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10 Commits

Author SHA1 Message Date
bca7c930c2 optimalizace 2026-04-26 09:05:32 +02:00
375ccaf4f7 Přidány kostky 2026-03-28 14:49:47 +01:00
050e58e73c flakni krtka 2026-03-28 12:16:35 +01:00
6a7314ff4e data_transfer
další minihra - chybí desing
2026-03-28 10:59:23 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +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
9defaa314a Added 2 minigames 2026-02-21 14:56:19 +01:00
87 changed files with 1796 additions and 20837 deletions

490
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@@ -4,18 +4,50 @@ using UnityEngine;
public enum TaskType public enum TaskType
{ {
Task Task //TODO: Typy úkolù
} }
public interface ITask public interface ITask
{ {
public string TaskID { get; set; } // Unikátní ID úkolu pro server public string TaskID { get; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; set; } // Typ úkolu public TaskType TaskType { get; } // Typ úkolu
public string TaskName { get; set; } // Viditelný název úkolu public string TaskName { get; } // Viditelný název úkolu
public (double, double) TaskLocation { get; set; } // Poloha na mapě public (double, double) TaskLocation { get; } // Polohy na mapì
public bool IsCompleted { get; } // Stav dokončení úkolu 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
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
void Complete(); // Označit úkol jako dokončený
} }
/* 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 (double, double) 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);
}
}
*/

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using System;
using System.Collections;
using UnityEngine;
using TMPro;
public class GPSTaskManager : MonoBehaviour, ITask
{
[Header("Target Location")]
[SerializeField] private double targetLatitude = 48.8584;
[SerializeField] private double targetLongitude = 2.2945;
[Header("Task Settings")]
[SerializeField] private float completionRadius = 15f;
[SerializeField] private float updateInterval = 1f;
[Header("GPS Initialization")]
[SerializeField] private float gpsInitTimeout = 20f;
[SerializeField] private float desiredAccuracyMeters = 5f;
[SerializeField] private float updateDistanceMeters = 1f;
[Header("UI References")]
[SerializeField] private TMP_Text distanceText;
[SerializeField] private TMP_Text bearingText;
[SerializeField] private TMP_Text statusText;
public event Action OnTaskCompleted;
public event Action<float, float> OnLocationUpdated;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private bool _gpsInitialized = false;
private bool _taskCompleted = false;
private bool _isRunning = false;
private Coroutine _trackingCoroutine;
private const double EarthRadiusMeters = 6_371_000.0;
private void Start()
{
SetStatus("Initializing GPS…");
_trackingCoroutine = StartCoroutine(InitializeAndTrack());
}
private void OnDisable()
{
StopTracking();
}
public void SetTarget(double latitude, double longitude)
{
targetLatitude = latitude;
targetLongitude = longitude;
_taskCompleted = false;
IsCompleted = false;
Debug.Log($"[GPS] New target → ({latitude:F6}, {longitude:F6})");
}
public void StopTracking()
{
_isRunning = false;
if (_trackingCoroutine != null)
{
StopCoroutine(_trackingCoroutine);
_trackingCoroutine = null;
}
Input.location.Stop();
Debug.Log("[GPS] Tracking stopped.");
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_onExit?.Invoke(this);
StopTracking();
}
private IEnumerator InitializeAndTrack()
{
if (!Input.location.isEnabledByUser)
{
SetStatus("ERROR: GPS disabled.");
yield break;
}
Input.location.Start(desiredAccuracyMeters, updateDistanceMeters);
SetStatus("Starting GPS…");
float elapsed = 0f;
while (Input.location.status == LocationServiceStatus.Initializing && elapsed < gpsInitTimeout)
{
elapsed += 0.5f;
yield return new WaitForSeconds(0.5f);
}
if (Input.location.status != LocationServiceStatus.Running)
{
SetStatus("ERROR: GPS failed.");
yield break;
}
_gpsInitialized = true;
_isRunning = true;
SetStatus("GPS Active ✓");
while (_isRunning)
{
