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8 Commits
Kabely
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keyinsertm
| Author | SHA1 | Date | |
|---|---|---|---|
| 2ae5d28cc9 | |||
| e55aa6b258 | |||
| 2f86bab336 | |||
| 8948cbdb14 | |||
| f9ceea4992 | |||
| 666f731b6d | |||
| 3879c0879d | |||
| 9defaa314a |
@@ -1,5 +1,5 @@
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folderAsset: yes
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@@ -4,18 +4,50 @@ using UnityEngine;
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public enum TaskType
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{
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Task
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Task //TODO: Typy úkolù
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}
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public interface ITask
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{
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public string TaskID { get; } // Unikátní ID úkolu pro server
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public TaskType TaskType { get; } // Typ úkolu
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public string TaskName { get; } // Viditelný název úkolu
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public (double, double) TaskLocation { get; } // Polohy na mapì
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public bool IsCompleted { get; } // Stav dokonèení úkolu
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void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
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void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
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void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
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}
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/* Ukázoková implementace ITask
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public class Wires : ITask{
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public string TaskID { get; set; } // Unikátní ID úkolu pro server
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public TaskType TaskType { get; set; } // Typ úkolu
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public string TaskName { get; set; } // Viditelný název úkolu
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public (double, double) TaskLocation { get; set; } // Poloha na mapě
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public bool IsCompleted { get; } // Stav dokončení úkolu
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public (double, double) TaskLocation { get; set; } // Poloha na mapì
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public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
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private Action<ITask> _onCompleted;
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public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
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{
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IsCompleted = false;
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_onCompleted = onCompleted;
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}
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public void ExitTask(Action<ITask> onExit) //Zavøení tasku
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{
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onExit?.Invoke(this);
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}
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public void Complete() // Dokonèení tasku a zavøení
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{
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IsCompleted = true;
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_onCompleted?.Invoke(this);
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ExitTask(null);
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}
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void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
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void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
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void Complete(); // Označit úkol jako dokončený
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}
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*/
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47
Assets/KeyInsertMinigameAssets/Scripts/InsertKeysManager.cs
Normal file
@@ -0,0 +1,47 @@
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using System;
|
||||
using UnityEngine;
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||||
|
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public class InserKeysMinigameManager : MonoBehaviour, ITask
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{
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public int correctIndex;
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public bool isInputLocked = false;
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public string TaskID { get; set; }
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private void Start()
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{
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Debug.Log("The correct keyhole is: " + correctIndex);
