m_Name: Adaptive View Distance
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 40
m_MinBound: 50
m_MaxBound: 1000
m_AdaptivePhysics:
m_Name: Adaptive Physics
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 1
m_MaxLevel: 5
m_MinBound: 0.5
m_MaxBound: 1
m_AdaptiveDecals:
m_Name: Adaptive Decals
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 2
m_MaxLevel: 20
m_MinBound: 0.01
m_MaxBound: 1
m_AdaptiveLayerCulling:
m_Name: Adaptive Layer Culling
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 40
m_MinBound: 0.01
m_MaxBound: 1
m_scalerProfileList:
- m_AdaptiveFramerate:
m_Name: Adaptive Framerate
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 7
m_MaxLevel: 45
m_MinBound: 15
m_MaxBound: 60
m_AdaptiveResolution:
m_Name: Adaptive Resolution
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 6
m_MaxLevel: 9
m_MinBound: 0.5
m_MaxBound: 1
m_AdaptiveBatching:
m_Name: Adaptive Batching
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveLOD:
m_Name: Adaptive LOD
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.4
m_MaxBound: 1
m_AdaptiveLut:
m_Name: Adaptive Lut
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 3
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveMSAA:
m_Name: Adaptive MSAA
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 6
m_MaxLevel: 2
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveShadowCascade:
m_Name: Adaptive Shadow Cascade
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 3
m_MaxLevel: 2
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveShadowDistance:
m_Name: Adaptive Shadow Distance
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.15
m_MaxBound: 1
m_AdaptiveShadowmapResolution:
m_Name: Adaptive Shadowmap Resolution
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 2
m_MaxLevel: 3
m_MinBound: 0.15
m_MaxBound: 1
m_AdaptiveShadowQuality:
m_Name: Adaptive Shadow Quality
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 3
m_MaxLevel: 3
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveSorting:
m_Name: Adaptive Sorting
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveTransparency:
m_Name: Adaptive Transparency
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 1
m_MinBound: 0
m_MaxBound: 1
m_AdaptiveViewDistance:
m_Name: Adaptive View Distance
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 2
m_Target: 2
m_MaxLevel: 40
m_MinBound: 50
m_MaxBound: 1000
m_AdaptivePhysics:
m_Name: Adaptive Physics
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 0
m_Target: 1
m_MaxLevel: 5
m_MinBound: 0.5
m_MaxBound: 1
m_AdaptiveDecals:
m_Name: Adaptive Decals
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 2
m_MaxLevel: 20
m_MinBound: 0.01
m_MaxBound: 1
m_AdaptiveLayerCulling:
m_Name: Adaptive Layer Culling
m_Enabled: 0
m_Scale: 1
m_VisualImpact: 1
m_Target: 1
m_MaxLevel: 40
m_MinBound: 0.01
m_MaxBound: 1
m_Name: Default Scaler Profile
m_DefaultScalerProfilerIndex: 0
k_AssetVersion: 2

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a9fb757fd9f29fb4f9be1be9c492abbc
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

267
Assets/ArenaRoot.prefab Normal file
View File

@@ -0,0 +1,267 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &25324321885539938
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1256957957520000306}
m_Layer: 0
m_Name: ProjectileSpawn
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1256957957520000306
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 25324321885539938}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 2.1, y: -2.86, z: 1.87}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 7228744653633915258}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &306349634079512810
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7055327180212611754}
m_Layer: 0
m_Name: ButtonTarget
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7055327180212611754
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 306349634079512810}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 6009521584277000886}
m_Father: {fileID: 7228744653633915258}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &578482260246237550
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6009521584277000886}
- component: {fileID: 3827426293549565123}
- component: {fileID: 1470073872372251261}
- component: {fileID: 3778101033228877197}
- component: {fileID: 8782929001941168503}
- component: {fileID: 8076614220732688013}
m_Layer: 0
m_Name: CenterButtonTarget
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6009521584277000886
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
serializedVersion: 2
m_LocalRotation: {x: -0.7071068, y: -0, z: -0, w: 0.7071067}
m_LocalPosition: {x: 2.03, y: -0.089999914, z: 1.9}
m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 7055327180212611754}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &3827426293549565123
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
m_Mesh: {fileID: 5687779609372477813, guid: 8ee80b1e2cfa1c747877549e20403fd3, type: 3}
--- !u!23 &1470073872372251261
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: d88c7dcf650af2c4e812eaa19f43e2e4, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!114 &3778101033228877197
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9d8029baff330b94d836a23c421021a8, type: 3}
m_Name:
m_EditorClassIdentifier:
owner: {fileID: 0}
--- !u!64 &8782929001941168503
MeshCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 5
m_Convex: 1
m_CookingOptions: 30
m_Mesh: {fileID: 5687779609372477813, guid: 8ee80b1e2cfa1c747877549e20403fd3, type: 3}
--- !u!114 &8076614220732688013
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 578482260246237550}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 20fa9c796cd377047ba2c43230717531, type: 3}
m_Name:
m_EditorClassIdentifier:
rotationSpeed: 90
--- !u!1 &1062886443160141632
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6403106612870554802}
m_Layer: 0
m_Name: AimPoint
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &6403106612870554802
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1062886443160141632}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 2.032, y: -0.23, z: 1.87}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 7228744653633915258}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &9110341383532608413
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 7228744653633915258}
m_Layer: 0
m_Name: ArenaRoot
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &7228744653633915258
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 9110341383532608413}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 3, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 6403106612870554802}
- {fileID: 1256957957520000306}
- {fileID: 7055327180212611754}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5091877278b8b6a47a9afa6f50d6b2a6
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 92df50b8fba934144a4c4dcaf506f9b4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View 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);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c7bc9c797f71ebf4c84a6c6698a8dfd9

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 799f52449ae21404c9a7593f6dc28c60 guid: 50a0b21c151e150428fd2803d6b95db0
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View File

@@ -132,7 +132,20 @@ public class GameClient : IDisposable
return false; return false;
} }
public void Disconnect(string reason = "User disconnected") /// <summary>
/// Tears down the socket and crypto session. When `transient` is true
/// (network drop, decrypt-failure cascade, anything we expect to retry),
/// the lobby/role/task/state caches are preserved so the post-reconnect
/// flow can re-associate via Reconnect(LobbyId). Default false matches
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
///
/// Critical for the P9 reconnect bug: previously every Disconnect path
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
/// fired, the client had no idea which lobby it had been in - the
/// post-handshake Reconnect call had nothing to send and the server
/// answered the next vote/action with NOT_IN_LOBBY.
/// </summary>
public void Disconnect(string reason = "User disconnected", bool transient = false)
{ {
_cts?.Cancel(); _cts?.Cancel();
_tcpClient?.Close(); _tcpClient?.Close();
@@ -141,6 +154,8 @@ public class GameClient : IDisposable
_encryption?.Dispose(); _encryption?.Dispose();
_encryption = null; _encryption = null;
if (!transient)
{
LobbyId = null; LobbyId = null;
JoinCode = null; JoinCode = null;
CurrentLobbyState = null; CurrentLobbyState = null;
@@ -148,6 +163,11 @@ public class GameClient : IDisposable
MyTasks.Clear(); MyTasks.Clear();
PlayerPositions.Clear(); PlayerPositions.Clear();
Bodies.Clear(); Bodies.Clear();
}
// PlayerPositions are stale anyway after a drop, but we keep them so
// the UI doesn't blink avatars off-map mid-meeting; the next position
// broadcast overwrites them. LastEventId is intentionally preserved
// so the Reconnect message can ask the server for missed events.
Dispatcher.Post(() => OnDisconnected?.Invoke(reason)); Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
} }
@@ -236,7 +256,8 @@ public class GameClient : IDisposable
decryptFailures++; decryptFailures++;
if (decryptFailures >= 3) if (decryptFailures >= 3)
{ {
Disconnect("Too many decryption failures"); // Transient: keep LobbyId for the reconnect coroutine.
Disconnect("Too many decryption failures", transient: true);
return; return;
} }
continue; continue;
@@ -253,7 +274,9 @@ public class GameClient : IDisposable
} }
catch (Exception ex) when (!ct.IsCancellationRequested) catch (Exception ex) when (!ct.IsCancellationRequested)
{ {
Disconnect($"Connection error: {ex.Message}"); // Transient: TCP RST / read failure is exactly what reconnect was
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
Disconnect($"Connection error: {ex.Message}", transient: true);
} }
} }
@@ -293,7 +316,35 @@ public class GameClient : IDisposable
{ {
LobbyId = r.LobbyId; LobbyId = r.LobbyId;
JoinCode = r.JoinCode; JoinCode = r.JoinCode;
// Ensure we always have a valid lobby state with the creator as owner
if (r.LobbyState != null)
{
CurrentLobbyState = r.LobbyState; CurrentLobbyState = r.LobbyState;
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
CurrentLobbyState.OwnerId = ClientUuid;
}
else
{
CurrentLobbyState = new LobbyState
{
LobbyId = r.LobbyId ?? "",
JoinCode = r.JoinCode ?? "",
OwnerId = ClientUuid
};
}
// Make sure creator appears in the player list
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Insert(0, new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = true,
State = PlayerState.Alive
});
}
} }
break; break;
@@ -303,6 +354,22 @@ public class GameClient : IDisposable
LobbyId = r.LobbyId; LobbyId = r.LobbyId;
CurrentLobbyState = r.LobbyState; CurrentLobbyState = r.LobbyState;
JoinCode = r.LobbyState?.JoinCode; JoinCode = r.LobbyState?.JoinCode;
// Ensure self is in the player list
if (CurrentLobbyState != null)
{
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Add(new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
State = PlayerState.Alive
});
}
}
} }
break; break;
@@ -344,7 +411,6 @@ public class GameClient : IDisposable
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>(); var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
if (joinedPayload != null && CurrentLobbyState?.Players != null) if (joinedPayload != null && CurrentLobbyState?.Players != null)
{ {
// Check if player already exists
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid); bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
if (!exists) if (!exists)
{ {
@@ -352,7 +418,7 @@ public class GameClient : IDisposable
{ {
ClientUuid = joinedPayload.ClientUuid, ClientUuid = joinedPayload.ClientUuid,
DisplayName = joinedPayload.DisplayName, DisplayName = joinedPayload.DisplayName,
IsOwner = false, IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
IsReady = false, IsReady = false,
State = PlayerState.Alive State = PlayerState.Alive
}); });
@@ -465,15 +531,22 @@ public class GameClient : IDisposable
#region Game Actions #region Game Actions
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500) public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500, GameSettingsOverrides? settings = null)
{ {
// DisplayName is sent on every CreateLobby/JoinLobby so the server
// picks up the live nickname (typed into the input field after the
// ClientHello handshake fired). Without this the server uses the
// ClientHello-time name, which is the GameManager prefab default
// for any user who immediately created/joined a lobby.
Send(new CreateLobby Send(new CreateLobby
{ {
PlayAreaCenter = center, PlayAreaCenter = center,
PlayAreaRadius = playAreaRadius, PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount, ImpostorCount = impostorCount,
TaskCount = taskCount, TaskCount = taskCount,
Password = password Password = password,
Settings = settings,
DisplayName = DisplayName
}); });
} }
@@ -482,7 +555,8 @@ public class GameClient : IDisposable
Send(new JoinLobby Send(new JoinLobby
{ {
JoinCode = joinCode.ToUpperInvariant(), JoinCode = joinCode.ToUpperInvariant(),
Password = password Password = password,
DisplayName = DisplayName
}); });
} }
@@ -491,6 +565,7 @@ public class GameClient : IDisposable
Send(new LeaveLobby()); Send(new LeaveLobby());
LobbyId = null; LobbyId = null;
JoinCode = null; JoinCode = null;
CurrentLobbyState = null;
} }
public void StartGame() public void StartGame()

View File

@@ -49,6 +49,11 @@ public enum PlayerRole { Crew, Impostor }
public enum PlayerState { Alive, Dead } public enum PlayerState { Alive, Dead }
[JsonConverter(typeof(StringEnumConverter))] [JsonConverter(typeof(StringEnumConverter))]
// NOTE: `Voting` is reserved-but-unused on the wire as of 2026. The server
// keeps the entire vote cycle inside `Meeting` and uses MeetingStartedPayload
// timestamps (DiscussionEndTime / VotingEndTime) to distinguish sub-phases.
// The enum value is preserved here for serialization compatibility with old
// saves; new code should not assign it.
public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended } public enum GamePhase { Lobby, Loading, Playing, Meeting, Voting, Ended }
[JsonConverter(typeof(StringEnumConverter))] [JsonConverter(typeof(StringEnumConverter))]
@@ -184,6 +189,24 @@ public class CreateLobby : Message
[JsonProperty("taskCount")] [JsonProperty("taskCount")]
public int TaskCount { get; set; } = 5; public int TaskCount { get; set; } = 5;
/// <summary>
/// P13b: optional per-lobby settings overrides supplied by the host.
/// Any field left null falls through to the server's current default
/// (snapshotted at lobby creation, immutable thereafter for this lobby).
/// </summary>
[JsonProperty("settings")]
public GameSettingsOverrides? Settings { get; set; }
/// <summary>
/// Optional. Live host display name from the nickname input field at
/// the moment of CreateLobby. ClientHello-time name is stale because
/// the handshake fires before the user has typed anything; this lets
/// the server pick up the freshly-typed name without a separate
/// rename round-trip.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
} }
public class CreateLobbyResponse : Message public class CreateLobbyResponse : Message
@@ -215,6 +238,13 @@ public class JoinLobby : Message
[JsonProperty("password")] [JsonProperty("password")]
public string? Password { get; set; } public string? Password { get; set; }
/// <summary>
/// Optional. Live joiner display name from the nickname input field
/// at the moment of Join. See CreateLobby.DisplayName for rationale.
/// </summary>
[JsonProperty("displayName")]
public string? DisplayName { get; set; }
} }
public class JoinLobbyResponse : Message public class JoinLobbyResponse : Message
@@ -623,6 +653,15 @@ public class PlayerEjectedPayload
public PlayerRole Role { get; set; } public PlayerRole Role { get; set; }
} }
public class TaskStartedPayload
{
[JsonProperty("clientUuid")]
public string ClientUuid { get; set; } = "";
[JsonProperty("taskId")]
public string TaskId { get; set; } = "";
}
public class TaskCompletedPayload public class TaskCompletedPayload
{ {
[JsonProperty("clientUuid")] [JsonProperty("clientUuid")]
@@ -790,6 +829,162 @@ public class LobbyState
/// <summary>True if map data has been loaded (or Overpass is disabled)</summary> /// <summary>True if map data has been loaded (or Overpass is disabled)</summary>
[JsonProperty("mapDataReady")] [JsonProperty("mapDataReady")]
public bool MapDataReady { get; set; } = true; public bool MapDataReady { get; set; } = true;
/// <summary>
/// P13b: full per-lobby settings snapshot. Clients use this for HUD
/// (button visibility, countdown timings, etc.) instead of hardcoded
/// values. Always populated for new server builds; old client builds
/// can ignore the field.
/// </summary>
[JsonProperty("settings")]
public GameSettings? Settings { get; set; }
}
/// <summary>
/// P13b: per-lobby gameplay settings on the wire. Server populates this from
/// its per-lobby snapshot so clients can drive HUD logic from authoritative
/// values rather than hardcoded constants.
/// </summary>
public class GameSettings
{
// Round shape
[JsonProperty("maxPlayers")]
public int MaxPlayers { get; set; }
[JsonProperty("impostorCount")]
public int ImpostorCount { get; set; }
[JsonProperty("taskCount")]
public int TaskCount { get; set; }
[JsonProperty("tiePolicy")]
public string TiePolicy { get; set; } = "NoEject";
// Distances (m)
[JsonProperty("killDistanceM")]
public double KillDistanceM { get; set; }
[JsonProperty("reportDistanceM")]
public double ReportDistanceM { get; set; }
[JsonProperty("taskStartDistanceM")]
public double TaskStartDistanceM { get; set; }
[JsonProperty("meetingArrivalRadiusM")]
public double MeetingArrivalRadiusM { get; set; }
[JsonProperty("emergencyMeetingCallRadiusM")]
public double EmergencyMeetingCallRadiusM { get; set; }
[JsonProperty("repairStationDistanceM")]
public double RepairStationDistanceM { get; set; }
// Cooldowns / counts
[JsonProperty("killCooldownMs")]
public int KillCooldownMs { get; set; }
[JsonProperty("emergencyMeetingCooldownMs")]
public int EmergencyMeetingCooldownMs { get; set; }
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
public int MaxEmergencyMeetingsPerPlayer { get; set; }
// Meeting phases (ms)
[JsonProperty("arrivalBaseMs")]
public int ArrivalBaseMs { get; set; }
[JsonProperty("allowedLateMs")]
public int AllowedLateMs { get; set; }
[JsonProperty("discussionPhaseMs")]
public int DiscussionPhaseMs { get; set; }
[JsonProperty("votingPhaseMs")]
public int VotingPhaseMs { get; set; }
// Sabotage
[JsonProperty("sabotageCooldownMs")]
public int SabotageCooldownMs { get; set; }
[JsonProperty("commsBlackoutDurationMs")]
public int CommsBlackoutDurationMs { get; set; }
[JsonProperty("criticalMeltdownDeadlineMs")]
public int CriticalMeltdownDeadlineMs { get; set; }
[JsonProperty("repairStationHoldMs")]
public int RepairStationHoldMs { get; set; }
}
/// <summary>
/// P13b: host-supplied overrides at CreateLobby. Every field is nullable so
/// the host can opt into changing only what they care about; null = use the
/// server's current default at the moment of lobby creation.
/// </summary>
public class GameSettingsOverrides
{
[JsonProperty("maxPlayers")]
public int? MaxPlayers { get; set; }
[JsonProperty("impostorCount")]
public int? ImpostorCount { get; set; }
[JsonProperty("taskCount")]
public int? TaskCount { get; set; }
[JsonProperty("tiePolicy")]
public string? TiePolicy { get; set; }
[JsonProperty("killDistanceM")]
public double? KillDistanceM { get; set; }
[JsonProperty("reportDistanceM")]
public double? ReportDistanceM { get; set; }
[JsonProperty("taskStartDistanceM")]
public double? TaskStartDistanceM { get; set; }
[JsonProperty("meetingArrivalRadiusM")]
public double? MeetingArrivalRadiusM { get; set; }
[JsonProperty("emergencyMeetingCallRadiusM")]
public double? EmergencyMeetingCallRadiusM { get; set; }
[JsonProperty("repairStationDistanceM")]
public double? RepairStationDistanceM { get; set; }
[JsonProperty("killCooldownMs")]
public int? KillCooldownMs { get; set; }
[JsonProperty("emergencyMeetingCooldownMs")]
public int? EmergencyMeetingCooldownMs { get; set; }
[JsonProperty("maxEmergencyMeetingsPerPlayer")]
public int? MaxEmergencyMeetingsPerPlayer { get; set; }
[JsonProperty("arrivalBaseMs")]
public int? ArrivalBaseMs { get; set; }
[JsonProperty("allowedLateMs")]
public int? AllowedLateMs { get; set; }
[JsonProperty("discussionPhaseMs")]
public int? DiscussionPhaseMs { get; set; }
[JsonProperty("votingPhaseMs")]
public int? VotingPhaseMs { get; set; }
[JsonProperty("sabotageCooldownMs")]
public int? SabotageCooldownMs { get; set; }
[JsonProperty("commsBlackoutDurationMs")]
public int? CommsBlackoutDurationMs { get; set; }
[JsonProperty("criticalMeltdownDeadlineMs")]
public int? CriticalMeltdownDeadlineMs { get; set; }
[JsonProperty("repairStationHoldMs")]
public int? RepairStationHoldMs { get; set; }
} }
// Map data classes for rendering - compact format from server // Map data classes for rendering - compact format from server

Binary file not shown.