LocationInfo loc = Input.location.lastData;
float distance = CalculateDistance(loc.latitude, loc.longitude,
targetLatitude, targetLongitude);
float bearing = CalculateBearing(loc.latitude, loc.longitude,
targetLatitude, targetLongitude);
UpdateUI(distance, bearing);
OnLocationUpdated?.Invoke(distance, bearing);
if (!_taskCompleted && distance <= completionRadius)
{
_taskCompleted = true;
HandleTaskCompleted(distance);
}
yield return new WaitForSeconds(updateInterval);
}
}
private void HandleTaskCompleted(float finalDistance)
{
Debug.Log($"[GPS] TASK COMPLETED ({finalDistance:F1}m)");
SetStatus($" Done ({finalDistance:F1}m)");
OnTaskCompleted?.Invoke();
Complete();
}
private float CalculateDistance(double lat1, double lon1, double lat2, double lon2)
{
double dLat = ToRadians(lat2 - lat1);
double dLon = ToRadians(lon2 - lon1);
double a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
Math.Cos(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) *
Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
return (float)(EarthRadiusMeters * c);
}
private float CalculateBearing(double lat1, double lon1, double lat2, double lon2)
{
double dLon = ToRadians(lon2 - lon1);
double y = Math.Sin(dLon) * Math.Cos(ToRadians(lat2));
double x = Math.Cos(ToRadians(lat1)) * Math.Sin(ToRadians(lat2)) -
Math.Sin(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) * Math.Cos(dLon);
double brng = ToDegrees(Math.Atan2(y, x));
return (float)((brng + 360) % 360);
}
private void UpdateUI(float distance, float bearing)
{
if (distanceText != null)
distanceText.text = $"Distance: {distance:F1} m";
if (bearingText != null)
bearingText.text = $"Bearing: {bearing:F1}°";
}
private void SetStatus(string message)
{
if (statusText != null)
statusText.text = message;
}
private static double ToRadians(double deg) => deg * Math.PI / 180.0;
private static double ToDegrees(double rad) => rad * 180.0 / Math.PI;
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WhackTheMoleTask : MonoBehaviour, ITask
{
[Header("Game Settings")]
public float moleAppearTime = 1.5f;
public float spawnInterval = 0.8f;
public int gameDuration = 30;
public int scoreThreshold = 5;
[Header("UI References")]
public List<Button> holes;
public TMP_Text scoreText;
public TMP_Text timerText;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
private int _score;
private float _timer;
private bool _gameRunning;
private Button _activeMole;
private int _lastHoleIndex = -1;
private Coroutine _hideMoleCoroutine;
private Coroutine _gameLoopCoroutine;
private void Start()
{
Initialize(null);
_gameLoopCoroutine = StartCoroutine(GameLoop());
}
private void OnDisable()
{
ExitTask(_onExit);
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
_score = 0;
_gameRunning = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
Debug.Log("[WhackTheMole] Task completed!");
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_gameRunning = false;
StopGameCoroutines();
SetAllHolesInactive();
_onExit?.Invoke(this);
}
private IEnumerator GameLoop()
{
_timer = gameDuration;
_score = 0;
_gameRunning = true;
RefreshScore();
RefreshTimer();
float nextSpawn = 0f;
while (_timer > 0f && _gameRunning)
{
_timer -= Time.deltaTime;
nextSpawn -= Time.deltaTime;
RefreshTimer();
if (nextSpawn <= 0f)
{
SpawnMole();
nextSpawn = spawnInterval;
}
yield return null;
}
_gameRunning = false;
EndGame();
}
private void SpawnMole()
{
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
if (_activeMole != null) _activeMole.gameObject.SetActive(false);
int index = PickHoleIndex();
_lastHoleIndex = index;
_activeMole = holes[index];
_activeMole.gameObject.SetActive(true);
Button thisHole = _activeMole;
_activeMole.onClick.RemoveAllListeners();
_activeMole.onClick.AddListener(() => OnMoleHit(thisHole));
_hideMoleCoroutine = StartCoroutine(AutoHideMole(thisHole, moleAppearTime));
}
private int PickHoleIndex()
{
if (holes.Count == 1) return 0;
int index;
int attempts = 0;
const int maxAttempts = 10;
do
{
index = UnityEngine.Random.Range(0, holes.Count);
attempts++;