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}
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public bool CheckKeyHole(int index)
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{
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}
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{
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_onCompleted?.Invoke(this);
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89
Assets/KeyInsertMinigameAssets/Scripts/Key.cs
Normal file
@@ -0,0 +1,89 @@
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using System.Collections;
|
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using NUnit.Framework.Constraints;
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using UnityEngine;
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|
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public class Key : MonoBehaviour
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{
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public bool isSelected = false;
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
private Light keyLight;
|
||||
void Start()
|
||||
{
|
||||
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|
||||
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|
||||
keyLight = GetComponentInChildren<Light>();
|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
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|
||||
isSelected = true;
|
||||
keyLight.enabled = true;
|
||||
Debug.Log("Key tapped - isSelected is now: " + isSelected);
|
||||
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|
||||
|
||||
public IEnumerator HandleWrongAttempt()
|
||||
{
|
||||
manager.isInputLocked = true;
|
||||
|
||||
Vector3 baseRot = transform.eulerAngles;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
transform.eulerAngles = baseRot + wiggleOffset;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
transform.eulerAngles = baseRot - wiggleOffset;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
transform.eulerAngles = baseRot;
|
||||
|
||||
yield return new WaitForSeconds(lockoutDuration - 0.48f);
|
||||
|
||||
transform.position = startPosition;
|
||||
transform.eulerAngles = startRotation;
|
||||
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|
||||
keyLight.enabled = false;
|
||||
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|
||||
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|
||||
|
||||
public IEnumerator HandleWin()
|
||||
{
|
||||
manager.isInputLocked = true;
|
||||
if (lockSound != null) lockSound.Play();
|
||||
|
||||
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|
||||
Vector3 endRot = startRot + winRotation;
|
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float elapsed = 0f;
|
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|
||||
while (elapsed < WinRotDuration)
|
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|
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float t = elapsed / WinRotDuration;
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|
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yield return null;
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|
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|
||||
transform.eulerAngles = endRot;
|
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|
||||
Debug.Log("You win");
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if (winText != null) winText.SetActive(true);
|
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manager.Complete();
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}
|
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|
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}
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2
Assets/KeyInsertMinigameAssets/Scripts/Key.cs.meta
Normal file
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45
Assets/KeyInsertMinigameAssets/Scripts/KeyHole.cs
Normal file
@@ -0,0 +1,45 @@
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using UnityEngine;
|
||||
|
||||
public class KeyHole : MonoBehaviour
|
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{
|
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public int index;
|
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public Key key;
|
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public InserKeysMinigameManager manager;
|
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void Start()
|
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{
|
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|
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void OnMouseDown()
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|
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|
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Debug.Log("Keyhole " + index + " was tapped.");
|
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|
||||
if (key.isSelected)
|
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{
|
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key.transform.position = transform.position + key.insertedOffset;
|
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|
||||
Debug.Log("Key teleported to keyhole " + index);
|
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|
||||
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|
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{
|
||||
key.StartCoroutine(key.HandleWin());
|
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|