View File

@@ -0,0 +1,23 @@
fileFormatVersion: 2
guid: 58ebc3ffa125a9949953f6704e0a8c39
AudioImporter:
externalObjects: {}
serializedVersion: 8
defaultSettings:
serializedVersion: 2
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
preloadAudioData: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 16c3692935d75294f9404be0a4ba0039
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 3e95f16d8e50b3341925e51e50768027 guid: 1b8722ddfeb323a4da4a18797ed7df32
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 83edd2ecead106542bc862143208dd4c
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 5145a323a08373d4a9074774f7f3c501
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3f5e4c6e6f8367342893fd7030d1b4cb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8b02f5e5a2bd2df479219d58104b58e4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9f4fa73205ab4db41871cc3e9260180f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d08b4a9b983113c4a9c56b2738a85291
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,53 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!74 &7400000
AnimationClip:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: border anim
serializedVersion: 7
m_Legacy: 0
m_Compressed: 0
m_UseHighQualityCurve: 1
m_RotationCurves: []
m_CompressedRotationCurves: []
m_EulerCurves: []
m_PositionCurves: []
m_ScaleCurves: []
m_FloatCurves: []
m_PPtrCurves: []
m_SampleRate: 60
m_WrapMode: 0
m_Bounds:
m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 0, y: 0, z: 0}
m_ClipBindingConstant:
genericBindings: []
pptrCurveMapping: []
m_AnimationClipSettings:
serializedVersion: 2
m_AdditiveReferencePoseClip: {fileID: 0}
m_AdditiveReferencePoseTime: 0
m_StartTime: 0
m_StopTime: 1
m_OrientationOffsetY: 0
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
m_LoopBlendPositionXZ: 0
m_KeepOriginalOrientation: 0
m_KeepOriginalPositionY: 1
m_KeepOriginalPositionXZ: 0
m_HeightFromFeet: 0
m_Mirror: 0
m_EditorCurves: []
m_EulerEditorCurves: []
m_HasGenericRootTransform: 0
m_HasMotionFloatCurves: 0
m_Events: []

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f5b8b3d1765137a40a4094e14ea0b1c8
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 7400000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,72 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1102 &-7814012930283619509
AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: New Animation
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: f5b8b3d1765137a40a4094e14ea0b1c8, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: border
serializedVersion: 5
m_AnimatorParameters: []
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
m_StateMachine: {fileID: 2563971018880681404}
m_Mask: {fileID: 0}
m_Motions: []
m_Behaviours: []
m_BlendingMode: 0
m_SyncedLayerIndex: -1
m_DefaultWeight: 0
m_IKPass: 0
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
--- !u!1107 &2563971018880681404
AnimatorStateMachine:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Base Layer
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: -7814012930283619509}
m_Position: {x: 270, y: 0, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -7814012930283619509}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cecdd3ffd08949d49bfa9bad93dddd3b
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 9100000
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 469 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 79c3437643e68be4e88c3bf039f0680d
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 435 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: d962c88742b40ec4594c568cba2848e4
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 405 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: d68a7660c51d4454f915a1c427cb01ce
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 371 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 805221047ed3e7c48a13ff21d97f6c66
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 340 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: b3f2382597d46c640ab466c1609bd193
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 308 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: c1f13902211756a4d9b7246f52ac5005
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 276 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 997acda7ef7df0e4eaeb2a8dff863abf
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 248 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 8292414d4bad4364f874555af2f7e712
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 248 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 3b63bdfb82042f94887a00a48094f69a
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 156 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: ae21ad83b0f7d5941822a82c37238864
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 189 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 7a6ffeb1058a6f8409a669fbd1d5c463
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 152 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 68ab2eea03d99d544b9c5c607019b2c0
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 129 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: c7a206d138cef964aa45af4cfa97fa9a
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 43 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: a04092104e630434a84804e17040195a
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

Binary file not shown.

After

Width:  |  Height:  |  Size: 51 KiB

View File

@@ -0,0 +1,117 @@
fileFormatVersion: 2
guid: 982be63b1292049488295e60ce74abe2
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
mipmaps:
mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 0
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
platformSettings:
- serializedVersion: 4
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
pSDRemoveMatte: 0
userData:
assetBundleName:
assetBundleVariant:

8
Assets/Editor.meta Normal file
View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8fa0d9c695119af49bd1693054cf3174
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 70729d202603eef42955f52bd64f7c69
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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: []

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 55822530f24ba9b4c9950ed46293252f
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5fd2bf33031fe9d4ea3439b41d7f4b97 guid: bbd26b895bc2b894b8989c08d9fd9197
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View File

@@ -4,155 +4,752 @@ using Subsystems;
using System.Collections; using System.Collections;
using System; using System;
using TMPro; using TMPro;
using System.Collections.Generic; using UnityEngine.SceneManagement;
/*
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 public class GameManager : MonoBehaviour
{ {
[Header("Subsystems")] // Singleton
protected GameManager_Network networkSubsystem; public static GameManager Instance { get; private set; }
protected GameManager_UI uiSubsystem;
protected GameManager_Map mapSubsystem;
protected GameManager_Input inputSubsystem;
protected GameManager_Game gameSubsystem;
protected GameClient gameClient; [Header("Subsystems")]
public GameManager_Network networkSubsystem;
public GameManager_UI uiSubsystem;
public GameManager_Map mapSubsystem;
public GameManager_Input inputSubsystem;
public GameManager_Tasks taskSubsystem;
public GameClient gameClient;
[Header("Player Info")] [Header("Player Info")]
public string displayName; public string displayName;
[Header("UI Elements")] [Header("Scene Management")]
public Canvas JoinCreateLobby; [SerializeField] public string firstMenuScene = "main menu asi idk lol";
public Canvas InLobby;
public Canvas LoadingScreen;
public Canvas GameScreen;
[Header("UI Elements (Client.unity)")]
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
private const string CanvasNameJoinCreate = "LobbySelector";
private const string CanvasNameInLobby = "InLobby";
private const string CanvasNameLoading = "LoadingScreen";
private const string CanvasNameGame = "InGame";
[Header("Map")] [Header("Map")]
public GameObject MapCenterPoint; // MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
public BuildingSettings buildingSettings; public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings; public PathwaySettings pathwaySettings;
public AreaSettings areaSettings; public AreaSettings areaSettings;
[Header("GPS")] [Header("Lobby Settings")]
public GameObject Player; public double pendingRadius = 500;
public int pendingImpostorCount = 1;
public int pendingTaskCount = 5;
/// <summary>
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
/// host taps "Create". Null = host didn't change anything beyond the three
/// flat fields above; server falls through to its current defaults for
/// every field. Each field is independently nullable so the host can
/// opt into changing only what they care about.
/// </summary>
public GameSettingsOverrides pendingSettings;
[Header("Task Minigames (round-robin)")]
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10",
"MiniGame-insertkeys",
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
// Add minigame scene name here
};
[Header("Debug")] [Header("Debug")]
public bool testMode = false; public bool testMode = false;
private GameClient _secondClient; /// <summary>
private GameClient _thirdClient; /// When true, draw a small GPS status banner across the top of every
private GameManager_Network _secondNetwork; /// screen. Useful for diagnosing why CreateLobby is blocked or why a
private GameManager_Network _thirdNetwork; /// joiner's position isn't updating - failures otherwise only show up
/// in logcat which most users can't reach. Toggle off for release.
/// </summary>
public bool showGPSDebugOverlay = true;
[Header("Tasks")] /// <summary>
public List<TaskData> AvailableTasks = new List<TaskData>(); /// Number of in-process test client bots to spawn alongside the host
public StationSettings settings = new StationSettings(); /// when testMode is on. Each gets its own GameClient + Network and
/// joins the host's lobby automatically. Bots are switchable via
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
/// bump for stress-testing voting / sabotage flows.
/// </summary>
public int testClientCount = 3;
/// <summary>
/// Per-bot network + display-name + sim-position state. The active slot
/// (host = 0, bots = 1..N) gets WASD on the next tick.
/// </summary>
private class TestBot
{
public GameClient Client;
public GameManager_Network Network;
public string DisplayName;
public GeoSus.Client.Position SimPosition;
public bool Joined;
public float LastSendTime;
}
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
private int _activeClientSlot = 0;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Keep the screen on while the player is in the app. A geographic
// social-deduction game asks the user to walk around for 5-15 minutes
// staring at the map; default Android sleep timeout (15-60s) blacks
// the screen out mid-round, drops GPS updates, and requires the
// player to re-unlock the phone. Two layers of belt-and-suspenders:
// (1) Unity's Screen.sleepTimeout, which works on most devices and
// is one line, but is overridden by some MIUI/EMUI ROMs.
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
// OEM ROMs to override and the standard pattern for navigation/maps
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
Screen.sleepTimeout = SleepTimeout.NeverSleep;
AcquireAndroidWakelock();
}
/// <summary>
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
/// standard navigation/maps-app pattern and survives ROM-level overrides
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
/// </summary>
private static void AcquireAndroidWakelock()
{
#if UNITY_ANDROID && !UNITY_EDITOR
try
{
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
{
// addFlags must run on the UI thread. Capture activity into a
// local for the closure - AndroidJavaObject can be reused.
var act = activity;
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
try
{
using (var window = act.Call<AndroidJavaObject>("getWindow"))
{
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
}
}));
}
}
catch (System.Exception ex)
{
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
}
#endif
}
void Start() void Start()
{ {
DontDestroyOnLoad(this); // The prefab default in SampleScene.unity is "Hrac" (Czech for
if (displayName == null || displayName == "") // "player"). Treat it as equivalent to "no name set" so users who
{ // never customize their name don't all show up identically. This
displayName = GenerateUsername(); // override only fires at startup; users who explicitly type "Hrac"
} // into the nickname field will still send "Hrac" via the live
// DisplayName payload field.
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
gameClient = new GameClient(GenerateUUID(), displayName);
networkSubsystem = new GameManager_Network(gameClient, this);
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
uiSubsystem = new GameManager_UI(gameClient);
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
if (testMode) if (testMode)
{ {
_secondClient = new GameClient(GenerateUUID(), GenerateUsername()); int n = Mathf.Max(0, testClientCount);
_secondNetwork = new GameManager_Network(_secondClient); for (int i = 0; i < n; i++)
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername()); {
_thirdNetwork = new GameManager_Network(_thirdClient); var bot = new TestBot
{
DisplayName = "TestBot" + (i + 1),
};
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
bot.Network = new GameManager_Network(bot.Client, null);
bot.Network.OpenConnection();
_testBots.Add(bot);
}
}
_secondNetwork.OpenConection(); networkSubsystem.OpenConnection();
_thirdNetwork.OpenConection();
// Start GPS immediately at app launch. Acquiring a fix on a cold
// device can take 5-30 seconds; if we wait until CreateLobby is
// pressed, the lobby will be seeded with bad coords. Starting here
// means the user's normal navigation through the menus gives the
// GPS subsystem time to settle.
inputSubsystem?.EnsureGPSStarted();
// Load main menu after GameManager is ready
if (!string.IsNullOrEmpty(firstMenuScene))
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
} }
gameClient = new GameClient(GenerateUUID(), displayName);
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen); /// <summary>
networkSubsystem = new GameManager_Network(gameClient); /// Draws a GPS status banner across the top of every screen. We use OnGUI
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings); /// rather than a uGUI Canvas element because OnGUI works without any
inputSubsystem = new GameManager_Input(gameClient, Player, testMode); /// scene wiring - we want this visible from the very first frame, on
gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks); /// every screen, even if the lobby canvas hasn't been bound yet. This is
networkSubsystem.OpenConection(); /// a debug overlay; toggle showGPSDebugOverlay off for release builds.
/// </summary>
private void OnGUI()
{
if (!showGPSDebugOverlay) return;
if (inputSubsystem == null) return;
var diag = inputSubsystem.GpsDiagnostic;
var label = "GPS: " + diag;
// Scale font size to screen so it's legible on phones (HDPI) and
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
// editor game view runs at ~100dpi.
int fontSize = Mathf.Max(14, Screen.width / 50);
var style = new GUIStyle(GUI.skin.label)
{
fontSize = fontSize,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
wordWrap = false,
normal = { textColor = Color.white }
};
// Width covers most of the screen so longer error strings don't get
// clipped. Height auto-fits the chosen font size.
float pad = fontSize * 0.5f;
float bannerH = fontSize * 2f;
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
// Translucent black background for legibility against the map.
var prevColor = GUI.color;
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(rect, GUIContent.none);
GUI.color = prevColor;
// Indent the label inside the box.
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
GUI.Label(textRect, label, style);
// Second row: position-source picker (tap to cycle) + active client
// indicator (testMode only). Both are diagnostic; the source picker
// is the recovery path when one backend silently fails on a phone.
float row2Y = rect.y + bannerH + pad * 0.5f;
var btnStyle = new GUIStyle(GUI.skin.button)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter,
};
// Source button: shows current source name + invites tap.
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
// Width sized to the text so the touch area matches the label.
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
{
inputSubsystem.CycleNextPositionSource();
} }
// Active-client indicator (only when we have test bots).
if (testMode && _testBots.Count > 0)
{
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
var indStyle = new GUIStyle(GUI.skin.label)
{
fontSize = Mathf.Max(12, fontSize - 2),
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft,
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
};
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
GUI.color = new Color(0f, 0f, 0f, 0.65f);
GUI.Box(indRect, GUIContent.none);
GUI.color = prevColor;
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
}
}
private void Update() private void Update()
{ {
if (gameClient.CurrentLobbyState != null) // Tick the SDK dispatcher so callbacks fire on main thread
{ gameClient?.Update();
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) if (testMode)
{ {
StartCoroutine(ConnectTestClients()); for (int i = 0; i < _testBots.Count; i++)
_testBots[i].Client?.Update();
HandleTestBotInput();
}
if (gameClient?.CurrentLobbyState != null)
{
uiSubsystem?.UpdateLobbyUI();
taskSubsystem?.UpdateProximity();
}
if (gameClient?.MyRole == PlayerRole.Impostor)
UpdateKillCooldown();
inputSubsystem?.positionCheck();
if (testMode) StepActiveTestBot();
}
/// <summary>
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
/// Suppress host WASD when a non-host bot is active so the host capsule
/// doesn't drift while the user is moving a bot. Only fires when
/// testMode is on; release builds never see this path.
/// </summary>
private void HandleTestBotInput()
{
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
}
// Tell the host's input subsystem to ignore WASD when a bot is active.
if (inputSubsystem != null)
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
}
/// <summary>
/// If the active slot is a bot, step its sim position from WASD axes
/// and send to the server. Idle bots get a periodic keep-alive so their
/// avatars don't time out.
/// </summary>
private void StepActiveTestBot()
{
if (_testBots.Count == 0) return;
var state = gameClient?.CurrentLobbyState;
if (state == null || state.MapData == null) return;
// Lazy-init each bot's sim position to the lobby's map center on
// first lobby state. Until the bot has joined a lobby it can't
// send position updates.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
{
// Spawn each bot in a small ring around the map center so
// they don't all stack on top of each other on frame one.
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
bot.SimPosition = new GeoSus.Client.Position(
state.MapData.Center.Lat + offsetLat,
state.MapData.Center.Lon + offsetLon);
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
} }
} }
public void JoinLobbyButton()
// WASD only drives the active bot.
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
{ {
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>(); var bot = _testBots[_activeClientSlot - 1];
if (joinCode.text != null && joinCode.text != "") if (bot.Joined)
{ {
networkSubsystem.JoinLobby(joinCode.text); float dx = Input.GetAxis("Horizontal");
float dy = Input.GetAxis("Vertical");
const double speed = 0.00001;
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
if (moved)
{
bot.SimPosition = new GeoSus.Client.Position(
bot.SimPosition.Lat + dy * speed,
bot.SimPosition.Lon + dx * speed);
}
// Send on movement OR on keep-alive cadence so the server
// doesn't drop our presence.
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
if (moved || dueKeepAlive)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
}
}
} }
else else
{ {
Debug.Log("Join code is empty!"); // No bot is active. All bots get keep-alive only.
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (!bot.Joined) continue;
if ((Time.time - bot.LastSendTime) >= 1.0f)
{
bot.Client.UpdatePosition(bot.SimPosition);
bot.LastSendTime = Time.time;
} }
} }
}
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// After Client.unity loads, re-bind all canvas/HUD references because
/// those GameObjects don't exist in the Art menu scenes.
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Client")
{
var roots = scene.GetRootGameObjects();
// Find a root or deep GameObject by name in the loaded scene
GameObject FindGO(string n) {
foreach (var go in roots) {
if (go.name == n) return go;
var found = go.transform.Find(n);
if (found != null) return found.gameObject;
}
return null;
}
Canvas FindCanvas(string n) {
var go = FindGO(n);
return go != null ? go.GetComponent<Canvas>() : null;
}
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
var inGameGO = FindGO("InGame");
if (inGameGO != null)
{
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
?? inGameGO.AddComponent<InGameHUDBuilder>();
builder.BuildNow();
}
// ── Wire canvases (after HUD is built) ──
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
// to every canvas in the scene before binding so layouts scale
// identically across phones and tablets without per-device tweaks.
var cJoin = FindCanvas(CanvasNameJoinCreate);
var cLobby = FindCanvas(CanvasNameInLobby);
var cLoad = FindCanvas(CanvasNameLoading);
var cGame = FindCanvas(CanvasNameGame);
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
// ── Wire map center point and player capsule ──
var mapCenter = FindGO("MapCenterPoint");
var player = FindGO("Capsule");
mapSubsystem?.SetMapCenterPoint(mapCenter);
inputSubsystem?.SetPlayerObject(player);
// ── Attach camera controller to Main Camera ──
var mainCamGO = FindGO("Main Camera");
if (mainCamGO != null)
{
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
?? mainCamGO.AddComponent<MapCameraController>();
camCtrl.SetTarget(player);
}
// If MapDataReady arrived before Client scene finished loading,
// this will build the map now that scene references are valid.
networkSubsystem?.OnClientSceneReady();
}
else if (scene.name == "create" || scene.name == "join loading")
{
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
// its Start() has run and registered itself (happens before Update).
uiSubsystem?.NotifyLobbyChanged();
}
}
private float _killCooldownSeconds = 0f;
private const float KillCooldownDuration = 20f;
private void UpdateKillCooldown()
{
if (_killCooldownSeconds > 0)
{
_killCooldownSeconds -= Time.deltaTime;
// Mirror into GameState so UI reads from the single source of truth
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
}
else
{
_killCooldownSeconds = 0f;
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = 0;
uiSubsystem?.SetKillCooldownText("");
}
}
/// <summary>
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
/// depending on current proximity state.
/// </summary>
public void PerformAction()
{
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
// P13b: pull per-lobby distances from the server-snapshotted settings
// instead of hardcoding 5m for every check. ?? fallback keeps the
// pre-P13b behavior on old server builds that don't ship settings.
var settings = networkSubsystem?.State?.Settings;
double reportDist = settings?.ReportDistanceM ?? 5.0;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
double killDist = settings?.KillDistanceM ?? 5.0;
// 1. Nearby task → USE
var nearbyTask = taskSubsystem?.NearbyTask;
if (nearbyTask != null && !isImpostor)
{
taskSubsystem.TriggerNearbyTask();
return;
}
// 2. Nearby body → REPORT
if (!uiSubsystem.IsCommsBlackout)
{
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
if (nearbyBody != null)
{
gameClient.ReportBody(nearbyBody.BodyId);
return;
}
// 3. Near map centre → EMERGENCY
if (gameClient?.CurrentLobbyState?.MapData != null)
{
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
if (distToCenter <= emergencyDist)
{
gameClient.CallEmergencyMeeting();
return;
}
}
}
// 4. Impostor kill
if (isImpostor && _killCooldownSeconds <= 0)
{
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(targetUuid))
{
gameClient.Kill(targetUuid);
_killCooldownSeconds = KillCooldownDuration;
}
}
}
/// <summary>Called by Impostor sabotage buttons.</summary>
public void StartSabotage(int typeIndex)
{
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
}
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
public void CastVote(string targetUuid)
{
gameClient?.Vote(targetUuid);
}
protected string GenerateUUID()
{
return System.Guid.NewGuid().ToString();
}
protected string GenerateUsername()
{
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
}
/// <summary>
/// Pull the nickname input field's current text into displayName +
/// gameClient.DisplayName + PlayerPrefs before sending a network
/// action. Defensive against any TMP_InputField / soft-keyboard race
/// where the user types and immediately taps a button: onValueChanged
/// normally fires before the click handler in the same frame, but
/// some Android keyboards batch text events oddly. Call this at the
/// top of any Create/Join/Rename flow. No-op if the input field
/// doesn't exist in the current scene.
/// </summary>
private void CommitNicknameFromInput()
{
var nameGO = GameObject.Find("name");
if (nameGO == null) return;
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
if (field == null) return;
// Force the InputField to flush any pending soft-keyboard text.
// ForceLabelUpdate() is harmless if there's nothing pending.
field.ForceLabelUpdate();
string typed = (field.text ?? "").Trim();
if (string.IsNullOrEmpty(typed)) return;
if (typed == displayName) return; // already in sync, skip the writes
displayName = typed;
if (gameClient != null) gameClient.DisplayName = typed;
PlayerPrefs.SetString("PlayerName", typed);
PlayerPrefs.Save();
}
// Called by HostLobbyUI
public void CreateLobbyButton()
{
CommitNicknameFromInput();
// Refuse to create a lobby without a real GPS fix. The previous
// behavior of silently using a hardcoded Czechia fallback meant the
// game always started at the same place no matter where the host was,
// and the player capsule would spawn miles away in coordinate space
// because they're at their real GPS while the map was built around
// the fallback. Both bugs share this single gate.
if (inputSubsystem?.LastKnownPosition == null)
{
// testMode bypasses the GPS gate entirely so debug runs still work.
if (!testMode)
{
// Surface the actual GPS state in both logs and the toast
// instead of the generic "Waiting for GPS fix..." that hides
// permission/timeout/device-disabled distinctions.
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
inputSubsystem?.EnsureGPSStarted();
return;
}
}
var pos = inputSubsystem?.LastKnownPosition;
double lat = pos?.Lat ?? 0;
double lon = pos?.Lon ?? 0;
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
if (testMode) StartCoroutine(ConnectTestClients());
}
// Called by JoinLobbyUI with the code from the input field
public void JoinLobbyButton(string code)
{
CommitNicknameFromInput();
if (!string.IsNullOrEmpty(code))
networkSubsystem.JoinLobby(code);
else
Debug.LogWarning("Join code is empty!");
}
public void LeaveLobbyButton() public void LeaveLobbyButton()
{ {
networkSubsystem.LeaveLobby(); networkSubsystem.LeaveLobby();
} }
public void StartGameButton() public void StartGameButton()
{ {
networkSubsystem.StartGame(); networkSubsystem.StartGame();
} }
public void Interact()
{
//TODO: Interakce s úkoly
}
void OnApplicationQuit() void OnApplicationQuit()
{ {
gameClient.Disconnect(); gameClient?.Disconnect();
_secondClient?.Disconnect(); for (int i = 0; i < _testBots.Count; i++)
_thirdClient?.Disconnect(); _testBots[i].Client?.Disconnect();
} }
IEnumerator ConnectTestClients() IEnumerator ConnectTestClients()
{ {
yield return new WaitForSeconds(2f); if (_testBots.Count == 0) yield break;
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode); // Wait until host lobby code exists
float wait = 0f;
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
if (string.IsNullOrEmpty(joinCode))
{
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
yield break;
}
// Wait until every bot's client has finished its TCP handshake.
// IsReady flips once ClientHello + ClientHelloAck round-trip.
wait = 0f;
bool allReady;
do
{
allReady = true;
for (int i = 0; i < _testBots.Count; i++)
{
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
{
allReady = false;
break;
}
}
if (!allReady)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
} while (!allReady && wait < 20f);
if (!allReady)
{
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
}
for (int i = 0; i < _testBots.Count; i++)
{
var bot = _testBots[i];
if (bot.Client != null && bot.Client.IsReady)
{
bot.Network?.JoinLobby(joinCode);
bot.Joined = true;
}
}
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
} }
} }