} while (index == _lastHoleIndex && attempts < maxAttempts);
return index;
}
private IEnumerator AutoHideMole(Button mole, float delay)
{
yield return new WaitForSeconds(delay);
if (mole == _activeMole) mole.gameObject.SetActive(false);
_activeMole = null;
_hideMoleCoroutine = null;
}
private void OnMoleHit(Button mole)
{
if (!_gameRunning) return;
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
mole.gameObject.SetActive(false);
if (mole == _activeMole) _activeMole = null;
_score++;
RefreshScore();
}
private void EndGame()
{
SetAllHolesInactive();
Debug.Log($"[WhackTheMole] Game ended. Score: {_score} / Threshold: {scoreThreshold}");
if (_score >= scoreThreshold) Complete();
}
private void StopGameCoroutines()
{
if (_hideMoleCoroutine != null) { StopCoroutine(_hideMoleCoroutine); _hideMoleCoroutine = null; }
if (_gameLoopCoroutine != null) { StopCoroutine(_gameLoopCoroutine); _gameLoopCoroutine = null; }
}
private void SetAllHolesInactive()
{
if (holes == null) return;
foreach (var hole in holes)
if (hole != null) hole.gameObject.SetActive(false);
_activeMole = null;
}
private void RefreshScore() { if (scoreText != null) scoreText.text = $"Score: {_score}"; }
private void RefreshTimer() { if (timerText != null) timerText.text = $"Time: {Mathf.CeilToInt(_timer)}"; }
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- _UVSec: 0 - _UVSec: 0
- _ZWrite: 1 - _ZWrite: 1
m_Colors: m_Colors:
- _Color: {r: 0, g: 0, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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@@ -1,5 +1,5 @@
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@@ -12,15 +12,12 @@ public class CableMiniGame : MonoBehaviour, ITask
public string colorName; public string colorName;
public Button sourceButton; public Button sourceButton;
public Button targetButton; public Button targetButton;
public Image cableImage;
[HideInInspector] public bool connected; [HideInInspector] public bool connected;
// Line UI
[HideInInspector] public GameObject lineObject;
[HideInInspector] public RectTransform lineRect;
[HideInInspector] public Image lineImage;
} }
public string TaskID { get; set; } public string TaskID { get; set; }
public TaskType TaskType { get; set; } public TaskType TaskType { get; set; }
public string TaskName { get; set; } public string TaskName { get; set; }
@@ -32,30 +29,20 @@ public class CableMiniGame : MonoBehaviour, ITask
[Header("MiniGame Settings")] [Header("MiniGame Settings")]
public Cable[] cables; public Cable[] cables;
public Canvas canvas; // Assign your Canvas here in the inspector
public string previousSceneName; public string previousSceneName;
public Color wrongAttemptColor = Color.white; public Color wrongAttemptColor = Color.white;
public float blinkDuration = 0.2f; public float blinkDuration = 0.2f;
public float cableWidth = 5f;
private string selectedColor = null; private string selectedColor = null;
// ------------------------------
// Initialization / ITask Methods
// ------------------------------
public void Initialize(Action<ITask> onCompleted) public void Initialize(Action<ITask> onCompleted)
{ {
Debug.Log("[Init] Initializing mini game...");
IsCompleted = false; IsCompleted = false;
_onCompleted = onCompleted; _onCompleted = onCompleted;
foreach (var cable in cables) foreach (var cable in cables)
{
cable.connected = false; cable.connected = false;
}
PrintAllCableStates("After Initialization");
} }
public void Complete() public void Complete()
@@ -63,179 +50,65 @@ public class CableMiniGame : MonoBehaviour, ITask
if (IsCompleted) return; if (IsCompleted) return;
IsCompleted = true; IsCompleted = true;
Debug.Log("[Complete] Task completed successfully!");
_onCompleted?.Invoke(this); _onCompleted?.Invoke(this);
ExitTask(_onExit); ExitTask(_onExit);
} }
public void ExitTask(Action<ITask> onExit) public void ExitTask(Action<ITask> onExit)
{ {
Debug.Log("[ExitTask] Exiting task...");
onExit?.Invoke(this); onExit?.Invoke(this);
} }
// ------------------------------
// Unity Lifecycle
// ------------------------------
void Start() void Start()
{ {
if (canvas == null)
