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27 Commits
Gameclient
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -303,6 +303,8 @@ PublishScripts/
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*.nupkg
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# NuGet Symbol Packages
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*.snupkg
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# except build/, which is used as an MSBuild target.
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!**/[Pp]ackages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/[Pp]ackages/repositories.config
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# NuGet v3's project.json files produces more ignorable files
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8
Assets/Adaptive Performance.meta
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8
Assets/Adaptive Performance.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7eaf47040f6a6ba4bb9df4eab675de30
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Adaptive Performance/Settings.meta
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Assets/Adaptive Performance/Settings.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: a369fde97a303eb4ebfe7de3af10fac4
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Editor.meta
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8
Assets/Editor.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8fa0d9c695119af49bd1693054cf3174
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Editor/com.unity.mobile.notifications.meta
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8
Assets/Editor/com.unity.mobile.notifications.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 70729d202603eef42955f52bd64f7c69
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,7 +4,6 @@ using Subsystems;
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using System.Collections;
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using System;
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using TMPro;
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using System.Collections.Generic;
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/*
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GameManager - hlavní tøida pro správu hry
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GameManager_Network - subsystém pro správu komunikace se serverem
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@@ -21,7 +20,6 @@ public class GameManager : MonoBehaviour
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protected GameManager_UI uiSubsystem;
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protected GameManager_Map mapSubsystem;
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protected GameManager_Input inputSubsystem;
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protected GameManager_Game gameSubsystem;
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protected GameClient gameClient;
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@@ -51,9 +49,6 @@ public class GameManager : MonoBehaviour
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private GameManager_Network _secondNetwork;
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private GameManager_Network _thirdNetwork;
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[Header("Tasks")]
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public List<TaskData> AvailableTasks = new List<TaskData>();
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public StationSettings settings = new StationSettings();
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void Start()
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{
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@@ -77,7 +72,6 @@ public class GameManager : MonoBehaviour
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networkSubsystem = new GameManager_Network(gameClient);
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mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
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inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
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gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
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networkSubsystem.OpenConection();
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}
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private void Update()
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@@ -139,10 +133,6 @@ public class GameManager : MonoBehaviour
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{
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networkSubsystem.StartGame();
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}
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public void Interact()
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{
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//TODO: Interakce s úkoly
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}
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void OnApplicationQuit()
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{
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gameClient.Disconnect();
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: 9e2c3e4ba4e36ea40a686e58feca4d2b
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guid: 22bf82e679cf6e1419440d236360ba3b
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@@ -1,141 +0,0 @@
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using GeoSus.Client;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEngine;
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using static UnityEngine.Rendering.RayTracingAccelerationStructure;
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namespace Subsystems
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{
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[System.Serializable]
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public class StationSettings
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{
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public GameObject TaskStationPrefab;
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public GameObject SabotageStationPrefab;
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public GameObject MeetingStationPrefab;
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public GameObject BodyStationPrefab;
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}
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public class GameManager_Game
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{
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private GameClient _gameClient;
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private GameObject _player;
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private GameObject _map;
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private float _range;
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private List<TaskData> _availableTasks;
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public List<GameObject> Stations { get; private set; }
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public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
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private StationSettings _stationSettings;
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public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
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{
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_gameClient = client;
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_player = player;
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_map = map;
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_availableTasks = availableTasks;
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_range = range;
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_stationSettings = stationSettings;
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}
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public bool CheckSightLine(Vector3 target)
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{
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RaycastHit hit;
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Vector3 direction = target - _player.transform.position;
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Ray ray = new Ray(new Vector3(_player.transform.position.x, 0.1f, _player.transform.position.z), direction);
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Physics.Raycast(ray, out hit, _range);
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if (hit.collider.tag == "Player")
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{
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Debug.Log("Target is visible");
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return true;
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}
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else
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{
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Debug.Log("Target is not visible");
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return false;
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}
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}
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public void InitializeTaskStations()