View File

@@ -1,2 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9e2c3e4ba4e36ea40a686e58feca4d2b guid: 22bf82e679cf6e1419440d236360ba3b

View File

@@ -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");
}
}
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: aba57c59fb2a19141a4868fa6a5c924c

View File

@@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using GeoSus.Client; using GeoSus.Client;
using System; using System;
using System.Collections; using System.Collections;
@@ -16,6 +16,292 @@ namespace Subsystems
Running, Running,
Failed Failed
} }
/// <summary>
/// Position source backend. Selectable at runtime via the GPS overlay
/// "Source" button so the user can recover when one path misbehaves on
/// their phone:
/// Auto - JNI: subscribe to gps + network, pick most recent fix.
/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
/// fixes don't drown out the slower-but-precise gps fix).
/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
/// Useful indoors when no satellite lock is possible.
/// UnityInput - Unity's Input.location wrapper. Verified to hang on
/// Mi 9T / A20e (which is why JNI exists), but works on
/// newer Android where the JNI streaming-callbacks path
/// silently doesn't fire (MIUI/HyperOS battery saver,
/// approximate-vs-precise permission split, minDistance
/// gating on stationary phones).
/// EditorWasd - WASD-driven simulated position. Available regardless
/// of testMode flag so desktop builds and editor sessions
/// can navigate the map without real GPS.
/// </summary>
public enum PositionSource
{
Auto,
GpsOnly,
NetworkOnly,
UnityInput,
EditorWasd,
}
#if UNITY_ANDROID && !UNITY_EDITOR
/// <summary>
/// Bridges android.location.LocationListener to managed code. The method
/// names here must match Java's LocationListener interface exactly so
/// AndroidJavaProxy's reflection dispatcher can find them.
/// </summary>
internal class AndroidLocationProxy : AndroidJavaProxy
{
public AndroidLocationProvider Owner { get; set; }
public AndroidLocationProxy() : base("android.location.LocationListener") { }
// Called by Android each time a new fix arrives from the registered provider.
public void onLocationChanged(AndroidJavaObject location)
{
try
{
if (location == null) return;
double lat = location.Call<double>("getLatitude");
double lon = location.Call<double>("getLongitude");
long t = location.Call<long>("getTime");
string provider = "";
try { provider = location.Call<string>("getProvider"); } catch { }
// Streaming callbacks are LIVE (never cached). The cached path
// calls UpdateLocation directly with isCached=true.
Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
}
}
// Required by the LocationListener interface even if we don't use them.
// Missing methods cause java.lang.AbstractMethodError at runtime.
public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
public void onProviderEnabled(string provider) { }
public void onProviderDisabled(string provider) { }
}
/// <summary>
/// Direct wrapper around android.location.LocationManager via JNI, used as
/// a replacement for Unity's Input.location on Android when the user picks
/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
/// position-source picker can rewire live without restart.
/// </summary>
internal class AndroidLocationProvider
{
private AndroidJavaObject _activity;
private AndroidJavaObject _locationManager;
private AndroidLocationProxy _gpsListener;
private AndroidLocationProxy _networkListener;
private double _lat, _lon;
private long _lastTimeMillis;
private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
private bool _hasFix;
private bool _hasLiveFix; // True once any streaming callback fired.
private string _activeProvider = "";
// Captured at Initialize() so the diagnostic can report
// "GPS provider DISABLED, only network enabled" etc.
private bool _gpsProviderEnabled;
private bool _networkProviderEnabled;
private bool _gpsLastKnownExists;
private bool _networkLastKnownExists;
private string _enabledProvidersList = "";
// Subscription scope - set in Initialize, used in Shutdown to know
// which listeners we registered.
private bool _subscribedGps;
private bool _subscribedNetwork;
public bool HasFix => _hasFix;
public bool HasLiveFix => _hasLiveFix;
public long LastLiveTimeMillis => _lastLiveTimeMillis;
public long LastTimeMillis => _lastTimeMillis;
public double Lat => _lat;
public double Lon => _lon;
public string ActiveProvider => _activeProvider;
public bool GpsProviderEnabled => _gpsProviderEnabled;
public bool NetworkProviderEnabled => _networkProviderEnabled;
public bool GpsLastKnownExists => _gpsLastKnownExists;
public bool NetworkLastKnownExists => _networkLastKnownExists;
public string EnabledProvidersList => _enabledProvidersList;
public bool SubscribedGps => _subscribedGps;
public bool SubscribedNetwork => _subscribedNetwork;
public bool Initialize(out string error, bool useGps, bool useNetwork)
{
error = "";
try
{
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
}
if (_activity == null) { error = "no current activity"; return false; }
_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
// Capture provider enable state up front so the diagnostic
// can distinguish "provider disabled at OS level" from
// "provider enabled but produced no fix yet".
_gpsProviderEnabled = SafeIsProviderEnabled("gps");
_networkProviderEnabled = SafeIsProviderEnabled("network");
_enabledProvidersList = SafeGetEnabledProviders();
Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
// Try cached last-known fixes from the providers we're about
// to subscribe to. If the OS already knows where we are
// (e.g. from another app that recently used GPS), we get a
// fix at zero cost and zero wait time. Tagged isCached so
// the diagnostic can mark them and we know we still need
// to wait for a streaming callback.
if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
_subscribedGps = useGps;
_subscribedNetwork = useNetwork;
if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
// requestLocationUpdates must be called on a thread with a
// Looper. Use the Activity's UI thread, which always has one.
// minTime=1000ms, minDistance=0f - we want updates on every
// fix the OS produces. Previously this was 1f which gated
// out updates from a stationary phone (MIUI/newer Android
// are stricter about this and that's the suspected cause of
// "via gps (cached)" sticking forever).
_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
if (useGps)
{
try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
}
if (useNetwork)
{
try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
}
}));
return true;
}
catch (Exception ex)
{
error = "JNI init exception: " + ex.Message;
return false;
}
}
void TryLastKnown(string provider, out bool nonNullReturned)
{
nonNullReturned = false;
try
{
var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
if (loc != null)
{
nonNullReturned = true;
double lat = loc.Call<double>("getLatitude");
double lon = loc.Call<double>("getLongitude");
long t = loc.Call<long>("getTime");
UpdateLocation(lat, lon, t, provider, isCached: true);
}
}
catch (Exception ex)
{
Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
}
}
bool SafeIsProviderEnabled(string provider)
{
try
{
return _locationManager.Call<bool>("isProviderEnabled", provider);
}
catch (Exception ex)
{
Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
return false;
}
}
// Build a comma-separated list of currently-enabled providers via
// LocationManager.getProviders(true). We iterate the returned
// java.util.List by index because AndroidJavaObject does not
// implement IEnumerable.
string SafeGetEnabledProviders()
{
try
{
var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
if (list == null) return "";
int size = list.Call<int>("size");
var parts = new System.Text.StringBuilder();
for (int i = 0; i < size; i++)
{
var name = list.Call<string>("get", i);
if (i > 0) parts.Append(",");
parts.Append(name);
}
return parts.ToString();
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
return "";
}
}
public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
{
// Ignore older fixes if a newer one is already in hand. This lets
// both gps + network listeners feed us without ping-ponging
// between stale and fresh data.
if (timeMillis < _lastTimeMillis) return;
_lat = lat;
_lon = lon;
_lastTimeMillis = timeMillis;
// Active-provider name carries cached/live state in the diagnostic
// banner so the user can see at a glance whether streaming has
// kicked in or we're still on the initial cached snapshot.
_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
_hasFix = true;
if (!isCached)
{
_hasLiveFix = true;
_lastLiveTimeMillis = timeMillis;
}
}
public void Shutdown()
{
try
{
if (_locationManager != null)
{
if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
}
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
}
_gpsListener = null;
_networkListener = null;
_locationManager = null;
_activity = null;
}
}
#endif
public static class PositonExtensions public static class PositonExtensions
{ {
public static Position ToLocal(this Position position, Position center) public static Position ToLocal(this Position position, Position center)
@@ -51,34 +337,283 @@ namespace Subsystems
private GameObject _player; private GameObject _player;
private bool _testMode; private bool _testMode;
// PlayerPrefs key for the user's chosen position source. Persists
// across app restarts so a user who flipped to UnityInput because
// their phone hated the JNI path doesn't have to flip again every
// launch.
private const string PrefsSourceKey = "PositionSource_v1";
private PositionSource _currentSource = PositionSource.Auto;
// When the multi-client editor test mode picks a non-host bot as
// active, we need the host's WASD path to NOT also move. Set true
// by GameManager when active slot != 0.
public bool SuppressWasd = false;
private GPSState _GPSState = GPSState.Uninitialized; private GPSState _GPSState = GPSState.Uninitialized;
private float _speed = 0.00001f; private float _speed = 0.00001f;
private Position _mapCenter; private Position _mapCenter;
private CoroutineHost _coroutineHost = new CoroutineHost(); private CoroutineHost _coroutineHost;
private int _gpsRetryCount = 0;
private const int _maxGpsRetries = 5;
private float _lastPositionSendTime;
private const float _positionKeepAliveSeconds = 1.0f;
// Diagnostic state. We capture *why* GPS init failed so the UI can
// surface it to the user without requiring logcat. Older Android
// phones (Mi 9T, A20e) hit silent failure modes that are impossible
// to distinguish from "still warming up" without this.
private string _lastGpsError = "";
private float _gpsInitStartTime = -1f;
// Bump from the original 20s. Cold-start GPS on older Android can
// easily exceed 20s indoors or under cloud cover - by the time the
// user notices nothing is happening, we've already given up.
private const int _gpsInitTimeoutSeconds = 60;
#if UNITY_ANDROID && !UNITY_EDITOR
// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
// UnityInput uses Input.location instead and leaves this null.
private AndroidLocationProvider _androidProvider;
#endif
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
public string GpsStateName => _GPSState.ToString();
/// <summary>Last GPS error reason captured during init (empty if none).</summary>
public string LastGpsError => _lastGpsError ?? "";
/// <summary>Retry count out of max (debug/diagnostic).</summary>
public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
/// <summary>Currently selected position source (for UI cycle button).</summary>
public PositionSource CurrentSource => _currentSource;
/// <summary>Display name for the current source (for UI label).</summary>
public string CurrentSourceName
{
get
{
switch (_currentSource)
{
case PositionSource.Auto: return "Auto (GPS+Net)";
case PositionSource.GpsOnly: return "GPS only";
case PositionSource.NetworkOnly: return "Network only";
case PositionSource.UnityInput: return "Unity Input";
case PositionSource.EditorWasd: return "WASD";
default: return _currentSource.ToString();
}
}
}
/// <summary>
/// Human-readable one-line GPS status for on-screen overlay. Designed
/// to be visible without ADB so users can self-diagnose permission
/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
/// </summary>
public string GpsDiagnostic
{
get
{
if (_currentSource == PositionSource.EditorWasd)
{
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
return "WASD: waiting for map center";
return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
}
switch (_GPSState)
{
case GPSState.Uninitialized:
return "Uninitialized (will start on first lobby action)";
case GPSState.Initializing:
{
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
string providers = "";
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
#endif
return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
}
case GPSState.Running:
{
string suffix = "";
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null)
{
string p = _androidProvider.ActiveProvider;
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
// Show how stale the most recent fix is (ms-level
// resolution) so "stuck on cached" is obvious at
// a glance: "via gps (cached) [no live, 47s old]".
if (!_androidProvider.HasLiveFix)
{
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
long ageMs = now - _androidProvider.LastTimeMillis;
if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
suffix += $" [no live, {ageMs / 1000}s old]";
else
suffix += " [no live]";
}
else
{
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
long ageMs = now - _androidProvider.LastLiveTimeMillis;
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
}
}
#endif
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
return "Running but no fix yet (waiting for satellites)" + suffix;
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
}
case GPSState.Failed:
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
default:
return "?";
}
}
}
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode) public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
{ {
_gameClient = gameClient; _gameClient = gameClient;
_player = player; _player = player;
_testMode = testMode; _testMode = testMode;
// CoroutineHost needs a MonoBehaviour on a real GameObject
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
UnityEngine.Object.DontDestroyOnLoad(hostGO);
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
// Restore the user's last picked source. Default depends on
// platform: editor defaults to EditorWasd (no GPS hardware in
// editor anyway); device defaults to Auto.
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
{
_currentSource = parsed;
}
else
{
#if UNITY_EDITOR
_currentSource = PositionSource.EditorWasd;
#else
_currentSource = PositionSource.Auto;
#endif
}
// Legacy testMode flag forces EditorWasd. New code paths should
// use SwitchPositionSource(EditorWasd) instead, but we keep the
// old behavior for backward compatibility with the inspector flag.
if (_testMode) _currentSource = PositionSource.EditorWasd;
}
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
public void SetPlayerObject(GameObject player) { _player = player; }
/// <summary>
/// Switch the active position source backend live. Tears down the
/// current backend's listeners (JNI proxies, Input.location), resets
/// the state machine, and kicks off init for the new source. Persists
/// the choice to PlayerPrefs.
/// </summary>
public void SwitchPositionSource(PositionSource newSource)
{
if (_currentSource == newSource) return;
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
// Tear down whatever's running.
ShutdownCurrentBackend();
_currentSource = newSource;
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
PlayerPrefs.Save();
_GPSState = GPSState.Uninitialized;
_gpsRetryCount = 0;
_lastGpsError = "";
_gpsInitStartTime = -1f;
// Don't clear _currentPosition - the user has presumably been
// playing somewhere. Map markers/avatar position can stay until
// the next fix arrives from the new source.
EnsureGPSStarted();
}
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
public void CycleNextPositionSource()
{
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
int idx = Array.IndexOf(values, _currentSource);
var next = values[(idx + 1) % values.Length];
SwitchPositionSource(next);
}
private void ShutdownCurrentBackend()
{
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
#endif
// Stop Unity Input.location too, in case it was running.
try { Input.location.Stop(); } catch { }
}
/// <summary>
/// Kick off GPS initialization if it hasn't started yet. Safe to call
/// repeatedly. Hosts must call this from the lobby setup screen so
/// that by the time they click "Create Lobby" we have a real GPS
/// fix to use as the play-area center, instead of falling back to
/// the hardcoded coordinates.
/// </summary>
public void EnsureGPSStarted()
{
if (_currentSource == PositionSource.EditorWasd) return;
if (_coroutineHost == null) return;
// Allow tapping "Create Lobby" again (or any caller of this
// method) to retry from Failed up to _maxGpsRetries times.
if (_GPSState == GPSState.Uninitialized)
{
_coroutineHost.StartCoroutine(InitiallizeGPS());
}
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
{
_gpsRetryCount++;
_coroutineHost.StartCoroutine(InitiallizeGPS());
}
} }
public void positionCheck() public void positionCheck()
{ {
var state = _gameClient?.CurrentLobbyState;
if (state == null || state.Phase != GamePhase.Playing)
return;
try try
{ {
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing) if (_currentSource == PositionSource.EditorWasd)
{ {
if (_testMode) if (_currentPosition == new Position(0, 0))
{ {
if (state.MapData == null)
return;
if (_currentPosition == null || _currentPosition == new Position(0, 0))
{
//Init blok //Init blok
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center; _currentPosition = state.MapData.Center;
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center; _mapCenter = state.MapData.Center;
_lastSentPosition = _currentPosition; _lastSentPosition = _currentPosition;
} }
if (!SuppressWasd)
TestPlayerPosition(); TestPlayerPosition();
else
TrySendCurrentPosition(); // keep-alive only
} }
else else
{ {
@@ -93,54 +628,84 @@ namespace Subsystems
} }
else if (_GPSState == GPSState.Running) else if (_GPSState == GPSState.Running)
{ {
try EnsureMapCenter();
{ TrySendCurrentPosition();
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 else
{ {
Debug.Log("GPS failed, trying again..."); Debug.Log("GPS failed, trying again...");
if (_gpsRetryCount < _maxGpsRetries)
{
_gpsRetryCount++;
_GPSState = GPSState.Uninitialized; _GPSState = GPSState.Uninitialized;
} }
else
{
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
// Keep _GPSState = Failed so we stop retrying
} }
} }
} }
catch (NullReferenceException ex) { Debug.Log(ex); }
} }
catch (Exception ex)
{
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
}
}
private void EnsureMapCenter()
{
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
return;
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null)
_mapCenter = md.Center;
}
private void TrySendCurrentPosition()
{
bool moved = _currentPosition != _lastSentPosition;
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
if (!moved && !keepAliveDue)
return;
var previous = _lastSentPosition;
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
_lastPositionSendTime = Time.time;
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
return;
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
_player.transform.position = localCurrent;
if (previous.Lat == 0 && previous.Lon == 0)
return;
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
if (heading.HasValue)
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
}
private void TestPlayerPosition() private void TestPlayerPosition()
{ {
double x = Input.GetAxis("Horizontal"); double x = Input.GetAxis("Horizontal");
double y = Input.GetAxis("Vertical"); double y = Input.GetAxis("Vertical");
Debug.Log($"Input: {x}, {y}");
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed); _currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter); var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
Debug.Log($"Local Current Position: {localCurrent}");
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent); var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
if (heading != null) if (heading != null)
{ {
Debug.Log($"Heading: {heading}"); if (_player != null)
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0); _player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
} }
if (_player != null)
_player.transform.position = localCurrent; _player.transform.position = localCurrent;
try try
{ {
if (_currentPosition != _lastSentPosition) TrySendCurrentPosition();
{
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
}
} }
catch catch
{ {
@@ -150,105 +715,212 @@ namespace Subsystems
} }
private double? CalculateHeading(Vector3 first, Vector3 second) private double? CalculateHeading(Vector3 first, Vector3 second)
{ {
double? heading = null; if ((first - second).magnitude < 0.0001f) return null;
if ((first - second).magnitude == 0) float dx = second.x - first.x;
{ float dz = second.z - first.z;
return null; float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
} if (heading < 0) heading += 360f;
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; return heading;
} }
}
IEnumerator InitiallizeGPS() IEnumerator InitiallizeGPS()
{ {
_GPSState = GPSState.Initializing; _GPSState = GPSState.Initializing;
_gpsInitStartTime = Time.time;
_lastGpsError = "";
#if UNITY_ANDROID
// Request fine location permission if not already granted.
// On Android 12+ a "precise" toggle exists separately from coarse,
// but Unity's FineLocation request covers both for our purposes.
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
{
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
// Wait up to 10 seconds for user to respond to the permission dialog
float waited = 0f;
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
{
yield return new WaitForSeconds(0.5f);
waited += 0.5f;
}
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
{
_lastGpsError = "Permission denied (fine location)";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
}
}
#endif
#if UNITY_ANDROID && !UNITY_EDITOR
// Choose subscription scope based on selected source. UnityInput
// skips JNI entirely and falls through to the Input.location path
// below (the same path iOS / editor use).
if (_currentSource == PositionSource.Auto ||
_currentSource == PositionSource.GpsOnly ||
_currentSource == PositionSource.NetworkOnly)
{
bool useGps = (_currentSource != PositionSource.NetworkOnly);
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
_androidProvider = new AndroidLocationProvider();
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
{
_lastGpsError = "Native LocationManager failed: " + initError;
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
// Fast-fail if neither subscribed provider is enabled at OS
// level. Waiting 60s for fixes from disabled providers is
// pointless - tell the user immediately what's wrong.
bool anyUsableEnabled =
(useGps && _androidProvider.GpsProviderEnabled) ||
(useNetwork && _androidProvider.NetworkProviderEnabled);
if (!anyUsableEnabled)
{
string which = useGps && useNetwork ? "gps + network"
: useGps ? "gps"
: "network";
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider.Shutdown();
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
// Wait for the first fix (cached or live).
int maxWaitJni = _gpsInitTimeoutSeconds;
while (!_androidProvider.HasFix && maxWaitJni > 0)
{
yield return new WaitForSeconds(1);
maxWaitJni--;
}
if (!_androidProvider.HasFix)
{
string enabled = _androidProvider.EnabledProvidersList ?? "";
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider.Shutdown();
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
_GPSState = GPSState.Running;
_gpsRetryCount = 0;
_coroutineHost.StartCoroutine(AndroidGPSService());
yield break;
}
// _currentSource == UnityInput on Android: fall through to the
// Input.location path below. This is the recovery path for
// newer Android phones where JNI's streaming-callbacks don't
// fire (MIUI/HyperOS background restrictions, approximate-vs-
// precise permission, minDistance gating on stationary phones).
#endif
// iOS / editor / non-Android / Android-with-UnityInput-source:
// use Unity's Input.location.
if (!Input.location.isEnabledByUser) if (!Input.location.isEnabledByUser)
{ {
Debug.LogError("Location not enabled on device or app does not have permission to access location"); _lastGpsError = "Location services not enabled by user";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
} }
// Starts the location service.
float desiredAccuracyInMeters = 10f; float desiredAccuracyInMeters = 5f;
float updateDistanceInMeters = 10f; float updateDistanceInMeters = 1f;
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters); Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
// Waits until the location service initializes int maxWait = _gpsInitTimeoutSeconds;
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0) while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{ {
yield return new WaitForSeconds(1); yield return new WaitForSeconds(1);
maxWait--; maxWait--;
} }
// If the service didn't initialize in 20 seconds this cancels location service use.
if (maxWait < 1) if (maxWait < 1)
{ {
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed; _GPSState = GPSState.Failed;
Debug.LogError("Timed out");
yield break; 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) if (Input.location.status == LocationServiceStatus.Failed)
{ {
Debug.LogError("Unable to determine device location"); _lastGpsError = "Unity Input.location reported Failed status";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break; yield break;
} }
else
{ _GPSState = GPSState.Running;
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window. _gpsRetryCount = 0;
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude); _coroutineHost.StartCoroutine(GPSService());
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. #if UNITY_ANDROID && !UNITY_EDITOR
yield return _coroutineHost.StartCoroutine(GPSService()); /// <summary>
/// Mirrors the JNI provider's most recent fix into _currentPosition
/// every 0.5s so the rest of the game (which polls _currentPosition
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
/// working unchanged. Replaces GPSService on Android.
/// </summary>
IEnumerator AndroidGPSService()
{
while (_GPSState == GPSState.Running && _androidProvider != null)
{
if (_androidProvider.HasFix)
{
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
}
yield return new WaitForSeconds(0.5f);
}
// Loop ended (state != Running or provider disposed). Clean up
// listeners so we don't leak across retries.
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
}
#endif
IEnumerator GPSService()
{
while (_GPSState == GPSState.Running)
{
if (Input.location.status == LocationServiceStatus.Failed)
{
_lastGpsError = "Location service died after init (provider stopped)";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
}
// Keep current GPS position fresh; sending is throttled in positionCheck().
var data = Input.location.lastData;
_currentPosition = new Position(data.latitude, data.longitude);
yield return new WaitForSeconds(0.5f);
}
} }
} }
} }