canvas = FindObjectOfType<Canvas>();
if (canvas == null)
Debug.LogError("[CableMiniGame] No Canvas found in scene!");
foreach (var cable in cables) foreach (var cable in cables)
{ {
Cable localCable = cable; Cable localCable = cable;
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable)); cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable)); cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
} }
PrintAllCableStates("At Start");
} }
// ------------------------------
// Button Handlers
// ------------------------------
void OnSourceClicked(Cable cable) void OnSourceClicked(Cable cable)
{ {
Debug.Log($"[SourceClick] Clicked source of cable '{cable.colorName}'"); if (cable.connected) return;
if (cable.connected)
{
Debug.Log($"[SourceClick] Cable '{cable.colorName}' is already connected, ignoring.");
return;
}
selectedColor = cable.colorName; selectedColor = cable.colorName;
Debug.Log($"[SourceClick] Selected color set to '{selectedColor}'");
PrintAllCableStates("After Source Click");
} }
void OnTargetClicked(Cable cable) void OnTargetClicked(Cable cable)
{ {
Debug.Log($"[TargetClick] Clicked target of cable '{cable.colorName}'"); if (selectedColor == null || cable.connected)
if (selectedColor == null)
{
Debug.Log("[TargetClick] No color selected, ignoring click.");
return; return;
}
if (cable.connected)
{
Debug.Log($"[TargetClick] Cable '{cable.colorName}' already connected, ignoring click.");
return;
}
if (selectedColor == cable.colorName) if (selectedColor == cable.colorName)
{ {
cable.cableImage.color = GetColorFromName(selectedColor);
cable.connected = true; cable.connected = true;
Debug.Log($"[TargetClick] Correct connection! '{selectedColor}' connected successfully.");
CreateLineUI(cable);
DrawLine(cable);
PrintAllCableStates("After Correct Connection");
CheckCompletion(); CheckCompletion();
} }
else else
{ {
Debug.Log($"[TargetClick] Wrong connection attempt! Selected: '{selectedColor}', Target: '{cable.colorName}'"); StartCoroutine(BlinkAndExit(cable.cableImage));
PrintAllCableStates("Before BlinkAndExit");
StartCoroutine(BlinkAndExit(cable));
} }
selectedColor = null; selectedColor = null;
Debug.Log("[TargetClick] Reset selected color to null");
} }
// ------------------------------
// Cable Rendering
// ------------------------------
private void CreateLineUI(Cable cable)
{
if (cable.lineObject != null) return;
GameObject lineGO = new GameObject($"Line_{cable.colorName}");
lineGO.transform.SetParent(canvas.transform, false);
lineGO.transform.SetAsLastSibling();
Image img = lineGO.AddComponent<Image>();
img.color = Color.white;
img.raycastTarget = false;
RectTransform rt = lineGO.GetComponent<RectTransform>();
rt.pivot = new Vector2(0, 0.5f);
rt.localScale = Vector3.one;
rt.sizeDelta = new Vector2(0, cableWidth);
rt.localPosition = Vector3.zero;
cable.lineObject = lineGO;
cable.lineRect = rt;
cable.lineImage = img;
lineGO.SetActive(false);
}
private void DrawLine(Cable cable)
{
if (!cable.connected || cable.lineRect == null) return;
RectTransform canvasRect = canvas.transform as RectTransform;
Vector2 startPos, endPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
cable.sourceButton.transform.position,
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
out startPos
);
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
cable.targetButton.transform.position,
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
out endPos
);
Vector2 diff = endPos - startPos;
float distance = diff.magnitude;
cable.lineRect.sizeDelta = new Vector2(distance, cableWidth);
cable.lineRect.anchoredPosition = startPos;
cable.lineRect.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg);
cable.lineImage.color = GetColorFromName(cable.colorName);
cable.lineObject.SetActive(true);
}
// ------------------------------
// Completion Check
// ------------------------------
void CheckCompletion() void CheckCompletion()
{ {
foreach (var cable in cables) foreach (var cable in cables)
{ {
if (!cable.connected) if (!cable.connected)
{