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|
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{
|
||||
Debug.Log("Wrong");
|
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key.StartCoroutine(key.HandleWrongAttempt());
|
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}
|
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|
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20
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public class KeyIDManager : MonoBehaviour
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{
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public int KeyID;
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void Start()
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{
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using System;
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using UnityEngine.SceneManagement;
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using TMPro;
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{
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void Start()
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{
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score = 0;
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UpdateScore();
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}
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void Update()
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{
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HandleInput();
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HandleSpawning();
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void HandleInput()
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{
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{
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Jump();
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}
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}
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void Jump()
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{
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rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
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}
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void HandleSpawning()
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{
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if (timer >= spawnRate)
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{
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|
||||
timer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnPipe()
|
||||
{
|
||||
float yOffset = UnityEngine.Random.Range(-heightOffset, heightOffset);
|
||||
|
||||
GameObject pipe = Instantiate(
|
||||
pipePrefab,
|
||||
spawnPoint.position + new Vector3(0, yOffset, 0),
|
||||
Quaternion.identity
|
||||
);
|
||||
|
||||
pipe.AddComponent<PipeMover>().Init(pipeSpeed, this);
|
||||
}
|
||||
|
||||
|
||||
public void AddScore()
|
||||
{
|
||||
score++;
|
||||
UpdateScore();
|
||||
}
|
||||
|
||||
void UpdateScore()
|
||||
{
|
||||
scoreText.text = score.ToString();
|
||||
}
|
||||
|
||||
|
||||
public void GameOver()
|
||||
{
|
||||
isDead = true;
|
||||
gameOverPanel.SetActive(true);
|
||||
Time.timeScale = 0f;
|
||||
}
|
||||
|
||||
public void Restart()
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||||
}
|
||||
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
GameOver();
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
}
|
||||
|
||||
public class PipeMover : MonoBehaviour
|
||||
{
|
||||
private float speed;
|
||||
private FlappyBirdAllInOne game;
|
||||
|
||||
public void Init(float moveSpeed, FlappyBirdAllInOne gm)
|
||||
{
|
||||
speed = moveSpeed;
|
||||
game = gm;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
transform.position += Vector3.left * speed * Time.deltaTime;
|
||||
|
||||
if (transform.position.x < -10f)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ScoreTrigger : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
FlappyBirdAllInOne gm = FindObjectOfType<FlappyBirdAllInOne>();
|
||||
|
||||
if (collision.CompareTag("Player") && gm != null)
|
||||
{
|
||||
gm.AddScore();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =====================
|
||||
// navod pro desing t<>m
|
||||
// =====================
|
||||
/*
|
||||
1. Player:
|
||||
- Sprite + Rigidbody2D (Gravity ~2-3)
|
||||
- BoxCollider2D
|
||||
- PlayerController script
|
||||
- Tag = Player
|
||||
|
||||
2. Pipes:
|
||||
- Prefab se 2 kolidery (top/bottom)
|
||||
- Mezera mezi nimi
|
||||
- PipeMove script
|
||||
|
||||
3. Score Zone:
|
||||
- Trigger collider mezi trubkami
|
||||
- ScoreZone script
|
||||
|
||||
4. Spawner:
|
||||
- Empty GameObject
|
||||
- PipeSpawner script
|
||||
|
||||
5. UI:
|
||||
- TextMeshPro pro score
|
||||
- GameOver panel + restart button
|
||||
|
||||
6. Mobile:
|
||||
- Input.GetMouseButtonDown funguje i na tap
|
||||
*/
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19096191e142d154e956c7169cca9a1e
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bee8d2d15f48de4c86e3b983e5d1ca6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,133 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(Collider2D))]
|
||||
public class DraggableObject : MonoBehaviour
|
||||
{
|
||||
[Header("Přetahování")]
|
||||
public float dragSmoothness = 15f;
|
||||
|
||||
[Header("Vizuální zpětná vazba")]