View File

@@ -3,9 +3,8 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using UnityEditor; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Localization.Pseudo;
using UnityEngine.UI; using UnityEngine.UI;
@@ -13,8 +12,8 @@ namespace Subsystems{
[System.Serializable] [System.Serializable]
public class BuildingSettings public class BuildingSettings
{ {
public Material ResidentalBuildingsMat; public Material ResidentialBuildingsMat;
public float ResidentalBuildingHeight; public float ResidentialBuildingHeight;
public Material CommercialBuildingsMat; public Material CommercialBuildingsMat;
public float CommercialBuildingHeight; public float CommercialBuildingHeight;
public Material IndustrialBuildingsMat; public Material IndustrialBuildingsMat;
@@ -66,6 +65,43 @@ namespace Subsystems{
private PathwaySettings _pathwaySettings; private PathwaySettings _pathwaySettings;
private AreaSettings _areaSettings; private AreaSettings _areaSettings;
private const float _metersPerUnit = 1f; private const float _metersPerUnit = 1f;
// ── Layer Y separation (single source of truth for vertical stacking) ───
// Areas at the bottom, paths above areas, buildings extruded upward from
// their own base, POIs floating well above everything else. Z-fighting
// happens when adjacent geometry shares a Y; these constants keep each
// logical layer at a distinct elevation.
private const float kAreaBaseY = 0.10f;
private const float kPathY = 0.30f;
private const float kBuildingBaseY = 0.50f;
private const float kPoiY = 2.00f;
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
// but turned out to be the cause of the "blank map in mobile game view,
// fine in scene view" regression: forcing transparent-class shaders
// (default queue 3000+) into the Geometry range (2000-2150) breaks
// their depth-write/blend assumptions on mobile shader paths. The
// editor's scene view masks it because it uses different render paths
// and post-process is off there. Queue forcing removed in P8;
// disambiguation is now via Y-layering + per-area Y-stagger alone,
// which the depth buffer resolves correctly even on weak mobile GPUs.
// ── Marker sizing (top-down camera, units = meters) ─────────────────
// The camera's orthographic size pushes "1 meter" to a small fraction
// of the screen. Markers need to be visibly larger than buildings'
// footprints for instant recognition.
private const float kMarkerHeight = 8f; // pillar height
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
private const float kLabelY = 9f; // text label sits above pillar top
private const float kLabelFontSize = 14f; // 3D text size in world units
// Runtime marker collections
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
private List<GameObject> _sabotageMarkers = new List<GameObject>();
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings) public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
{ {
_gameClient = gameClient; _gameClient = gameClient;
@@ -74,8 +110,25 @@ namespace Subsystems{
_pathwaySettings = pathwaySettings; _pathwaySettings = pathwaySettings;
_areaSettings = areaSettings; _areaSettings = areaSettings;
} }
public bool IsSceneReady => _mapCenterPoint != null;
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
public void BuildMap() public void BuildMap()
{ {
if (_mapCenterPoint == null)
{
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
return;
}
if (_gameClient?.CurrentLobbyState?.MapData == null)
{
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
return;
}
ClearChildren(); ClearChildren();
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center; _centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
GameObject buildingsRoot = new GameObject("Buildings"); GameObject buildingsRoot = new GameObject("Buildings");
@@ -109,7 +162,133 @@ namespace Subsystems{
GameObject a = BuildAreaMesh(area); GameObject a = BuildAreaMesh(area);
a.transform.parent = areaRoot.transform; a.transform.parent = areaRoot.transform;
} }
//TODO: POIs
GameObject poiRoot = new GameObject("POIs");
poiRoot.transform.parent = _mapCenterPoint.transform;
int poiCount = 0;
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
{
GameObject p = BuildPOIMarker(poi);
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
}
// Diagnostic - if the user reports "map missing in game view" but
// the counts here are non-zero, the bug is camera/culling related,
// not a build issue.
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
$"scale={_mapCenterPoint.transform.localScale}");
}
/// <summary>
/// Build a tall, brightly-colored pillar for a Point of Interest with
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
/// flat on the XZ plane facing UP so it reads correctly under the
/// orthogonal top-down camera.
/// </summary>
private GameObject BuildPOIMarker(MapPOI poi)
{
if (poi == null) return null;
var color = ColorForPOI(poi.POIType);
string label = LabelForPOI(poi.POIType);
var pos = poi.Location.ToLocalVector3(_centerPosition);
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
}
/// <summary>
/// Shared marker builder: tall colored cylinder pillar + 3D text label
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
/// they all share a visual language ("colored pillar with a name").
/// </summary>
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
{
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
go.name = name;
// Strip the auto-added collider - markers are visual only.
var col = go.GetComponent<Collider>();
if (col != null) UnityEngine.Object.Destroy(col);
go.transform.position = worldPos + Vector3.up * kMarkerY;
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
var mr = go.GetComponent<MeshRenderer>();
if (mr != null)
{
// One .material access -> single clone of the primitive's
// default mat. Don't touch renderQueue (P3 regression cause).
var inst = mr.material;
if (inst != null) inst.color = color;
}
// 3D text label - lays flat on top of the pillar facing up.
// Parented to the marker so it follows position changes.
var labelGO = new GameObject("Label");
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
// the cylinder primitive is 2 units tall in local space, so its
// top is at local +1. Label sits a hair above that.
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
// Rotate 90 around X so the text quad's normal points +Y (toward
// the top-down camera). The default TMP forward is +Z.
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
// Compensate for the cylinder's non-uniform parent scale so the
// text size in world units matches kLabelFontSize regardless of
// how the pillar was scaled.
labelGO.transform.localScale = new Vector3(
1f / kMarkerRadius,
1f / (kMarkerHeight * 0.5f),
1f / kMarkerRadius);
var tmp = labelGO.AddComponent<TextMeshPro>();
tmp.text = label;
tmp.fontSize = kLabelFontSize;
tmp.color = Color.white;
tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center;
tmp.outlineColor = Color.black;
tmp.outlineWidth = 0.25f;
// Reasonable bounds so the text mesh isn't auto-clipped.
var rt = tmp.rectTransform;
rt.sizeDelta = new Vector2(20, 4);
return go;
}
private static Color ColorForPOI(MapPOIType type)
{
switch (type)
{
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
}
}
private static string LabelForPOI(MapPOIType type)
{
switch (type)
{
case MapPOIType.FoodDrink: return "FOOD";
case MapPOIType.Shop: return "SHOP";
case MapPOIType.Health: return "HEALTH";
case MapPOIType.Transport: return "TRANSIT";
case MapPOIType.Culture: return "CULTURE";
case MapPOIType.Landmark: return "LANDMARK";
case MapPOIType.Recreation: return "PARK";
default: return "POI";
}
} }
void ClearChildren() void ClearChildren()
{ {
@@ -126,23 +305,24 @@ namespace Subsystems{
{ {
var building = new GameObject($"Building_{b.Name ?? "Unknown"}"); var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
// Výpočet středu budovy // Výpočet středu budovy. Lift the base above kPathY so building
// walls visibly extrude *upward* from above the road/area layer
// instead of starting at ground (which made them clip into paved
// areas that share their footprint).
Vector3 center = CalculatePolygonCenter(b.Outline); Vector3 center = CalculatePolygonCenter(b.Outline);
building.transform.position = center; building.transform.position = center + Vector3.up * kBuildingBaseY;
// Vytvoření mesh pro budovu // Vytvoření mesh pro budovu
MeshFilter meshFilter = building.AddComponent<MeshFilter>(); MeshFilter meshFilter = building.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>(); MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
building.tag = "Map";
float height; float height;
Material mat; Material mat;
switch (b.BuildingType.ToLower()) switch (b.BuildingType.ToLower())
{ {
case "residential": case "residential":
mat = _buildingSettings.ResidentalBuildingsMat; mat = _buildingSettings.ResidentialBuildingsMat;
height = _buildingSettings.ResidentalBuildingHeight; height = _buildingSettings.ResidentialBuildingHeight;
break; break;
case "commercial": case "commercial":
mat = _buildingSettings.CommercialBuildingsMat; mat = _buildingSettings.CommercialBuildingsMat;
@@ -159,11 +339,14 @@ namespace Subsystems{
} }
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height); Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
meshFilter.mesh = mesh; meshFilter.mesh = mesh;
meshCollider.sharedMesh = mesh;
//TODO: material by type //TODO: material by type
// Použijeme barvu podle typu budovy // Použijeme barvu podle typu budovy. Use sharedMaterial to keep
meshRenderer.material = mat; // the project's Material asset reference - no clone, no leak.
// Y-position alone disambiguates building geometry from area/path
// layers; we don't need renderQueue overrides (which broke mobile
// rendering for transparent-class shaders in P3).
meshRenderer.sharedMaterial = mat;
// Přidání collideru pro interakci // Přidání collideru pro interakci
building.AddComponent<MeshCollider>(); building.AddComponent<MeshCollider>();
@@ -172,7 +355,6 @@ namespace Subsystems{
GameObject BuildPathwayMesh(MapPathway w) GameObject BuildPathwayMesh(MapPathway w)
{ {
var path = new GameObject($"Path_{w.Name ?? "Unknown"}"); var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
path.tag = "Map";
// Použijeme LineRenderer pro jednoduchost // Použijeme LineRenderer pro jednoduchost
LineRenderer line = path.AddComponent<LineRenderer>(); LineRenderer line = path.AddComponent<LineRenderer>();
@@ -223,15 +405,19 @@ namespace Subsystems{
break; break;
} }
line.material = mat; // sharedMaterial avoids the LineRenderer cloning the project's
// shared path Material on every BuildMap call. Queue overrides
// dropped (P3 mobile-render regression cause).
line.sharedMaterial = mat;
line.widthMultiplier = width; line.widthMultiplier = width;
// Nastavení bodů cesty // Nastavení bodů cesty - kPathY sits above all area polygons but
// below building bases, so paths visibly run on top of areas.
line.positionCount = w.Points.Count; line.positionCount = w.Points.Count;
for (int i = 0; i < w.Points.Count; i++) for (int i = 0; i < w.Points.Count; i++)
{ {
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center); Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
pos.y = 0.1f; // Mírně nad zemí pos.y = kPathY;
line.SetPosition(i, pos); line.SetPosition(i, pos);
} }
return path; return path;
@@ -239,7 +425,6 @@ namespace Subsystems{
GameObject BuildAreaMesh(MapArea a) GameObject BuildAreaMesh(MapArea a)
{ {
var area = new GameObject($"Area_{a.Name ?? "Unknown"}"); var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
area.tag = "Map";
MeshFilter meshFilter = area.AddComponent<MeshFilter>(); MeshFilter meshFilter = area.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>(); MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
@@ -275,13 +460,58 @@ namespace Subsystems{
break; break;
} }
meshRenderer.material = mat; // sharedMaterial: no per-area material clone. Render-queue forcing
// dropped in P8 (caused mobile-render regression). The Y-stagger
// below alone now drives "smaller polygon on top of larger one"
// depth ordering - which is what the depth buffer was always
// designed to do, and works on mobile GPUs with weak precision
// because the stagger spread (0.04 units) is well above any
// reasonable depth-buffer epsilon.
meshRenderer.sharedMaterial = mat;
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí // Y stagger: smaller polygons sit a hair higher than larger ones,
// so depth-test draws them on top of bigger area polygons they sit
// inside (e.g. a playground inside a park). Total spread is 0.04
// units - visually invisible but plenty for the depth buffer.
float yStagger = ComputeAreaYStagger(a.Outline);
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
return area; return area;
} }
//TODO: POIs
/// <summary>
/// Returns a non-negative size proxy used to bucket areas by footprint.
/// Larger polygons return higher numbers; used inversely for queue/Y.
/// </summary>
private float AreaSizeBucket(List<Position> outline)
{
if (outline == null || outline.Count < 3) return 1f;
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
// monotonic ordering, not a real geographic area.
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
for (int i = 1; i < outline.Count; i++)
{
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
}
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
return (float)System.Math.Max(0.001, bbox);
}
/// <summary>
/// Smaller areas get a higher Y so they render on top of any larger
/// area they overlap. Returns a value in [0, 0.04] units.
/// </summary>
private float ComputeAreaYStagger(List<Position> outline)
{
float bucket = AreaSizeBucket(outline);
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
return t * 0.04f;
}
#endregion #endregion
#region Polygon Utils #region Polygon Utils
private Vector3 CalculatePolygonCenter(List<Position> points) private Vector3 CalculatePolygonCenter(List<Position> points)
@@ -293,19 +523,52 @@ namespace Subsystems{
} }
return center / points.Count; return center / points.Count;
} }
/// <summary>
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
/// negative = CW (downward-facing normal -> top face invisible from
/// above unless we reverse the winding before triangulating).
/// </summary>
private static float PolygonSignedAreaXZ(List<Vector3> verts)
{
float area = 0f;
int n = verts.Count;
for (int i = 0; i < n; i++)
{
var a = verts[i];
var b = verts[(i + 1) % n];
area += (b.x - a.x) * (a.z + b.z);
}
return area * 0.5f;
}
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height) private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
{ {
Mesh mesh = new Mesh(); Mesh mesh = new Mesh();
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
// outlines on broken ways. Empty mesh -> renderer draws nothing,
// safer than a malformed triangle list.
if (outline == null || outline.Count < 3) return mesh;
// Convert to local space first so we can run a winding check, then
// reverse if needed. Without this, CW outlines from Overpass yield
// downward-facing top normals and the building roof is invisible
// from the top-down map camera.
int vertexCount = outline.Count; int vertexCount = outline.Count;
var localVerts = new List<Vector3>(vertexCount);
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++)
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
if (PolygonSignedAreaXZ(localVerts) < 0f)
localVerts.Reverse();
// Vertices - spodní a horní podstava // Vertices - spodní a horní podstava
Vector3[] vertices = new Vector3[vertexCount * 2]; Vector3[] vertices = new Vector3[vertexCount * 2];
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; Vector3 pos = localVerts[i];
vertices[i] = pos; // Spodní vertices[i] = pos; // Spodní
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
} }
@@ -349,26 +612,31 @@ namespace Subsystems{
{ {
Mesh mesh = new Mesh(); Mesh mesh = new Mesh();
int vertexCount = outline.Count; // Reject degenerates (matches CreateExtrudedPolygonMesh).
Vector3[] vertices = new Vector3[vertexCount]; if (outline == null || outline.Count < 3) return mesh;
Vector3 center = CalculatePolygonCenter(outline);
int vertexCount = outline.Count;
var localVerts = new List<Vector3>(vertexCount);
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
} // Force CCW so RecalculateNormals produces an upward-facing normal.
// CW polygons from Overpass would otherwise render as black voids
// when the top-down camera looks at their back face.
if (PolygonSignedAreaXZ(localVerts) < 0f)
localVerts.Reverse();
Vector3[] vertices = localVerts.ToArray();
// Triangulace - fan pattern // Triangulace - fan pattern
List<int> triangles = new List<int>(); List<int> triangles = new List<int>();
if (vertexCount >= 3)
{
for (int i = 1; i < vertexCount - 1; i++) for (int i = 1; i < vertexCount - 1; i++)
{ {
triangles.Add(0); triangles.Add(0);
triangles.Add(i); triangles.Add(i);
triangles.Add(i + 1); triangles.Add(i + 1);
} }
}
mesh.vertices = vertices; mesh.vertices = vertices;
mesh.triangles = triangles.ToArray(); mesh.triangles = triangles.ToArray();
@@ -377,5 +645,164 @@ namespace Subsystems{
return mesh; return mesh;
} }
#endregion #endregion
#region Markers
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
{
if (_mapCenterPoint == null) return;
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
{
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null) _centerPosition = md.Center;
}
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
foreach (var task in tasks)
{
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
var pos = task.Location.ToLocalVector3(_centerPosition);
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
go.transform.parent = _mapCenterPoint.transform;
// Pulsing point light so the task literally glows on the map.
var light = go.AddComponent<Light>();
light.color = taskColor;
light.intensity = 3f;
light.range = 25f;
_taskMarkers[task.TaskId] = go;
}
}
public void RemoveTaskMarker(string taskId)
{
if (_taskMarkers.TryGetValue(taskId, out var go))
{
UnityEngine.Object.Destroy(go);
_taskMarkers.Remove(taskId);
}
}
public void CreateBodyMarker(string bodyId, Position location)
{
if (_mapCenterPoint == null) return;
if (_bodyMarkers.ContainsKey(bodyId)) return;
var pos = location.ToLocalVector3(_centerPosition);
// Bright red pillar with "BODY" label - players need to see this
// from across the map to call it in.
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
new Color(0.96f, 0.18f, 0.18f), "BODY");
go.transform.parent = _mapCenterPoint?.transform;
_bodyMarkers[bodyId] = go;
}
public void ClearBodyMarkers()
{
foreach (var go in _bodyMarkers.Values)
if (go) UnityEngine.Object.Destroy(go);
_bodyMarkers.Clear();
}
// ── Player avatar sizing ────────────────────────────────────────────
// The default Unity capsule primitive is 2m tall in local space. The
// map camera defaults to 150m orthographic-ish height (see
// MapCameraController), so anything smaller than ~3m world-size is a
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
// need to be visibly distinct from those AND from each other. The
// local player gets a halo light + larger scale so the user can find
// themselves on the map at a glance.
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
private const float kLocalPlayerHaloRange = 18f;
private const float kLocalPlayerHaloIntensity = 2.5f;
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
{
if (_mapCenterPoint == null) return;
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
{
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null) _centerPosition = md.Center;
}
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
foreach (var kvp in positions)
{
string uuid = kvp.Key;
var info = kvp.Value;
bool isLocal = uuid == myUuid;
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
{
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
go.transform.parent = _mapCenterPoint?.transform;
// Strip the auto-collider - avatars are visual only and the
// collider would interact with the map's MeshColliders.
var col = go.GetComponent<Collider>();
if (col != null) UnityEngine.Object.Destroy(col);
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
go.transform.localScale = Vector3.one * scale;
if (isLocal)
{
// Halo light around the local player so the user can
// find themselves at a glance even at the widest zoom.
// Range/intensity tuned so it reads as "this is me"
// without bleeding far enough to drown POI markers.
var halo = go.AddComponent<Light>();
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
halo.intensity = kLocalPlayerHaloIntensity;
halo.range = kLocalPlayerHaloRange;
}
_playerAvatars[uuid] = go;
}
// Lift the avatar so the bottom of the capsule sits roughly at
// ground level despite the larger scale. Capsule's local pivot
// is at center, height = 2 * localScale.y world units, so we
// raise by half the local height.
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
+ Vector3.up * halfHeight;
var mr = go.GetComponent<MeshRenderer>();
if (mr)
{
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
else mr.material.color = Color.white;
}
}
}
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
{
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
foreach (var station in stations)
{
var pos = station.Location.ToLocalVector3(_centerPosition);
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
color, "REPAIR");
go.transform.parent = _mapCenterPoint?.transform;
// Repair stations also pulse light so impostors and crew see
// the urgency from across the map.
var light = go.AddComponent<Light>();
light.color = color;
light.intensity = 4f;
light.range = 30f;
_sabotageMarkers.Add(go);
}
}
public void ClearSabotageMarkers()
{
foreach (var go in _sabotageMarkers)
if (go) UnityEngine.Object.Destroy(go);
_sabotageMarkers.Clear();
}
#endregion
} }
} }