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{
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for(int i = 0; i < _gameClient.MyTasks.Count; i++)
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{
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System.Random rnd = new System.Random();
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var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
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CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
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}
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}
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private void CreateStation(Position pos, StationType type)
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{
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GameObject stationPrefab = null;
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PlayerRole? reqRole = null;
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switch (type)
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{
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case StationType.Task:
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stationPrefab = _stationSettings.TaskStationPrefab;
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reqRole = PlayerRole.Crew;
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Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
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break;
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case StationType.Sabotage:
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stationPrefab = _stationSettings.SabotageStationPrefab;
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break;
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case StationType.Meeting:
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stationPrefab = _stationSettings.MeetingStationPrefab;
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break;
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case StationType.Body:
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stationPrefab = _stationSettings.BodyStationPrefab;
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break;
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default:
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Debug.LogError("Invalid station type");
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break;
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}
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var station = UnityEngine.Object.Instantiate(stationPrefab);
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station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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Stations.Add(station);
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IInteractable interactable = station.GetComponent<IInteractable>();
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interactable.Location = pos;
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interactable.InteractionRange = _range;
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/*Stations = new List<GameObject>();
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foreach (var task in _gameClient.MyTasks)
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{
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System.Random rnd = new System.Random();
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int index = rnd.Next(0, _availableTasks.Count);
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var station = UnityEngine.Object.Instantiate(_stationPrefab);
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ITask TaskSettings = station.GetComponent<ITask>();
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TaskSettings.TaskID = task.TaskId;
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TaskSettings.TaskLocation = task.Location;
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station.transform.position = TaskSettings.TaskLocation.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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station.SetActive(false);
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Stations.Add(station);
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}*/
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}
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private void CreateStation(Position pos, StationType type, GameTask taskInfo)
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{
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GameObject stationPrefab = _stationSettings.TaskStationPrefab;
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var station = UnityEngine.Object.Instantiate(stationPrefab);
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station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
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Stations.Add(station);
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TaskStation interactable = station.GetComponent<TaskStation>();
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interactable.Location = pos;
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interactable.InteractionRange = _range;
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interactable.TaskID = taskInfo.TaskId;
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}
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void CheckForPlayers()
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{
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foreach (var player in _gameClient.PlayerPositions.Where(p => p.Value.State == PlayerState.Alive))
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{
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if (CheckSightLine(player.Value.Position.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center)))
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{
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Debug.Log($"Player {player.Key} is visible");
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//TODO: Render player on map
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}
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else
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{
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Debug.Log($"Player {player.Key} is not visible");
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}
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}
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}
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}
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}
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||||
@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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||||
guid: aba57c59fb2a19141a4868fa6a5c924c
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File diff suppressed because it is too large
Load Diff
@@ -3,9 +3,8 @@ using System;
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||||
using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using UnityEditor;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Localization.Pseudo;
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using UnityEngine.UI;
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@@ -13,8 +12,8 @@ namespace Subsystems{
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[System.Serializable]
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public class BuildingSettings
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{
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public Material ResidentalBuildingsMat;
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public float ResidentalBuildingHeight;
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public Material ResidentialBuildingsMat;
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public float ResidentialBuildingHeight;
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public Material CommercialBuildingsMat;
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public float CommercialBuildingHeight;
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public Material IndustrialBuildingsMat;
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@@ -65,7 +64,44 @@ namespace Subsystems{
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private BuildingSettings _buildingSettings;
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private PathwaySettings _pathwaySettings;
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private AreaSettings _areaSettings;
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private const float _metersPerUnit = 1f;
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private const float _metersPerUnit = 1f;
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// ── Layer Y separation (single source of truth for vertical stacking) ───
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// Areas at the bottom, paths above areas, buildings extruded upward from
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// their own base, POIs floating well above everything else. Z-fighting
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// happens when adjacent geometry shares a Y; these constants keep each
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// logical layer at a distinct elevation.