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Color normalColor = Color.white;
|
||||
public Color dragColor = new Color(1f, 1f, 0.5f);
|
||||
public float scaleOnDrag = 1.15f;
|
||||
|
||||
private Rigidbody2D rb;
|
||||
private Camera mainCamera;
|
||||
private bool isDragging = false;
|
||||
private Vector3 targetPosition;
|
||||
private Vector3 originalScale;
|
||||
private bool hasBeenScored = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
mainCamera = Camera.main;
|
||||
originalScale = transform.localScale;
|
||||
|
||||
if (spriteRenderer == null)
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
rb.gravityScale = 0f;
|
||||
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
|
||||
targetPosition = transform.position;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
HandleInput();
|
||||
|
||||
if (isDragging)
|
||||
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
|
||||
}
|
||||
|
||||
void HandleInput()
|
||||
{
|
||||
|
||||
if (Input.touchCount > 0)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
|
||||
|
||||
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
|
||||
else if (touch.phase == TouchPhase.Moved ||
|
||||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
|
||||
else if (touch.phase == TouchPhase.Ended ||
|
||||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
|
||||
}
|
||||
// na twest pro myŠ
|
||||
else
|
||||
{
|
||||
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
|
||||
|
||||
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
|
||||
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
|
||||
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
|
||||
}
|
||||
}
|
||||
|
||||
void TryStartDrag(Vector3 worldPos)
|
||||
{
|
||||
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
|
||||
StartDrag(worldPos);
|
||||
}
|
||||
|
||||
void StartDrag(Vector3 worldPos)
|
||||
{
|
||||
isDragging = true;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
targetPosition = worldPos;
|
||||
|
||||
transform.localScale = originalScale * scaleOnDrag;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = dragColor;
|
||||
spriteRenderer.sortingOrder = 10;
|
||||
}
|
||||
}
|
||||
|
||||
void EndDrag()
|
||||
{
|
||||
isDragging = false;
|
||||
transform.localScale = originalScale;
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = normalColor;
|
||||
spriteRenderer.sortingOrder = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnScored()
|
||||
{
|
||||
if (hasBeenScored) return;
|
||||
hasBeenScored = true;
|
||||
isDragging = false;
|
||||
|
||||
StartCoroutine(SinkIntoHole());
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator SinkIntoHole()
|
||||
{
|
||||
float duration = 0.35f;
|
||||
float elapsed = 0f;
|
||||
Vector3 startScale = transform.localScale;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / duration;
|
||||
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
|
||||
if (spriteRenderer != null)
|
||||
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
gameObject.SetActive(false);
|
||||
|
||||
LevelManager.Instance?.RegisterItem();
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb5157d7cd78450439c40cd6f5afe6ac
|
||||
@@ -1,105 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Hole : MonoBehaviour
|
||||
{
|
||||
[Header("Nastavení")]
|
||||
[Tooltip("Poloměr zachycení – do kolika jednotek od středu se item 'vtáhne'")]
|
||||
public float catchRadius = 0.6f;
|
||||
|
||||
[Tooltip("Síla vtahování itemu k díře")]
|
||||
public float pullForce = 4f;
|
||||
|
||||
[Header("Pohyb díry (volitelné)")]
|
||||
public bool hasMovement = false;
|
||||
public float moveSpeed = 2f;
|
||||
public Vector2 moveRange = new Vector2(1.5f, 0f);
|
||||
|
||||
[Header("Vizuál")]
|
||||
public SpriteRenderer glowRenderer;
|
||||
|
||||
private Vector3 startPosition;
|
||||
private bool isGlowing = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
startPosition = transform.position;
|
||||
|
||||
CircleCollider2D col = GetComponent<CircleCollider2D>();
|
||||
if (col != null)
|
||||
{
|
||||
col.isTrigger = true;
|
||||
col.radius = catchRadius;
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (hasMovement)
|
||||
{
|
||||
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
|
||||
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
|
||||
transform.position = new Vector3(x, y, transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
DraggableObject draggable = other.GetComponent<DraggableObject>();
|
||||
if (draggable == null) return;
|
||||
|
||||
float dist = Vector2.Distance(transform.position, other.transform.position);
|
||||
|
||||
|
||||
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
|
||||
if (rb != null)
|
||||
{
|
||||
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
|
||||
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
|
||||
if (dist < catchRadius * 0.4f)
|
||||
{
|
||||
draggable.OnScored();
|
||||
SetGlow(false);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
|
||||
}
|
||||
|
||||
void SetGlow(bool active)
|
||||
{
|
||||
isGlowing = active;
|
||||
if (glowRenderer == null) return;
|
||||
glowRenderer.enabled = active;
|
||||
if (active) StartCoroutine(PulseGlow());
|
||||
}
|
||||
|
||||
IEnumerator PulseGlow()
|
||||
{
|
||||
while (isGlowing && glowRenderer != null)
|
||||
{
|
||||
float t = Mathf.PingPong(Time.time * 3f, 1f);
|
||||
Color c = glowRenderer.color;
|
||||
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius);