View File

@@ -5,6 +5,7 @@ using UnityEngine;
using System.Collections.Generic; using System.Collections.Generic;
using Subsystems; using Subsystems;
using System.Linq; using System.Linq;
using UnityEngine.SceneManagement;
namespace Subsystems namespace Subsystems
{ {
@@ -13,9 +14,34 @@ namespace Subsystems
private const string _serverAddress = "geosus.honzuvkod.dev"; private const string _serverAddress = "geosus.honzuvkod.dev";
private const int _serverPort = 7777; private const int _serverPort = 7777;
private GameClient _gameClient; private GameClient _gameClient;
private GameManager_Map _mapSubsystem; private GameManager _manager;
public async void OpenConection() private bool _pendingMapBuild;
/// <summary>
/// Authoritative game state; written here, read by GameManager_UI.
/// </summary>
public GameState State { get; } = new GameState();
public GameManager_Network(GameClient gameClient, GameManager manager)
{ {
_gameClient = gameClient;
_manager = manager;
RegisterEventHandlers();
}
public async void OpenConnection()
{
// Snapshot the lobby we believed we were in BEFORE the new connect
// attempt. If the client SDK preserved it across a transient drop
// (P9 fix), this is non-null and we'll send a Reconnect message
// post-handshake to re-associate with the lobby on the server side.
// Without it, the next CastVote / TaskComplete / etc. would arrive
// on a fresh connection the server doesn't recognize and bounce
// with NOT_IN_LOBBY.
var rejoinLobbyId = _gameClient.LobbyId;
int retries = 0;
int delayMs = 5000;
while (true) while (true)
{ {
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort); Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
@@ -23,20 +49,29 @@ namespace Subsystems
if (state.Result) if (state.Result)
{ {
Debug.Log("Connected to server."); Debug.Log("Connected to server.");
// Re-attach to the prior lobby if we had one. Server-side
// HandleReconnectAsync will replay missed events and ack
// with a ReconnectResponse carrying the snapshot.
if (!string.IsNullOrEmpty(rejoinLobbyId))
{
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
_gameClient.Reconnect(rejoinLobbyId);
}
break; break;
} }
else retries++;
if (retries >= 10)
{ {
Debug.Log("Failed to connect to server"); Debug.LogError("Failed to connect after 10 attempts. Giving up.");
break;
} }
await Task.Delay(5000); Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
await Task.Delay(delayMs);
delayMs = Mathf.Min(delayMs * 2, 30000);
} }
} }
public GameManager_Network(GameClient gameClient)
{
_gameClient = gameClient;
RegisterEventHandlers();
}
public void RegisterEventHandlers() public void RegisterEventHandlers()
{ {
_gameClient.OnConnected += OnConnected; _gameClient.OnConnected += OnConnected;
@@ -45,152 +80,514 @@ namespace Subsystems
_gameClient.OnMessage += OnMessage; _gameClient.OnMessage += OnMessage;
_gameClient.OnGameEvent += OnGameEvent; _gameClient.OnGameEvent += OnGameEvent;
} }
private void OnConnected() private void OnConnected()
{ {
Debug.Log("Successfully connected to the server."); Debug.Log("Successfully connected to the server.");
// Tear the reconnect overlay down once the socket is healthy.
// No-op if it wasn't shown.
_manager?.uiSubsystem?.HideReconnecting();
} }
private void OnError(string e) => Debug.LogError($"Network error: {e}");
private void OnDisconnected(string reason) private void OnDisconnected(string reason)
{ {
Debug.Log($"Host disconnected due to {reason}"); Debug.Log($"Disconnected: {reason}");
// Show the reconnect overlay only if the user is mid-game; we
// don't want it flashing during a clean shutdown ("Disposed") or
// before a real game has started.
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
_manager?.uiSubsystem?.ShowReconnecting();
if (reason != "Disposed" && _manager != null)
_manager.StartCoroutine(ReconnectAfterDelay(3f));
} }
private void OnError(string error)
private IEnumerator ReconnectAfterDelay(float seconds)
{ {
Debug.LogError($"Network error: {error}"); yield return new UnityEngine.WaitForSeconds(seconds);
Debug.Log("Attempting to reconnect...");
OpenConnection();
} }
private void OnMessage(Message message) private void OnMessage(Message message)
{ {
switch (message.Type) switch (message.Type)
{ {
case "GameEvent":
OnGameEvent(message as GameEvent);
break;
case "CreateLobbyResponse": case "CreateLobbyResponse":
Debug.Log("Received CreateLobbyResponse message");
HandleCreateLobbyResponse(message as CreateLobbyResponse); HandleCreateLobbyResponse(message as CreateLobbyResponse);
break; break;
case "JoinLobbyResponse": case "JoinLobbyResponse":
Debug.Log("Received JoinLobbyResponse message");
HandleJoinLobbyResponse(message as JoinLobbyResponse); HandleJoinLobbyResponse(message as JoinLobbyResponse);
break; break;
case "PositionBroadcast":
HandlePositionBroadcast(message as PositionBroadcast);
break;
case "Error":
HandleErrorMessage(message as ErrorMessage);
break;
case "Ack": case "Ack":
Debug.Log("Received Ack message"); case "GameEvent":
break; break;
default: default:
Debug.Log("Received message of type: " + message.Type); Debug.Log("Received message of type: " + message.Type);
break; break;
} }
} }
/// <summary>
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
/// believe we have a lobby (LobbyId preserved across the transient
/// disconnect), the lobby association on the server's side of the new
/// connection is missing - typically a race between OpenConnection's
/// Reconnect call and an in-flight action message that beat it. Retry
/// the Reconnect; if the second attempt also bounces, the lobby really
/// is gone and we'll surface the error to the user.
/// </summary>
private void HandleErrorMessage(ErrorMessage err)
{
if (err == null) return;
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
{
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
_gameClient.Reconnect(_gameClient.LobbyId);
}
}
private void OnGameEvent(GameEvent gameEvent) private void OnGameEvent(GameEvent gameEvent)
{ {
// Always sync player list from lobby state after any event
SyncPlayersFromLobby();
switch (gameEvent.EventType) switch (gameEvent.EventType)
{ {
case "PlayerJoined": case "PlayerJoined":
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
break;
case "PlayerLeft": case "PlayerLeft":
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left"); case "HostChanged":
_manager?.uiSubsystem?.NotifyLobbyChanged();
break; break;
case "GameStarting": case "GameStarting":
Debug.Log("Game is starting!"); State.Phase = GamePhase.Loading;
break; HandleGameStarting();
case "GameStarted":
Debug.Log("Game started");
break; break;
case "MapDataReady": case "MapDataReady":
Debug.Log("Map data ready"); HandleMapDataReady();
break; break;
case "PlayerMapDataReceived":
Debug.Log("Player map data recieved"); case "GameStarted":
State.Phase = GamePhase.Playing;
break; break;
case "MapDataError":
Debug.Log("Received MapData server error"); case "RoleAssigned":
HandleRoleAssigned(gameEvent);
break; break;
case "TaskCompleted":
HandleTaskCompleted(gameEvent);
break;
case "PlayerKilled":
HandlePlayerKilled(gameEvent);
break;
case "BodyReported":
case "EmergencyMeetingCalled":
Toast("Meeting called! Head to the meeting point.");
break;
case "MeetingStarted":
HandleMeetingStarted(gameEvent);
break;
case "PlayerArrivedAtMeeting":
HandlePlayerArrivedAtMeeting(gameEvent);
break;
case "PlayerVoted":
HandlePlayerVoted(gameEvent);
break;
case "VotingClosed":
HandleVotingClosed(gameEvent);
break;
case "GameEnded":
HandleGameEnded(gameEvent);
break;
case "ReturnedToLobby":
HandleReturnedToLobby();
break;
case "SabotageStarted": case "SabotageStarted":
Debug.Log("Sabotage started");
HandleSabotageStarted(gameEvent); HandleSabotageStarted(gameEvent);
break; break;
case "RepairStarted":
HandleRepairStarted(gameEvent);
break;
case "RepairStopped":
HandleRepairStopped(gameEvent);
break;
case "SabotageRepaired":
case "SabotageMeltdown":
case "SabotageExpired":
State.ActiveSabotage = null;
State.ActiveRepairs.Clear();
_manager?.uiSubsystem?.HideSabotageTimer();
_manager?.mapSubsystem?.ClearSabotageMarkers();
break;
case "TaskStarted":
// Server now broadcasts when a player begins a task. Phase 1
// only acks; Phase 2/3 will surface this to other players.
break;
case "MapDataError":
HandleMapDataError(gameEvent);
break;
default: default:
Debug.Log("Received GameEvent of type: " + gameEvent.EventType); Debug.Log("GameEvent: " + gameEvent.EventType);
break; break;
} }
} }
// ── Lobby responses ───────────────────────────────────────────────────
private void HandleCreateLobbyResponse(CreateLobbyResponse message) private void HandleCreateLobbyResponse(CreateLobbyResponse message)
{ {
if (message == null) return;
if (message.Success) if (message.Success)
{ {
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId); Debug.Log($"Lobby created. Code: {message.JoinCode}");
// P13b: snapshot the server's authoritative settings into
// GameState so HUD / proximity code can read distances and
// cooldowns from a single source of truth instead of hardcodes.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
} }
else else
{ {
Debug.LogError("Failed to create lobby: " + message.Error); Debug.LogError("Failed to create lobby: " + message.Error);
} }
} }
private void HandleJoinLobbyResponse(JoinLobbyResponse message) private void HandleJoinLobbyResponse(JoinLobbyResponse message)
{ {
if (message == null) return;
if (message.Success) if (message.Success)
{ {
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId); Debug.Log($"Joined lobby: {message.LobbyId}");
// P13b: same settings snapshot path as host. Joiners read the
// server's snapshot taken at lobby creation; they cannot edit.
State.Settings = _gameClient.CurrentLobbyState?.Settings;
// Unified lobby: both host and joiners land on create.unity.
// LobbyDisplayUI handles the role split internally (start
// button for host, waiting text for joiners).
SceneManager.LoadScene("create", LoadSceneMode.Single);
_manager?.uiSubsystem?.NotifyLobbyChanged();
} }
else else
{ {
Debug.LogError("Failed to create lobby: " + message.Error); Debug.LogError("Failed to join lobby: " + message.Error);
} }
} }
public void CrateLobby(double lat, double lon)
// ── Game flow ─────────────────────────────────────────────────────────
private void HandleGameStarting()
{ {
_gameClient.CreateLobby(new Position(lat, lon)); _pendingMapBuild = false;
// Reset per-game state
State.MyRole = null;
State.IsDead = false;
State.MyTasks = new List<GameTask>();
State.MyCompletedTaskIds = new HashSet<string>();
State.TotalCompleted = 0;
State.TotalRequired = 0;
State.ActiveMeeting = null;
State.LastVoteResult = null;
State.VotedPlayerIds = new HashSet<string>();
State.ActiveSabotage = null;
State.GameEndData = null;
State.KillCooldownRemaining = 0;
SceneManager.LoadScene("Client", LoadSceneMode.Single);
} }
private void HandleMapDataReady()
{
_pendingMapBuild = true;
TryBuildMapAndMarkers();
}
public void OnClientSceneReady()
{
TryBuildMapAndMarkers();
}
private void TryBuildMapAndMarkers()
{
if (!_pendingMapBuild) return;
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
_manager.mapSubsystem.BuildMap();
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
_pendingMapBuild = false;
Debug.Log("[Network] Map built.");
}
private void HandleRoleAssigned(GameEvent evt)
{
var payload = evt.GetPayload<RoleAssignedPayload>();
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
State.MyRole = payload.Role;
State.MyTasks = payload.Tasks ?? new List<GameTask>();
State.MyCompletedTaskIds.Clear();
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
_manager?.taskSubsystem?.Initialize(State.MyTasks);
}
private void HandleTaskCompleted(GameEvent evt)
{
var payload = evt.GetPayload<TaskCompletedPayload>();
if (payload == null) return;
// Track if it's our task
if (payload.ClientUuid == _gameClient.ClientUuid)
State.MyCompletedTaskIds.Add(payload.TaskId);
State.TotalCompleted = payload.TotalCompleted;
State.TotalRequired = payload.TotalTasks;
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
}
private void HandlePlayerKilled(GameEvent evt)
{
var payload = evt.GetPayload<PlayerKilledPayload>();
if (payload == null) return;
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
if (payload.VictimId == _gameClient.ClientUuid)
{
State.IsDead = true;
_manager?.uiSubsystem?.OnLocalPlayerDied();
}
// Update player state in our list
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
if (p != null) p.State = PlayerState.Dead;
}
private void HandleMeetingStarted(GameEvent evt)
{
var payload = evt.GetPayload<MeetingStartedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Meeting;
State.ActiveMeeting = payload;
State.VotedPlayerIds = new HashSet<string>();
State.ArrivedPlayerIds = new HashSet<string>();
State.VoterTargets = new Dictionary<string, string>();
State.VoteTallies = new Dictionary<string, int>();
State.MyVoteTarget = null;
State.LastVoteResult = null;
SyncPlayersFromLobby();
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
}
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
{
var payload = evt.GetPayload<PlayerArrivedAtMeetingPayload>();
if (payload == null) return;
State.ArrivedPlayerIds.Add(payload.ClientUuid);
}
private void HandlePlayerVoted(GameEvent evt)
{
var payload = evt.GetPayload<PlayerVotedPayload>();
if (payload == null) return;
// Server allows vote changes within a 2s rate limit, so we always
// overwrite the voter's previous target rather than appending.
string target = payload.TargetId ?? GameState.VoteSkip;
State.VotedPlayerIds.Add(payload.VoterId);
State.VoterTargets[payload.VoterId] = target;
RecomputeVoteTallies();
if (payload.VoterId == _gameClient.ClientUuid)
State.MyVoteTarget = target;
}
private void RecomputeVoteTallies()
{
State.VoteTallies.Clear();
foreach (var t in State.VoterTargets.Values)
{
if (string.IsNullOrEmpty(t)) continue;
State.VoteTallies.TryGetValue(t, out var count);
State.VoteTallies[t] = count + 1;
}
}
private void HandleVotingClosed(GameEvent evt)
{
var payload = evt.GetPayload<VotingClosedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Playing;
State.ActiveMeeting = null;
State.LastVoteResult = payload;
// Mark ejected player dead in our list
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
{
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
if (p != null) p.State = PlayerState.Dead;
}
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
_manager?.mapSubsystem?.ClearBodyMarkers();
}
private void HandleGameEnded(GameEvent evt)
{
var payload = evt.GetPayload<GameEndedPayload>();
if (payload == null) return;
State.Phase = GamePhase.Ended;
State.GameEndData = payload;
// If the round ended while the meeting/vote-result overlay was
// still up (e.g. ejection won the game outright), the auto-close
// coroutine would otherwise fire 5s later and tear down the
// meeting panel while the GameEndPanel sits on top - leaving a
// glimpse of the dead overlay during the transition.
_manager?.uiSubsystem?.HideMeetingPanel();
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
}
private void HandleReturnedToLobby()
{
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.HideMeetingPanel();
// Bodies survive the scene reload because the marker GameObjects are
// parented under MapCenterPoint (which lives in the persistent
// Client.unity scene). Without this clear, returning to lobby and
// starting a new round leaves stale corpses on the map of the new
// round. Server already cleared its `_bodies` set in
// ProcessReturnToLobby; this is the client-side mirror that was
// missing in HandleVotingClosed's symmetry.
_manager?.mapSubsystem?.ClearBodyMarkers();
_manager?.mapSubsystem?.ClearSabotageMarkers();
// Unified lobby: regardless of role, return to create.unity.
SceneManager.LoadScene("create", LoadSceneMode.Single);
}
private void HandleSabotageStarted(GameEvent evt)
{
var payload = evt.GetPayload<SabotageStartedPayload>();
if (payload == null) return;
State.ActiveSabotage = payload;
State.ActiveRepairs.Clear();
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
if (payload.Type == SabotageType.CommsBlackout)
_manager?.uiSubsystem?.SetCommsBlackout(true);
}
private void HandleRepairStarted(GameEvent evt)
{
var payload = evt.GetPayload<RepairStartedPayload>();
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
State.ActiveRepairs.Add(payload.StationId);
}
private void HandleRepairStopped(GameEvent evt)
{
// A player abandoned a repair station mid-fix. The station is no
// longer counted as active for the simultaneous-repair coaching;
// the marker stays on the map until the sabotage resolves.
var payload = evt.GetPayload<RepairStoppedPayload>();
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
State.ActiveRepairs.Remove(payload.StationId);
}
private void HandleMapDataError(GameEvent evt)
{
// Server failed to fetch Overpass data. Without this the loading
// screen would hang forever. Drop back to lobby and surface the
// failure so the player can re-host or try a different center.
Debug.LogError("[Network] Server could not generate map data.");
State.Phase = GamePhase.Lobby;
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
LeaveLobby();
}
private void HandlePositionBroadcast(PositionBroadcast broadcast)
{
if (broadcast == null) return;
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
}
// ── Helpers ───────────────────────────────────────────────────────────
private void SyncPlayersFromLobby()
{
var lobby = _gameClient.CurrentLobbyState;
if (lobby?.Players != null)
State.Players = lobby.Players;
}
private void Toast(string message)
{
State.ToastMessage = message;
State.ToastExpiry = UnityEngine.Time.time + 4f;
}
// ── Send helpers ──────────────────────────────────────────────────────
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
{
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
}
public void JoinLobby(string joinCode) public void JoinLobby(string joinCode)
{ {
try try { _gameClient.JoinLobby(joinCode); }
{ catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
_gameClient.JoinLobby(joinCode);
}
catch (System.Exception ex)
{
Debug.LogError("Error joining lobby: " + ex.Message);
}
} }
public void LeaveLobby() public void LeaveLobby()
{ {
_gameClient.Disconnect(); _gameClient.LeaveLobby();
Application.Quit(); State.Phase = GamePhase.Lobby;
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
} }
public void StartGame() public void StartGame()
{ {
_gameClient.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
} }
} }

View File

@@ -1,2 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9c2032ed1184ad7418cc415edf97b69e guid: 989e9292fe24c2a4ba95ceae191dd330