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private const float kAreaBaseY = 0.10f;
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private const float kPathY = 0.30f;
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private const float kBuildingBaseY = 0.50f;
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private const float kPoiY = 2.00f;
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// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
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// but turned out to be the cause of the "blank map in mobile game view,
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// fine in scene view" regression: forcing transparent-class shaders
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// (default queue 3000+) into the Geometry range (2000-2150) breaks
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// their depth-write/blend assumptions on mobile shader paths. The
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// editor's scene view masks it because it uses different render paths
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// and post-process is off there. Queue forcing removed in P8;
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// disambiguation is now via Y-layering + per-area Y-stagger alone,
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// which the depth buffer resolves correctly even on weak mobile GPUs.
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// ── Marker sizing (top-down camera, units = meters) ─────────────────
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// The camera's orthographic size pushes "1 meter" to a small fraction
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// of the screen. Markers need to be visibly larger than buildings'
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// footprints for instant recognition.
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private const float kMarkerHeight = 8f; // pillar height
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private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
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private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
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private const float kLabelY = 9f; // text label sits above pillar top
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private const float kLabelFontSize = 14f; // 3D text size in world units
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// Runtime marker collections
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private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
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private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
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private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
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private List<GameObject> _sabotageMarkers = new List<GameObject>();
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public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
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{
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_gameClient = gameClient;
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@@ -74,8 +110,25 @@ namespace Subsystems{
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_pathwaySettings = pathwaySettings;
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_areaSettings = areaSettings;
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}
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public bool IsSceneReady => _mapCenterPoint != null;
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/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
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/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
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public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
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public void BuildMap()
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{
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if (_mapCenterPoint == null)
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{
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Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
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return;
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}
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if (_gameClient?.CurrentLobbyState?.MapData == null)
|
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{
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Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
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return;
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}
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ClearChildren();
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_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
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GameObject buildingsRoot = new GameObject("Buildings");
|
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@@ -109,7 +162,133 @@ namespace Subsystems{
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GameObject a = BuildAreaMesh(area);
|
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a.transform.parent = areaRoot.transform;
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}
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//TODO: POIs
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GameObject poiRoot = new GameObject("POIs");
|
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poiRoot.transform.parent = _mapCenterPoint.transform;
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int poiCount = 0;
|
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foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
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{
|
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GameObject p = BuildPOIMarker(poi);
|
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if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
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}
|
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|
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// Diagnostic - if the user reports "map missing in game view" but
|
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// the counts here are non-zero, the bug is camera/culling related,
|
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// not a build issue.
|
||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
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int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
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int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
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Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
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$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
||||
$"scale={_mapCenterPoint.transform.localScale}");
|
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}
|
||||
|
||||
/// <summary>
|