Debug.Log($"[CheckCompletion] Cable '{cable.colorName}' not yet connected.");
return; return;
}
} }
Debug.Log("[CheckCompletion] All cables connected!");
Complete(); Complete();
} }
// ------------------------------
// Helpers
// ------------------------------
Color GetColorFromName(string name) Color GetColorFromName(string name)
{ {
switch (name.ToLower()) switch (name.ToLower())
@@ -244,35 +117,21 @@ public class CableMiniGame : MonoBehaviour, ITask
case "blue": return Color.blue; case "blue": return Color.blue;
case "green": return Color.green; case "green": return Color.green;
case "yellow": return Color.yellow; case "yellow": return Color.yellow;
case "purple": return new Color(0.5f, 0, 0.5f);
default: return Color.white; default: return Color.white;
} }
} }
IEnumerator BlinkAndExit(Cable cable) IEnumerator BlinkAndExit(Image img)
{ {
if (cable.lineImage == null) CreateLineUI(cable); Color original = img.color;
img.color = wrongAttemptColor;
Debug.Log("[BlinkAndExit] Wrong attempt, blinking...");
Color original = cable.lineImage.color;
cable.lineImage.color = wrongAttemptColor;
yield return new WaitForSeconds(blinkDuration); yield return new WaitForSeconds(blinkDuration);
cable.lineImage.color = original; img.color = original;
Debug.Log("[BlinkAndExit] Restored original color, exiting task.");
ExitTask(_onExit); ExitTask(_onExit);
if (!string.IsNullOrEmpty(previousSceneName)) SceneManager.LoadScene(previousSceneName);
SceneManager.LoadScene(previousSceneName);
}
void PrintAllCableStates(string context)
{
string states = $"[CableStates] {context} => ";
foreach (var cable in cables)
{
states += $"'{cable.colorName}': {(cable.connected ? "Connected" : "Not Connected")}, ";
}
Debug.Log(states.TrimEnd(' ', ','));
} }
} }

View File

@@ -1,18 +1,15 @@
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class WindController : MonoBehaviour public class WindController : MonoBehaviour, ITask
{ {
[Header("settings větru")] [Header("Settings větru")]
[Tooltip("Maximální síla větru (kladná i záporná)")]
public float maxWindTorque = 8f; public float maxWindTorque = 8f;
[Tooltip("Jak rychle se větr mění směrem/sílou")]
public float windChangeSpeed = 0.6f; public float windChangeSpeed = 0.6f;
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
public float gustInterval = 4f; public float gustInterval = 4f;
[Tooltip("Multiplier pro sílu vichřice")]
public float gustMultiplier = 2.0f; public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; } public float CurrentWindTorque { get; private set; }
@@ -20,6 +17,16 @@ public class WindController : MonoBehaviour
private float targetTorque; private float targetTorque;
private float gustTimer; private float gustTimer;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start() void Start()
{ {
PickNewTargetTorque(); PickNewTargetTorque();
@@ -28,24 +35,43 @@ public class WindController : MonoBehaviour
void Update() void Update()
{ {
// Smoothly move wind toward target torque
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed); CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
// Occasional gusts
gustTimer -= Time.deltaTime; gustTimer -= Time.deltaTime;
if (gustTimer <= 0f) if (gustTimer <= 0f)
{ {
// Apply a short gust by shifting target torque more aggressively float gust = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier); targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
gustTimer = gustInterval; gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s Invoke(nameof(PickNewTargetTorque), 0.8f);
} }
} }
private void PickNewTargetTorque() private void PickNewTargetTorque()
{ {
targetTorque = Random.Range(-maxWindTorque, maxWindTorque); targetTorque = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque);
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_onExit?.Invoke(this);
} }
} }

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@@ -148,6 +153,8 @@ Material:
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View File

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View File

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