View File

@@ -0,0 +1,328 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using GeoSus.Client;
namespace Subsystems
{
/// <summary>
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
/// </summary>
public class GameManager_Tasks
{
private class TaskEntry
{
public GeoSus.Client.GameTask ServerTask;
public string MinigameScene;
public bool Completed;
}
private GameClient _gameClient;
private string[] _minigameScenes;
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
private List<TaskEntry> _tasks = new List<TaskEntry>();
private bool _minigameOpen;
private string _loadedMinigameScene;
private Camera _hostCameraSuspended;
private GameObject _hostInGameHudHidden;
// Proximity state (checked every frame in UpdateProximity)
public GeoSus.Client.GameTask NearbyTask { get; private set; }
// P13b: per-check distances pulled from the server-snapshotted lobby
// settings (null-fallback to 5m matches the old hardcoded behavior).
// Different actions use different fields so a host can tune e.g. a
// long-range "spotter" task radius without also widening kill range.
private const float ProximityRadiusFallback = 5f;
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
{
_gameClient = gameClient;
_minigameScenes = minigameScenes ?? new string[0];
_host = host;
}
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
{
_tasks.Clear();
if (_minigameScenes.Length == 0) return;
for (int i = 0; i < serverTasks.Count; i++)
{
_tasks.Add(new TaskEntry
{
ServerTask = serverTasks[i],
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
Completed = false
});
}
// Create map markers
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
}
/// <summary>Called every frame from GameManager.Update().</summary>
public void UpdateProximity()
{
if (_minigameOpen) return;
// P13b: distances now come from the per-lobby settings snapshot
// instead of one hardcoded 5m radius for everything. ?? fallback
// matches the old behavior when running against an old server.
var state = GameManager.Instance?.networkSubsystem?.State;
var settings = state?.Settings;
double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback;
double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback;
double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback;
NearbyTask = null;
var myPos = _gameClient.MyPosition;
if (myPos.Lat == 0 && myPos.Lon == 0) return;
foreach (var entry in _tasks)
{
if (entry.Completed) continue;
double dist = myPos.DistanceTo(entry.ServerTask.Location);
if (dist <= taskDist)
{
NearbyTask = entry.ServerTask;
break;
}
}
// Drive the action button in UI
var ui = GameManager.Instance?.uiSubsystem;
if (ui == null || ui.IsPlayerDead) return;
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
if (!isImpostor && NearbyTask != null)
{
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
return;
}
// Check body proximity
if (!ui.IsCommsBlackout)
{
var body = _gameClient.FindNearbyBody(reportDist);
if (body != null)
{
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
return;
}
// Emergency meeting proximity
if (_gameClient.CurrentLobbyState?.MapData != null)
{
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
if (dist <= emergencyDist)
{
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
return;
}
}
}
// Impostor kill
if (isImpostor)
{
var target = _gameClient.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(target))
{
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
// Hide sabotage menu while a kill is on offer (cleaner HUD).
ui.SetSabotageMenuVisible(false);
return;
}
}
// Nothing nearby
ui.SetActionButton("", false);
// P13g: persistent sabotage menu for impostors when no proximity
// action is on offer. Hidden when state isn't suitable - dead,
// not-impostor, in meeting, sabotage already active, or comms
// blackout (the impostor's own sabotage triggers a UI lock).
bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing;
bool sabotageActive = state?.ActiveSabotage != null;
bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase &&
!sabotageActive && !ui.IsCommsBlackout;
ui.SetSabotageMenuVisible(showSabMenu);
}
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
public void TriggerNearbyTask()
{
OnUsePressed();
}
private void OnUsePressed()
{
if (NearbyTask == null || _minigameOpen) return;
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
}
private IEnumerator LaunchMinigame(TaskEntry entry)
{
_minigameOpen = true;
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
// Validate that the scene name resolves to a build-included scene.
// LoadSceneAsync silently returns null when the scene name doesn't
// match (case-sensitive) or isn't in EditorBuildSettings, which
// leaves the action button looking dead from the player's POV.
if (string.IsNullOrEmpty(entry.MinigameScene) ||
!Application.CanStreamedLevelBeLoaded(entry.MinigameScene))
{
Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " +
$"Check the scene name (case-sensitive) and that it's enabled in Build Settings.");
GameManager.Instance?.uiSubsystem?.ShowToast(
$"Task scene missing: {entry.MinigameScene}");
_minigameOpen = false;
yield break;
}
// Inform server that task started
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
// Disable the host scene's main camera while the minigame is up.
// With both cameras enabled the minigame's UI/3D content would
// fight the host's map camera for screen space, and what gets
// drawn depends on Camera.depth which isn't guaranteed across
// scenes. Restored in FinishMinigame.
_hostCameraSuspended = Camera.main;
if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
// Hide the persistent InGame HUD canvas (if present). It lives
// in Client.unity and renders Screen Space - Overlay so it would
// otherwise stack on top of the minigame's UI regardless of
// which scene is active. SetActive(false) is reversible.
_hostInGameHudHidden = GameObject.Find("InGame");
if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
_hostInGameHudHidden.SetActive(false);
else
_hostInGameHudHidden = null; // nothing to restore
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
if (op == null)
{
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
GameManager.Instance?.uiSubsystem?.ShowToast(
$"Task scene failed to load: {entry.MinigameScene}");
if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
_minigameOpen = false;
yield break;
}
yield return op;
_loadedMinigameScene = entry.MinigameScene;
// CRITICAL: switch the active scene to the loaded minigame.
// LoadSceneMode.Additive stacks scenes without changing which one
// is "active" - and an inactive scene's RenderSettings, ambient
// light, and skybox don't drive rendering. The host (Client.unity)
// remains active and its lighting context still applies, which
// is the root cause of "task opens to white screen": the
// minigame's content loads but its visuals don't take over.
// Without SetActiveScene, even minigames that ARE wired up
// correctly render against the host's lighting and look broken.
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
if (scene.IsValid()) SceneManager.SetActiveScene(scene);
// Diagnostic: count cameras / canvases / lights in the loaded
// scene. If the white screen persists after this fix, the
// numbers tell us whether the scene is missing rendering bits
// (camera=0, canvas=0) or if the issue is elsewhere.
int camCount = 0, canvasCount = 0, lightCount = 0;
foreach (var root in scene.GetRootGameObjects())
{
camCount += root.GetComponentsInChildren<Camera>(true).Length;
canvasCount += root.GetComponentsInChildren<Canvas>(true).Length;
lightCount += root.GetComponentsInChildren<Light>(true).Length;
}
Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " +
$"canvases={canvasCount}, lights={lightCount}, " +
$"activeScene={SceneManager.GetActiveScene().name}");
// Find the ITask component in the newly loaded scene
ITask taskComponent = null;
foreach (var root in scene.GetRootGameObjects())
{
taskComponent = root.GetComponentInChildren<ITask>();
if (taskComponent != null) break;
}
if (taskComponent == null)
{
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " +
$"Either the minigame's controller script isn't attached to a GameObject in the scene, " +
$"or the script doesn't implement ITask. Auto-completing.");
yield return FinishMinigame(entry, true);
yield break;
}
// Set task metadata
taskComponent.TaskID = entry.ServerTask.TaskId;
taskComponent.TaskName = entry.ServerTask.Name;
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
bool done = false;
taskComponent.Initialize(t => { done = true; });
// Wait for completion or exit
yield return new WaitUntil(() => done);
yield return FinishMinigame(entry, done);
}
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
{
if (completed)
{
entry.Completed = true;
_gameClient.CompleteTask(entry.ServerTask.TaskId);
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
}
else
{
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
}
// Unload minigame scene. Switch the active scene back to the
// host BEFORE the unload so we don't end up with no active
// scene mid-frame (Unity will complain and lighting flickers).
if (!string.IsNullOrEmpty(_loadedMinigameScene))
{
var hostScene = SceneManager.GetSceneByName("Client");
if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene);
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
yield return unload;
_loadedMinigameScene = null;
}
// Re-enable the host camera that was suspended during the minigame.
if (_hostCameraSuspended != null)
{
_hostCameraSuspended.enabled = true;
_hostCameraSuspended = null;
}
// Re-show the InGame HUD canvas hidden at minigame entry.
if (_hostInGameHudHidden != null)
{
_hostInGameHudHidden.SetActive(true);
_hostInGameHudHidden = null;
}
_minigameOpen = false;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 27a123dbda9eef8ba4815c0c0d30b6fb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,71 +1,934 @@
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using Subsystems; using Subsystems;
using GeoSus.Client; using GeoSus.Client;
using System.ComponentModel; using System.Collections.Generic;
using System.Threading; using System;
using System.Linq;
using TMPro;
namespace Subsystems namespace Subsystems
{ {
/// <summary>
/// Reads from GameManager_Network.State (the authoritative GameState) and drives
/// all in-game canvas panels. No business logic lives here.
/// </summary>
public class GameManager_UI public class GameManager_UI
{ {
private GameClient _gameClient; private GameClient _gameClient;
private Canvas _CreateJoinLobby; private GameState _state => GameManager.Instance?.networkSubsystem?.State;
private Canvas _InLobby;
private Canvas _LoadingScreen; // ── Canvas refs (wired by BindClientScene from Client.unity) ──────────
private Canvas _GameScreen; public Canvas ClientCreateJoinLobby;
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen) public Canvas ClientInLobby;
public Canvas ClientLoadingScreen;
public Canvas ClientGameScreen;
// ── HUD element refs (resolved once in BindClientScene) ───────────────
private TMP_Text _roleText;
private TMP_Text _taskListText;
private TMP_Text _taskProgressText;
private Button _actionButton;
private TMP_Text _actionButtonText;
private TMP_Text _killCooldownText;
private GameObject _sabotagePanel;
private TMP_Text _sabotageTimerText;
private GameObject _meetingPanel;
private TMP_Text _meetingHeader;
private TMP_Text _meetingPhaseLabel;
private TMP_Text _meetingPhaseCountdown;
private Image _meetingPhaseProgressBar;
private TMP_Text _myVoteIndicator;
private GameObject _meetingScrollGO;
private Transform _meetingScrollContent;
private TMP_Text _meetingFallbackText;
private GameObject _voteResultPanel;
private TMP_Text _voteResultText;
private Button _skipButton;
private GameObject _gameEndPanel;
private TMP_Text _gameEndText;
private RectTransform _returnToLobbyBtn;
private TMP_Text _toastText;
private GameObject _toastGO;
private GameObject _reconnectOverlay;
// ── Internal state ────────────────────────────────────────────────────
private bool _isDead;
private bool _commsBlackout;
private DateTime _sabotageMeltdownDeadline;
private bool _sabotageTimerActive;
private volatile bool _lobbyDirty;
// Meeting vote-row references rebuilt each meeting
private readonly List<GameObject> _voteRows = new List<GameObject>();
private string _pendingVoteResultDisplay; // shown after voting
private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it
public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; }
public void NotifyLobbyChanged() => _lobbyDirty = true;
public bool IsCommsBlackout => _commsBlackout;
public bool IsPlayerDead => _isDead;
// ── Scene binding ─────────────────────────────────────────────────────
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
{ {
_gameClient = gameClient; ClientCreateJoinLobby = createJoin;
_CreateJoinLobby = CreateJoinLobby; ClientInLobby = inLobby;
_LoadingScreen = LoadingScreen; ClientLoadingScreen = loading;
_GameScreen = GameScreen; ClientGameScreen = game;
_InLobby = InLobby;
_CreateJoinLobby.enabled = true; foreach (var c in new[] { createJoin, inLobby, loading, game })
_InLobby.enabled = false; EnsureCanvasReady(c);
_GameScreen.enabled = false;
_LoadingScreen.enabled = false; if (createJoin) createJoin.gameObject.SetActive(false);
if (inLobby) inLobby.gameObject.SetActive(false);
if (loading) loading.gameObject.SetActive(false);
if (game) game.gameObject.SetActive(false);
if (game == null) return;
var t = game.transform;
_roleText = FindTMP(t, "Role");
_taskListText = FindTMP(t, "TaskList");
_taskProgressText = FindTMP(t, "TaskProgress");
_killCooldownText = FindTMP(t, "KillCooldown");
_sabotageTimerText = FindTMP(t, "SabotageTimer");
_gameEndText = FindTMP(t, "GameEndText");
_toastText = FindTMP(t, "Toast");
_meetingHeader = FindTMP(t, "MeetingHeader");
_meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel");
_meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown");
_myVoteIndicator = FindTMP(t, "MyVoteIndicator");
_meetingFallbackText = FindTMP(t, "MeetingPlayerList");
_voteResultText = FindTMP(t, "VoteResult");
_meetingScrollContent = FindTransform(t, "MeetingContent");
_meetingScrollGO = FindTransformGO(t, "_MeetingScroll");
var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar");
if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent<Image>();
var skipGO = FindTransformGO(t, "SkipButton");
if (skipGO != null) _skipButton = skipGO.GetComponent<Button>();
var actionGO = t.Find("ActionButton");
if (actionGO != null)
{
_actionButton = actionGO.GetComponent<Button>();
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
} }
_sabotagePanel = t.Find("SabotagePanel")?.gameObject;
_meetingPanel = t.Find("MeetingPanel")?.gameObject;