||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
||||
/// orthogonal top-down camera.
|
||||
/// </summary>
|
||||
private GameObject BuildPOIMarker(MapPOI poi)
|
||||
{
|
||||
if (poi == null) return null;
|
||||
var color = ColorForPOI(poi.POIType);
|
||||
string label = LabelForPOI(poi.POIType);
|
||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
||||
return CreateMarkerWithLabel($"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()
|
||||
{
|
||||
@@ -126,23 +305,24 @@ namespace Subsystems{
|
||||
{
|
||||
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);
|
||||
building.transform.position = center;
|
||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
|
||||
building.tag = "Map";
|
||||
|
||||
float height;
|
||||
Material mat;
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||
height = _buildingSettings.ResidentalBuildingHeight;
|
||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
||||
height = _buildingSettings.ResidentialBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
@@ -159,11 +339,14 @@ namespace Subsystems{
|
||||
}
|
||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||
meshFilter.mesh = mesh;
|
||||
meshCollider.sharedMesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy
|
||||
meshRenderer.material = mat;
|
||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
||||
// 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
|
||||
building.AddComponent<MeshCollider>();
|
||||
@@ -172,7 +355,6 @@ namespace Subsystems{
|
||||
GameObject BuildPathwayMesh(MapPathway w)
|
||||
{
|
||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||
path.tag = "Map";
|
||||
|
||||
// Použijeme LineRenderer pro jednoduchost
|
||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||
@@ -223,15 +405,19 @@ namespace Subsystems{
|
||||
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;
|
||||
|
||||
// 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;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = 0.1f; // Mírně nad zemí
|
||||
pos.y = kPathY;
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
@@ -239,7 +425,6 @@ namespace Subsystems{
|
||||
GameObject BuildAreaMesh(MapArea a)
|
||||
{
|
||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||
area.tag = "Map";
|
||||
|
||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||
@@ -275,13 +460,58 @@ namespace Subsystems{
|
||||
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;
|
||||
}
|
||||
//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
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
@@ -293,19 +523,52 @@ namespace Subsystems{
|
||||
}
|
||||
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)
|
||||
{
|
||||
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;
|
||||
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
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
Vector3 pos = localVerts[i];
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
@@ -349,25 +612,30 @@ namespace Subsystems{
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
Vector3[] vertices = new Vector3[vertexCount];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
||||
if (outline == null || outline.Count < 3) return mesh;
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
var localVerts = new List<Vector3>(vertexCount);
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
}
|
||||
localVerts.Add(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
|
||||
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(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
@@ -377,5 +645,164 @@ namespace Subsystems{
|
||||
return mesh;
|
||||
}
|
||||
#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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,10 +105,6 @@ namespace Subsystems
|
||||
case "MapDataError":
|
||||
Debug.Log("Received MapData server error");
|
||||
break;
|
||||
case "SabotageStarted":
|
||||
Debug.Log("Sabotage started");
|
||||
HandleSabotageStarted(gameEvent);
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||
break;
|
||||
@@ -161,36 +157,6 @@ namespace Subsystems
|
||||
_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
|
||||
}
|
||||
}
|
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|
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: 9c2032ed1184ad7418cc415edf97b69e
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guid: 989e9292fe24c2a4ba95ceae191dd330
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: f575016e02384774d88b46ed7f09579f
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guid: cbe0afd6cfb57b44781533cfa4ce4196
|
||||
@@ -6,20 +6,16 @@ using UnityEngine;
|
||||
{
|
||||
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
|
||||
|
||||
public string TaskID { get; } // Unikátní ID úkolu pro server
|
||||
public TaskType TaskType { get; } // Typ úkolu
|
||||
public string TaskName { get; } // Viditelný název úkolu
|
||||
public Position TaskLocation { get; } // Polohy na mapì
|
||||
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||
@@ -39,7 +35,6 @@ public class Wires : ITask{
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
|
||||
}
|
||||
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||
{
|
||||
@@ -55,19 +50,4 @@ public class Wires : ITask{
|
||||
|
||||
|
||||
}
|
||||
*/
|
||||
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
|
||||
}
|
||||
*/
|
||||
2
Assets/GameManager/ITask.cs.meta
Normal file
2
Assets/GameManager/ITask.cs.meta
Normal file
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fileFormatVersion: 2
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101
Assets/GameManager/New Material.mat
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101
Assets/GameManager/New Material.mat
Normal file
@@ -0,0 +1,101 @@
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%YAML 1.1
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Assets/GameManager/New Material.mat.meta
Normal file
8
Assets/GameManager/New Material.mat.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: dac0a6a54861f2c438fc5fd58864473d
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NativeFormatImporter:
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -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.");
|
||||
}
|
||||
|
||||
}
|
||||
|
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}
|
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@@ -1,2 +0,0 @@
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8
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assetBundleVariant:
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8
Assets/MainScreenUI/Materials.meta
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8
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84
Assets/MainScreenUI/Materials/Zeme_Textura.mat
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84
Assets/MainScreenUI/Materials/Zeme_Textura.mat
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@@ -0,0 +1,84 @@
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%YAML 1.1
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using UnityEngine;
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//clankr
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public class RotaceZeme : MonoBehaviour
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{
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