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca7423fcca5f83249a2574cd84b7f806
|
||||
@@ -1,41 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class LevelManager : MonoBehaviour
|
||||
{
|
||||
public static LevelManager Instance;
|
||||
|
||||
[Header("Nastavení levelu")]
|
||||
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
|
||||
public int itemsToScore = 3;
|
||||
|
||||
[Header("Event – vyvolá se po trefení všech itemů")]
|
||||
public UnityEvent OnAllItemsScored;
|
||||
|
||||
private int scoredCount = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void RegisterItem()
|
||||
{
|
||||
scoredCount++;
|
||||
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
|
||||
|
||||
if (scoredCount >= itemsToScore)
|
||||
{
|
||||
OnAllItemsScored?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetCounter()
|
||||
{
|
||||
scoredCount = 0;
|
||||
}
|
||||
|
||||
public int GetScoredCount() => scoredCount;
|
||||
public int GetTotalCount() => itemsToScore;
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a819c02c3679b5a449b41052d2e6b3c9
|
||||
@@ -1,113 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
|
||||
|
||||
public class ObjectSpawner : MonoBehaviour
|
||||
{
|
||||
public static ObjectSpawner Instance;
|
||||
|
||||
[Header("Prefaby")]
|
||||
public GameObject[] objectPrefabs;
|
||||
public GameObject holePrefab;
|
||||
|
||||
[Header("Počty")]
|
||||
[Tooltip("Kolik předmětů spawnovat")]
|
||||
public int objectCount = 3;
|
||||
[Tooltip("Kolik děr spawnovat")]
|
||||
public int holeCount = 1;
|
||||
|
||||
[Header("Pohyb děr")]
|
||||
public bool holesMove = false;
|
||||
public float holeMoveSpeed = 2f;
|
||||
|
||||
[Header("Spawn hranice (odpovídají kameře)")]
|
||||
public float minX = -3.5f;
|
||||
public float maxX = 3.5f;
|
||||
public float minY = -5f;
|
||||
public float maxY = 4f;
|
||||
|
||||
[Header("Rodiče pro přehlednost (volitelné)")]
|
||||
public Transform objectParent;
|
||||
public Transform holeParent;
|
||||
|
||||
private List<GameObject> spawnedObjects = new List<GameObject>();
|
||||
private List<GameObject> spawnedHoles = new List<GameObject>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance == null) Instance = this;
|
||||
else Destroy(gameObject);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Spawn();
|
||||
}
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
Clear();
|
||||
|
||||
// LevelManager na aktuální počet
|
||||
if (LevelManager.Instance != null)
|
||||
{
|
||||
LevelManager.Instance.itemsToScore = objectCount;
|
||||
LevelManager.Instance.ResetCounter();
|
||||
}
|
||||
|
||||
SpawnHoles();
|
||||
SpawnObjects();
|
||||
}
|
||||
|
||||
void SpawnHoles()
|
||||
{
|
||||
for (int i = 0; i < holeCount; i++)
|
||||
{
|
||||
Vector2 pos = RandomPos(1f);
|
||||
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
|
||||
|
||||
Hole h = hole.GetComponent<Hole>();
|
||||
if (h != null && holesMove)
|
||||
{
|
||||
h.hasMovement = true;
|
||||
h.moveSpeed = holeMoveSpeed;
|
||||
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
|
||||
}
|
||||
|
||||
spawnedHoles.Add(hole);
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnObjects()
|
||||
{
|
||||
for (int i = 0; i < objectCount; i++)
|
||||
{
|
||||
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
|
||||
Vector2 pos = RandomPos(0.5f);
|
||||
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
|
||||
|
||||
// Náhodná barva
|
||||
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
|
||||
if (sr != null)
|
||||
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
|
||||
|
||||
spawnedObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
|
||||
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
|
||||
spawnedObjects.Clear();
|
||||
spawnedHoles.Clear();
|
||||
}
|
||||
|
||||
Vector2 RandomPos(float margin) =>
|
||||
new Vector2(
|
||||
Random.Range(minX + margin, maxX - margin),
|
||||
Random.Range(minY + margin, maxY - margin)
|
||||
);
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 071f79f81861c2741a92d8b044457d94
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25326dbbba644974d81eaf9bddc8f76b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,28 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class KeySlot : MonoBehaviour, IDropHandler
|
||||
{
|
||||
public string correctKeyID;
|
||||
|
||||
public void OnDrop(PointerEventData eventData)
|
||||
{
|
||||
DraggableKey key = eventData.pointerDrag.GetComponent<DraggableKey>();
|
||||
|
||||
if (key != null)
|
||||
{
|
||||
if (key.keyID == correctKeyID)
|
||||
{
|
||||
key.transform.position = transform.position;
|
||||
key.enabled = false;
|
||||
|
||||
KeyminigameManager.Instance.CheckWin();
|
||||
}
|
||||
else
|
||||
{
|
||||
KeyminigameManager.Instance.Fail();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f5eef97f16bb6b47ba88f96f9d051e9
|
||||
@@ -12,7 +12,6 @@ public class DraggableKey : MonoBehaviour,
|
||||
public string correctSlotID;
|
||||
public string previousSceneName;
|
||||
|
||||
|
||||
[Header("Visual")]
|
||||
public Color wrongAttemptColor = Color.red;
|
||||
public float blinkDuration = 0.2f;
|
||||
137
Assets/Scripts/kabely.cs
Normal file
@@ -0,0 +1,137 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class CableMiniGame : MonoBehaviour, ITask
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Cable
|
||||
{
|
||||
public string colorName;
|
||||
public Button sourceButton;
|
||||
public Button targetButton;
|
||||
public Image cableImage;