_gameEndPanel = t.Find("GameEndPanel")?.gameObject;
_voteResultPanel = FindTransformGO(t, "VoteResultPanel");
_toastGO = FindTransformGO(t, "Toast");
_reconnectOverlay = FindTransformGO(t, "ReconnectOverlay");
var retBtn = FindTransform(t, "ReturnToLobbyButton");
if (retBtn != null) _returnToLobbyBtn = retBtn as RectTransform;
if (_meetingPanel) _meetingPanel.SetActive(false);
if (_gameEndPanel) _gameEndPanel.SetActive(false);
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_toastGO) _toastGO.SetActive(false);
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
}
// ── Update (called every frame from GameManager.Update) ───────────────
public void UpdateLobbyUI() public void UpdateLobbyUI()
{ {
if (_gameClient.CurrentLobbyState == null) var lobbyState = _gameClient.CurrentLobbyState;
if (lobbyState == null) return;
if (_lobbyDirty)
{ {
_CreateJoinLobby.enabled = true; _lobbyDirty = false;
_InLobby.enabled = false; LobbyDisplayUI.RefreshAll(lobbyState);
_GameScreen.enabled = false;
_LoadingScreen.enabled = false;
return;
} }
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
if (ClientGameScreen == null) return;
switch (lobbyState.Phase)
{ {
_CreateJoinLobby.enabled = false; case GamePhase.Loading:
_InLobby.enabled = false; SetCanvases(false, false, true, false);
_GameScreen.enabled = false; break;
_LoadingScreen.enabled = true; case GamePhase.Lobby:
return; SetCanvases(false, true, false, false);
break;
case GamePhase.Playing:
case GamePhase.Meeting:
case GamePhase.Voting:
SetCanvases(false, false, false, true);
UpdateGameHUD();
break;
case GamePhase.Ended:
SetCanvases(false, false, false, true);
break;
} }
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
{ TickToast();
_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; // ── Game HUD tick ─────────────────────────────────────────────────────
}
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing) private void UpdateGameHUD()
{ {
_CreateJoinLobby.enabled = false; var s = _state;
_InLobby.enabled = false; if (s == null) return;
_GameScreen.enabled = true;
_LoadingScreen.enabled = false; // Role
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ; if (_roleText != null)
{
string ghostSuffix = s.IsDead ? " (GHOST)" : "";
_roleText.text = $"{s.MyRole?.ToString() ?? "?"}{ghostSuffix}";
_roleText.color = s.MyRole == PlayerRole.Impostor ? new Color(0.9f,0.2f,0.2f) : new Color(0.2f,0.8f,1f);
}
// Task list with checkmarks
if (_taskListText != null)
{
var sb = new System.Text.StringBuilder();
foreach (var task in s.MyTasks)
{
bool done = s.MyCompletedTaskIds.Contains(task.TaskId);
string mark = done ? "<color=#2DB84B>✓</color>" : "○";
sb.AppendLine($"{mark} {task.Name}");
}
_taskListText.text = sb.ToString();
}
// Global task progress
if (_taskProgressText != null && s.TotalRequired > 0)
_taskProgressText.text = $"Tasks: {s.TotalCompleted}/{s.TotalRequired}";
// Kill cooldown
if (_killCooldownText != null)
{
bool show = s.KillCooldownRemaining > 0;
_killCooldownText.gameObject.SetActive(show);
if (show) _killCooldownText.text = $"Kill: {Mathf.CeilToInt(s.KillCooldownRemaining)}s";
}
// Sabotage banner - meltdown countdown plus simultaneous-repair coaching
if (_sabotageTimerActive && _sabotageTimerText != null)
{
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
string head = remaining > 0 ? $"⚠ MELTDOWN: {remaining:F0}s" : "⚠ MELTDOWN!";
// For multi-station sabotages, surface how many of the required
// simultaneous repair stations are currently active. This is
// what makes "you're alone, you need a partner" obvious.
int required = s.ActiveSabotage?.RequiredSimultaneousRepairs ?? 0;
if (required > 1)
{
int active = s.ActiveRepairs.Count;
head += $" <size=32>{active}/{required} stations active</size>";
}
_sabotageTimerText.text = head;
}
// Keep meeting sub-phase strip, countdown, vote gating, tallies and
// my-vote indicator fresh each frame.
UpdateMeetingPhaseStrip();
}
// ── Kill cooldown helper (called from GameManager) ────────────────────
// ── Reconnect overlay ─────────────────────────────────────────────────
/// <summary>
/// Show a full-screen "Reconnecting..." overlay. Call when the socket
/// drops mid-game; the server keeps the player slot for ~60s before
/// removing them so a brief disconnect is recoverable.
/// </summary>
public void ShowReconnecting()
{
if (_reconnectOverlay) _reconnectOverlay.SetActive(true);
}
/// <summary>
/// Hide the reconnect overlay. Call from OnConnected once the socket
/// is healthy again.
/// </summary>
public void HideReconnecting()
{
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
}
public void SetKillCooldownText(string text)
{
if (_killCooldownText == null) return;
bool show = !string.IsNullOrEmpty(text);
_killCooldownText.gameObject.SetActive(show);
if (show) _killCooldownText.text = text;
}
public void UpdateTaskProgress(int completed, int total)
{
if (_taskProgressText != null)
_taskProgressText.text = $"Tasks: {completed}/{total}";
}
// ── Action button ─────────────────────────────────────────────────────
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
{
if (_actionButton == null) return;
_actionButton.gameObject.SetActive(visible);
if (_actionButtonText != null) _actionButtonText.text = label;
if (onClick != null)
{
_actionButton.onClick.RemoveAllListeners();
_actionButton.onClick.AddListener(onClick);
}
}
// ── P13g: Impostor sabotage menu ──────────────────────────────────────
// The audit found that the production HUD never had an impostor
// sabotage trigger - GameManager.StartSabotage exists, the wire path
// is intact (StartSabotage -> server -> SabotageStarted broadcast +
// station markers), but no UI ever called it. So sabotages literally
// never fired in production. This menu fixes that gap with a runtime-
// built two-button overlay (no scene file change, no prefab needed).
private GameObject _sabotageMenuRoot;
private Button _sabotageBlackoutBtn;
private Button _sabotageMeltdownBtn;
private void EnsureSabotageMenu()
{
if (_sabotageMenuRoot != null || ClientGameScreen == null) return;
var canvasRT = ClientGameScreen.transform as RectTransform;
if (canvasRT == null) return;
// Root container - top-right corner, vertical stack.
_sabotageMenuRoot = new GameObject("ImpostorSabotageMenu", typeof(RectTransform), typeof(CanvasRenderer));
var rootRT = _sabotageMenuRoot.GetComponent<RectTransform>();
rootRT.SetParent(canvasRT, worldPositionStays: false);
rootRT.anchorMin = new Vector2(1, 1);
rootRT.anchorMax = new Vector2(1, 1);
rootRT.pivot = new Vector2(1, 1);
rootRT.anchoredPosition = new Vector2(-24, -180); // below the top-right safe-area
rootRT.sizeDelta = new Vector2(360, 240);
_sabotageBlackoutBtn = BuildSabotageOption(rootRT, "📡 BLACKOUT",
new Color(0.20f, 0.55f, 1.0f), 0, () => GameManager.Instance?.StartSabotage(0));
_sabotageMeltdownBtn = BuildSabotageOption(rootRT, "☢️ MELTDOWN",
new Color(1.0f, 0.30f, 0.30f), 1, () => GameManager.Instance?.StartSabotage(1));
_sabotageMenuRoot.SetActive(false);
}
private static Button BuildSabotageOption(RectTransform parent, string label, Color tint, int slot, UnityEngine.Events.UnityAction onClick)
{
// Each button: 360w x 110h, stacked vertically with 10px gap.
var go = new GameObject($"SabBtn_{slot}", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
var rt = go.GetComponent<RectTransform>();
rt.SetParent(parent, worldPositionStays: false);
rt.anchorMin = new Vector2(0, 1);
rt.anchorMax = new Vector2(1, 1);
rt.pivot = new Vector2(0.5f, 1);
rt.anchoredPosition = new Vector2(0, -slot * 120);
rt.sizeDelta = new Vector2(0, 110);
var img = go.GetComponent<Image>();
img.color = new Color(tint.r * 0.4f, tint.g * 0.4f, tint.b * 0.4f, 0.92f);
// Border via outline component
var outline = go.AddComponent<Outline>();
outline.effectColor = tint;
outline.effectDistance = new Vector2(2, -2);
// Text child
var txtGO = new GameObject("Label", typeof(RectTransform));
var txtRT = txtGO.GetComponent<RectTransform>();
txtRT.SetParent(rt, worldPositionStays: false);
txtRT.anchorMin = Vector2.zero;
txtRT.anchorMax = Vector2.one;
txtRT.offsetMin = Vector2.zero;
txtRT.offsetMax = Vector2.zero;
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
tmp.text = label;
tmp.alignment = TextAlignmentOptions.Center;
tmp.fontSize = 36;
tmp.color = Color.white;
tmp.fontStyle = FontStyles.Bold;
var btn = go.GetComponent<Button>();
btn.onClick.AddListener(onClick);
return btn;
}
/// <summary>
/// P13g: show the impostor sabotage menu when the local player is
/// alive impostor in the Playing phase with no active sabotage and
/// not in a meeting. Driven from GameManager_Tasks.UpdateProximity.
/// </summary>
public void SetSabotageMenuVisible(bool visible)
{
if (visible) EnsureSabotageMenu();
if (_sabotageMenuRoot != null && _sabotageMenuRoot.activeSelf != visible)
_sabotageMenuRoot.SetActive(visible);
}
// ── Player state ──────────────────────────────────────────────────────
public void OnLocalPlayerDied()
{
_isDead = true;
if (_state != null) _state.IsDead = true;
}
// ── Meeting ───────────────────────────────────────────────────────────
public void ShowMeetingAlert()
{
ShowToast("⚠ Meeting called! Head to the meeting point.");
}
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
{
if (_meetingPanel == null) return;
_meetingPanel.SetActive(true);
if (_meetingHeader != null)
_meetingHeader.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
// Make sure the result subpanel is hidden at start of a fresh meeting,
// and the scroll list is visible (results phase will swap them).
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
if (_myVoteIndicator) _myVoteIndicator.text = "";
BuildMeetingVoteRows(players);
UpdateMeetingPhaseStrip();
}
private void BuildMeetingVoteRows(List<PlayerInfo> players)
{
// Clear old rows
foreach (var r in _voteRows) if (r) UnityEngine.Object.Destroy(r);
_voteRows.Clear();
if (_meetingScrollContent == null || players == null)
{
// Fall back to text list
if (_meetingFallbackText != null)
{
_meetingFallbackText.gameObject.SetActive(true);
var sb = new System.Text.StringBuilder();
foreach (var p in players ?? new List<PlayerInfo>())
sb.AppendLine($"{p.DisplayName} [{p.State}]");
_meetingFallbackText.text = sb.ToString();
}
return; return;
} }
string myId = _gameClient.ClientUuid;
bool canVote = !_isDead;
// Dynamic row height: spread the available scroll-area height
// across however many players we have. Clamps so rows never get
// tinier than legible (small phone, many players -> 80px) or
// ridiculously tall (tablet, two players -> 140px).
float rowH = ComputeVoteRowHeight(players.Count);
foreach (var player in players)
{
bool isMe = player.ClientUuid == myId;
bool isAlive = player.State == PlayerState.Alive;
var row = BuildVoteRow(player, isMe, isAlive, canVote && isAlive && !isMe, rowH);
row.transform.SetParent(_meetingScrollContent, false);
_voteRows.Add(row);
}
}
/// <summary>
/// Compute a per-row height that fills the scroll viewport when there
/// are few players, and shrinks (until scrolling kicks in) when there
/// are many. Inputs are CanvasScaler reference coordinates, so the
/// values are device-independent.
/// </summary>
private float ComputeVoteRowHeight(int playerCount)
{
if (playerCount <= 0) return 110f;
// The scroll area occupies y=0.18 to y=0.74 of the canvas (per
// InGameHUDBuilder.BuildMeetingPanel) and reference height is 1920.
const float referenceHeight = 1920f;
const float scrollFraction = 0.74f - 0.18f; // 0.56
float available = referenceHeight * scrollFraction;
float h = available / playerCount;
return Mathf.Clamp(h, 80f, 140f);
}
private GameObject BuildVoteRow(PlayerInfo player, bool isMe, bool isAlive, bool canVote, float rowH)
{
var go = new GameObject($"VoteRow_{player.ClientUuid}");
var rt = go.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(0, rowH);
var le = go.AddComponent<LayoutElement>();
le.minHeight = le.preferredHeight = rowH;
var bg = go.AddComponent<Image>();
bg.color = isMe ? new Color(0.12f,0.18f,0.30f) : new Color(0.10f,0.12f,0.20f);
// Dead overlay
if (!isAlive)
{
bg.color = new Color(0.08f,0.08f,0.10f,0.7f);
}
// Name label - left 50% (was 65%, gave width back to tally + button)
var namRT = MakeChild("Name", rt);
namRT.anchorMin = new Vector2(0,0); namRT.anchorMax = new Vector2(0.50f,1);
namRT.offsetMin = new Vector2(16,6); namRT.offsetMax = new Vector2(0,-6);
var namTmp = namRT.gameObject.AddComponent<TextMeshProUGUI>();
namTmp.text = (player.IsOwner ? "👑 " : "") + (player.DisplayName ?? "???");
namTmp.fontSize = 36;
namTmp.color = !isAlive ? Color.gray : (isMe ? Color.white : new Color(0.73f,0.8f,0.88f));
namTmp.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
namTmp.alignment = TextAlignmentOptions.MidlineLeft;
// Tally column - middle 18%, shows live vote count for this player
var tallyRT = MakeChild("Tally", rt);
tallyRT.anchorMin = new Vector2(0.50f,0); tallyRT.anchorMax = new Vector2(0.66f,1);
tallyRT.offsetMin = Vector2.zero; tallyRT.offsetMax = Vector2.zero;
var tallyTmp = tallyRT.gameObject.AddComponent<TextMeshProUGUI>();
tallyTmp.text = "";
tallyTmp.fontSize = 30;
tallyTmp.fontStyle = FontStyles.Bold;
tallyTmp.color = new Color(1f,0.72f,0.10f); // C_YELLOW-ish
tallyTmp.alignment = TextAlignmentOptions.Center;
// Vote button - right 30% (interactability is updated each frame)
var voteBtnRT = MakeChild("VoteBtn", rt);
voteBtnRT.anchorMin = new Vector2(0.68f,0.10f); voteBtnRT.anchorMax = new Vector2(0.95f,0.90f);
var voteBg = voteBtnRT.gameObject.AddComponent<Image>();
voteBg.color = canVote ? new Color(0.2f,0.6f,1f) : new Color(0.2f,0.2f,0.2f,0.5f);
var voteBtn = voteBtnRT.gameObject.AddComponent<Button>();
voteBtn.targetGraphic = voteBg;
voteBtn.interactable = canVote;
string capturedId = player.ClientUuid;
voteBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(capturedId));
var voteTxtRT = MakeChild("Txt", voteBtnRT);
Stretch(voteTxtRT);
var voteTmp = voteTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
voteTmp.text = isAlive ? "VOTE" : "DEAD";
voteTmp.fontSize = 28;
voteTmp.fontStyle = FontStyles.Bold;
voteTmp.color = Color.white;
voteTmp.alignment = TextAlignmentOptions.Center;
// Voted-by-this-player checkmark (shown when the row's player has cast a vote)
var votedRT = MakeChild("VotedTick", rt);
votedRT.anchorMin = new Vector2(0.95f,0.20f); votedRT.anchorMax = new Vector2(1f,0.80f);
var vtTmp = votedRT.gameObject.AddComponent<TextMeshProUGUI>();
vtTmp.text = "✓"; vtTmp.fontSize = 34;
vtTmp.color = new Color(0.18f,0.75f,0.30f); vtTmp.alignment = TextAlignmentOptions.Center;
votedRT.gameObject.SetActive(false);
return go;
}
/// <summary>
/// Per-frame meeting UI update. Computes the meeting sub-phase from the
/// timestamps in MeetingStartedPayload (server doesn't broadcast a
/// discrete discussion-end event) and uses it to drive the countdown
/// label, progress bar, vote-button interactivity, live tallies, and
/// "Your vote: X" indicator.
/// </summary>
private void UpdateMeetingPhaseStrip()
{
var s = _state;
if (s == null) return;
// Only run if we're actually in a meeting; phase Playing skips the work.
if (s.Phase != GamePhase.Meeting && s.LastVoteResult == null) return;
var sub = s.GetMeetingSubPhase();
// ── Sub-phase label + countdown text + progress bar ───────────────
string label;
switch (sub)
{
case MeetingSubPhase.Arrival: label = "ARRIVAL"; break;
case MeetingSubPhase.Discussion: label = "DISCUSSION"; break;
case MeetingSubPhase.Voting: label = "VOTING"; break;
case MeetingSubPhase.Resolved: label = "RESULTS"; break;
default: label = ""; break;
}
if (_meetingPhaseLabel != null) _meetingPhaseLabel.text = label;
if (s.ActiveMeeting != null && sub != MeetingSubPhase.Resolved)
{
var deadline = s.GetMeetingSubPhaseDeadline(sub);
var remaining = (deadline - DateTime.UtcNow).TotalSeconds;
if (remaining < 0) remaining = 0;
if (_meetingPhaseCountdown != null)
{
int mins = (int)(remaining / 60);
int secs = (int)(remaining % 60);
string verb = sub == MeetingSubPhase.Voting ? "Voting ends in"
: sub == MeetingSubPhase.Discussion ? "Voting begins in"
: "Arrival ends in";
_meetingPhaseCountdown.text = $"{verb} {mins}:{secs:D2}";
}
// Progress bar drains over the current sub-phase. The server
// doesn't tell us when the meeting started, so we can only
// compute a meaningful fill for Discussion (start = arrival
// deadline) and Voting (start = discussion end / arrival
// deadline). Arrival's start time is unknown here; show full.
if (_meetingPhaseProgressBar != null)
{
if (sub == MeetingSubPhase.Arrival)
{
_meetingPhaseProgressBar.fillAmount = 1f;
}
else
{
DateTime start = sub == MeetingSubPhase.Discussion
? s.ActiveMeeting.ArrivalDeadline
: (s.ActiveMeeting.DiscussionEndTime ?? s.ActiveMeeting.ArrivalDeadline);
var total = (deadline - start).TotalSeconds;
var elapsed = (DateTime.UtcNow - start).TotalSeconds;
float fill = total > 0.001
? Mathf.Clamp01(1f - (float)(elapsed / total))
: 0f;
_meetingPhaseProgressBar.fillAmount = fill;
}
}
}
else
{
if (_meetingPhaseCountdown != null) _meetingPhaseCountdown.text = "";
if (_meetingPhaseProgressBar != null) _meetingPhaseProgressBar.fillAmount = 0f;
}
// ── Vote button gating + per-row tally / voted-indicator ──────────
bool votingOpen = sub == MeetingSubPhase.Voting && !_isDead;
bool iAmArrived = s.ActiveMeeting == null
|| s.ArrivedPlayerIds.Contains(_gameClient.ClientUuid);
// Skip button mirrors the same gate
if (_skipButton != null) _skipButton.interactable = votingOpen && iAmArrived;
foreach (var row in _voteRows)
{
if (row == null) continue;
string rowUuid = row.name.Replace("VoteRow_", "");
// Voted-tick: this row's player has cast a vote
var tick = row.transform.Find("VotedTick")?.gameObject;
if (tick != null) tick.SetActive(s.VotedPlayerIds.Contains(rowUuid));
// Tally text: how many votes is this row's player receiving?
var tally = row.transform.Find("Tally")?.GetComponent<TMP_Text>();
if (tally != null)
{
s.VoteTallies.TryGetValue(rowUuid, out var count);
tally.text = count > 0 ? count.ToString() : "";
}
// Vote button: gate by sub-phase + arrival + alive + not-self
var btnGO = row.transform.Find("VoteBtn")?.gameObject;
if (btnGO != null)
{
var btn = btnGO.GetComponent<Button>();
var btnImg = btnGO.GetComponent<Image>();
var rowPlayer = s.Players?.FirstOrDefault(p => p.ClientUuid == rowUuid);
bool isMe = rowUuid == _gameClient.ClientUuid;
bool rowAlive = rowPlayer?.State == PlayerState.Alive;
bool canPress = votingOpen && iAmArrived && rowAlive && !isMe;
if (btn != null) btn.interactable = canPress;
if (btnImg != null)
btnImg.color = canPress ? new Color(0.2f,0.6f,1f)
: new Color(0.2f,0.2f,0.2f,0.5f);
// Mark the row's button if it's the local player's chosen vote
if (s.MyVoteTarget != null && s.MyVoteTarget == rowUuid && btnImg != null)
btnImg.color = new Color(0.2f,0.75f,0.30f); // green = your vote
}
}
// ── My vote indicator strip ───────────────────────────────────────
if (_myVoteIndicator != null)
{
if (s.LastVoteResult != null) _myVoteIndicator.text = "";
else if (!iAmArrived) _myVoteIndicator.text = "Travel to the meeting point to vote";
else if (sub == MeetingSubPhase.Discussion) _myVoteIndicator.text = "Discussion - voting opens shortly";
else if (sub == MeetingSubPhase.Arrival) _myVoteIndicator.text = "Waiting for players to arrive";
else if (s.MyVoteTarget == null) _myVoteIndicator.text = "Cast your vote";
else if (s.MyVoteTarget == GameState.VoteSkip) _myVoteIndicator.text = "You voted: SKIP";
else
{
var target = s.Players?.FirstOrDefault(p => p.ClientUuid == s.MyVoteTarget);
_myVoteIndicator.text = $"You voted for: {target?.DisplayName ?? s.MyVoteTarget}";
}
}
}
public void AppendVoteInstruction()
{
// no-op - vote instructions are embedded in the row buttons
}
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
{
// Swap scroll list out, result subpanel in. They occupy the same
// anchor region (0.18-0.74) so the result text replaces the vote
// rows rather than overlapping them.
if (_meetingScrollGO != null) _meetingScrollGO.SetActive(false);
if (_voteResultPanel != null) _voteResultPanel.SetActive(true);
// Skip + my-vote strips are no longer relevant once voting ended.
if (_skipButton != null) _skipButton.gameObject.SetActive(false);
if (_myVoteIndicator != null) _myVoteIndicator.text = "";
if (_voteResultText != null)
{
// Build a compact tally summary alongside the headline.
var sb = new System.Text.StringBuilder();
if (payload.WasTie)
sb.AppendLine("⚖ TIE — nobody ejected.");
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
sb.AppendLine("Nobody ejected (skip).");
else
{
var ej = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
sb.AppendLine($"🚪 {ej?.DisplayName ?? payload.EjectedPlayerId} ejected!");
}
if (payload.VoteCounts != null && payload.VoteCounts.Count > 0)
{
sb.AppendLine();
foreach (var kv in payload.VoteCounts.OrderByDescending(p => p.Value))
{
if (kv.Value <= 0) continue;
string name = kv.Key == GameState.VoteSkip
? "(skip)"
: (players?.Find(p => p.ClientUuid == kv.Key)?.DisplayName ?? kv.Key);
sb.AppendLine($"<size=24>{name}: {kv.Value}</size>");
}
}
_voteResultText.text = sb.ToString();
}
// Auto-close meeting panel after 5 s. Track the handle so we can
// cancel it if the game ends or returns to lobby before it fires
// (otherwise the coroutine fires mid-GameEndPanel and hides nothing
// useful while the meeting overlay sits visibly stacked on top).
CancelMeetingAutoClose();
var gm = GameManager.Instance;
if (gm != null) _meetingCloseCoroutine = gm.StartCoroutine(CloseMeetingAfterDelay(5f));
}
/// <summary>
/// Hide the meeting/vote panels immediately and cancel any pending
/// auto-close coroutine. Resets internal toggles (skip/result/scroll
/// visibility) so the next meeting starts from a clean state. Safe to
/// call from any phase transition.
/// </summary>
public void HideMeetingPanel()
{
CancelMeetingAutoClose();
if (_meetingPanel) _meetingPanel.SetActive(false);
if (_voteResultPanel) _voteResultPanel.SetActive(false);
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
if (_skipButton) _skipButton.gameObject.SetActive(true);
if (_myVoteIndicator) _myVoteIndicator.text = "";
if (_meetingPhaseLabel) _meetingPhaseLabel.text = "";
if (_meetingPhaseCountdown) _meetingPhaseCountdown.text = "";
if (_meetingPhaseProgressBar) _meetingPhaseProgressBar.fillAmount = 0f;
}
private void CancelMeetingAutoClose()
{
if (_meetingCloseCoroutine != null)
{
var gm = GameManager.Instance;
if (gm != null) gm.StopCoroutine(_meetingCloseCoroutine);
_meetingCloseCoroutine = null;
}
}
private System.Collections.IEnumerator CloseMeetingAfterDelay(float delay)
{
yield return new UnityEngine.WaitForSeconds(delay);
// Use HideMeetingPanel so we restore the scroll/skip/indicator
// state for the next meeting, not just hide the root panel.
HideMeetingPanel();
_meetingCloseCoroutine = null;
}
// ── Sabotage ──────────────────────────────────────────────────────────
public void ShowSabotageTimer(DateTime deadline)
{
_sabotageMeltdownDeadline = deadline;
_sabotageTimerActive = true;
if (_sabotagePanel) _sabotagePanel.SetActive(true);
if (_sabotageTimerText) _sabotageTimerText.gameObject.SetActive(true);
}
public void HideSabotageTimer()
{
_sabotageTimerActive = false;
if (_sabotagePanel) _sabotagePanel.SetActive(false);
SetCommsBlackout(false);
}
/// <summary>
/// Set the comms-blackout flag and (when active) raise the sabotage
/// banner with a clear "comms down" message. The flag is read by
/// GameManager_Tasks.UpdateProximity to suppress the REPORT/EMERGENCY
/// action button while comms are jammed - this gives the player the
/// visible reason why those buttons disappeared.
/// </summary>
public void SetCommsBlackout(bool active)
{
_commsBlackout = active;
if (active)
{
if (_sabotagePanel) _sabotagePanel.SetActive(true);
if (_sabotageTimerText)
{
_sabotageTimerText.gameObject.SetActive(true);
_sabotageTimerText.text = "📡 COMMS DOWN — reports & meetings disabled";
}
}
else if (!_sabotageTimerActive)
{
// Only tear the banner down if no meltdown timer is using it.
if (_sabotagePanel) _sabotagePanel.SetActive(false);
}
}
// ── Game end ──────────────────────────────────────────────────────────
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
{
if (_gameEndPanel) _gameEndPanel.SetActive(true);
if (_gameEndText != null)
{
bool won = payload.Winners?.Contains(myUuid) ?? false;
string title = won ? "<color=#FFB800>🏆 VICTORY</color>" : "<color=#C43232>💔 DEFEAT</color>";
string faction = payload.WinningFaction == "Impostor" ? "Impostors win!" : "Crew wins!";
// Non-owners can't actually return to lobby themselves; tell
// them who they're waiting on so the panel doesn't read as
// "tap leave or stare at the wall." If we can't find an
// owner record, fall back to a generic message.
string waitMessage = "";
if (!_gameClient.IsOwner)
{
var s = _state;
var host = s?.Players?.Find(p => p.IsOwner);
string hostName = host?.DisplayName ?? "the host";
waitMessage = $"\n\n<size=32>Waiting for {hostName} to return to lobby...</size>";
}
_gameEndText.text = $"{title}\n{faction}\n<size=38>{payload.Reason}</size>{waitMessage}";
}
// Show "Return to Lobby" only for the host
if (_returnToLobbyBtn != null)
_returnToLobbyBtn.gameObject.SetActive(_gameClient.IsOwner);
}
// ── Toast ─────────────────────────────────────────────────────────────
public void ShowToast(string message)
{
if (_state != null) { _state.ToastMessage = message; _state.ToastExpiry = UnityEngine.Time.time + 4f; }
if (_toastGO == null) return;
_toastGO.SetActive(true);
if (_toastText != null) _toastText.text = message;
}
private void TickToast()
{
var s = _state;
if (_toastGO == null) return;
if (s != null && !string.IsNullOrEmpty(s.ToastMessage) && UnityEngine.Time.time < s.ToastExpiry)
{
_toastGO.SetActive(true);
if (_toastText != null) _toastText.text = s.ToastMessage;
}
else
{
_toastGO.SetActive(false);
}
}
// ── Canvas switching ──────────────────────────────────────────────────
private void SetCanvases(bool createJoin, bool inLobby, bool loading, bool game)
{
EnsureCanvasReady(ClientCreateJoinLobby);
EnsureCanvasReady(ClientInLobby);
EnsureCanvasReady(ClientLoadingScreen);
EnsureCanvasReady(ClientGameScreen);
if (ClientCreateJoinLobby) ClientCreateJoinLobby.gameObject.SetActive(createJoin);
if (ClientInLobby) ClientInLobby.gameObject.SetActive(inLobby);
if (ClientLoadingScreen) ClientLoadingScreen.gameObject.SetActive(loading);
if (ClientGameScreen) ClientGameScreen.gameObject.SetActive(game);
}
// ── Utilities ─────────────────────────────────────────────────────────
private static void EnsureCanvasReady(Canvas canvas)
{
if (canvas == null) return;
if (!canvas.enabled) canvas.enabled = true;
var t = canvas.transform;
if (t != null)
{
var s = t.localScale;
if (Mathf.Abs(s.x) < 0.001f || Mathf.Abs(s.y) < 0.001f || Mathf.Abs(s.z) < 0.001f)
t.localScale = Vector3.one;
}
}
private static TMP_Text FindTMP(Transform root, string name)
{
if (root == null) return null;
foreach (var tmp in root.GetComponentsInChildren<TMP_Text>(true))
if (tmp != null && tmp.name == name) return tmp;
return null;
}
private static Transform FindTransform(Transform root, string name)
{
if (root == null) return null;
foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
if (t.name == name) return t;
return null;
}
private static GameObject FindTransformGO(Transform root, string name)
=> FindTransform(root, name)?.gameObject;
private static RectTransform MakeChild(string name, RectTransform parent)
{
var go = new GameObject(name);
var rt = go.AddComponent<RectTransform>();
rt.SetParent(parent, false);
rt.localScale = Vector3.one;
return rt;
}
private static void Stretch(RectTransform rt)
{
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
} }
} }
} }

View File

@@ -1,2 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: f575016e02384774d88b46ed7f09579f guid: cbe0afd6cfb57b44781533cfa4ce4196

View File

@@ -0,0 +1,22 @@
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
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 00f17be43b5049645915f193bf99516b

View File

@@ -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
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 8e926b313c00d4f48ad68750c88817bf

View File

@@ -0,0 +1,101 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 8
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: New Material
m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _AlphaTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- PixelSnap: 0
- _BumpScale: 1
- _ColorMask: 15
- _CullMode: 0
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _EnableExternalAlpha: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _Stencil: 0
- _StencilComp: 8
- _StencilOp: 0
- _StencilReadMask: 255
- _StencilWriteMask: 255
- _UVSec: 0
- _UseUIAlphaClip: 0
- _ZWrite: 1
m_Colors:
- _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: dac0a6a54861f2c438fc5fd58864473d
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -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.");
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 0ca1825585bf9bc42bd3b11985048465

113
Assets/GlassPiece.cs Normal file
View 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);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ceeafc1169c5a7143b9464f59e08660f

View 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);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bae40152c8c09ac40bb8b2ca0a85308b

Some files were not shown because too many files have changed in this diff Show More