|
||||
|
||||
[HideInInspector] public bool connected;
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
|
||||
[Header("MiniGame Settings")]
|
||||
public Cable[] cables;
|
||||
public string previousSceneName;
|
||||
public Color wrongAttemptColor = Color.white;
|
||||
public float blinkDuration = 0.2f;
|
||||
|
||||
private string selectedColor = null;
|
||||
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
|
||||
foreach (var cable in cables)
|
||||
cable.connected = false;
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
Cable localCable = cable;
|
||||
|
||||
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
|
||||
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
|
||||
}
|
||||
}
|
||||
|
||||
void OnSourceClicked(Cable cable)
|
||||
{
|
||||
if (cable.connected) return;
|
||||
|
||||
selectedColor = cable.colorName;
|
||||
}
|
||||
|
||||
void OnTargetClicked(Cable cable)
|
||||
{
|
||||
if (selectedColor == null || cable.connected)
|
||||
return;
|
||||
|
||||
if (selectedColor == cable.colorName)
|
||||
{
|
||||
cable.cableImage.color = GetColorFromName(selectedColor);
|
||||
cable.connected = true;
|
||||
|
||||
CheckCompletion();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(BlinkAndExit(cable.cableImage));
|
||||
}
|
||||
|
||||
selectedColor = null;
|
||||
}
|
||||
|
||||
void CheckCompletion()
|
||||
{
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
if (!cable.connected)
|
||||
return;
|
||||
}
|
||||
|
||||
Complete();
|
||||
}
|
||||
|
||||
Color GetColorFromName(string name)
|
||||
{
|
||||
switch (name.ToLower())
|
||||
{
|
||||
case "red": return Color.red;
|
||||
case "blue": return Color.blue;
|
||||
case "green": return Color.green;
|
||||
case "yellow": return Color.yellow;
|
||||
case "purple": return new Color(0.5f, 0, 0.5f);
|
||||
default: return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BlinkAndExit(Image img)
|
||||
{
|
||||
Color original = img.color;
|
||||
img.color = wrongAttemptColor;
|
||||
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
|
||||
img.color = original;
|
||||
|
||||
ExitTask(_onExit);
|
||||
SceneManager.LoadScene(previousSceneName);
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 488d6eb84e65aa94b8b3c77dcb2e21a3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,278 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class CableMiniGame : MonoBehaviour, ITask
|
||||
{
|
||||
[System.Serializable]
|
||||
public class Cable
|
||||
{
|
||||
public string colorName;
|
||||
public Button sourceButton;
|
||||
public Button targetButton;
|
||||
|
||||
[HideInInspector] public bool connected;
|
||||
|
||||
// Line UI
|
||||
[HideInInspector] public GameObject lineObject;
|
||||
[HideInInspector] public RectTransform lineRect;
|
||||
[HideInInspector] public Image lineImage;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
[Header("MiniGame Settings")]
|
||||
public Cable[] cables;
|
||||
public Canvas canvas; // Assign your Canvas here in the inspector
|
||||
public string previousSceneName;
|
||||
public Color wrongAttemptColor = Color.white;
|
||||
public float blinkDuration = 0.2f;
|
||||
public float cableWidth = 5f;
|
||||
|
||||
private string selectedColor = null;
|
||||
|
||||
// ------------------------------
|
||||
// Initialization / ITask Methods
|
||||
// ------------------------------
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
Debug.Log("[Init] Initializing mini game...");
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
cable.connected = false;
|
||||
}
|
||||
|
||||
PrintAllCableStates("After Initialization");
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
Debug.Log("[Complete] Task completed successfully!");
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(_onExit);
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
Debug.Log("[ExitTask] Exiting task...");
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
// ------------------------------
|
||||
// Unity Lifecycle
|
||||
// ------------------------------
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (canvas == null)
|
||||
canvas = FindObjectOfType<Canvas>();
|
||||
|
||||
if (canvas == null)
|
||||
Debug.LogError("[CableMiniGame] No Canvas found in scene!");
|
||||
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
Cable localCable = cable;
|
||||
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
|
||||
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
|
||||
}
|
||||
|
||||
PrintAllCableStates("At Start");
|
||||
}
|
||||
|
||||
// ------------------------------
|
||||
// Button Handlers
|
||||
// ------------------------------
|
||||
|
||||
void OnSourceClicked(Cable cable)
|
||||
{
|
||||
Debug.Log($"[SourceClick] Clicked source of cable '{cable.colorName}'");
|
||||
if (cable.connected)
|
||||
{
|
||||
Debug.Log($"[SourceClick] Cable '{cable.colorName}' is already connected, ignoring.");
|
||||
return;
|
||||
}
|
||||
|
||||
selectedColor = cable.colorName;
|
||||
Debug.Log($"[SourceClick] Selected color set to '{selectedColor}'");
|
||||
PrintAllCableStates("After Source Click");
|
||||
}
|
||||
|
||||
void OnTargetClicked(Cable cable)
|
||||
{
|
||||
Debug.Log($"[TargetClick] Clicked target of cable '{cable.colorName}'");
|
||||
|
||||
if (selectedColor == null)
|
||||
{
|
||||
Debug.Log("[TargetClick] No color selected, ignoring click.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (cable.connected)
|
||||
{
|
||||
Debug.Log($"[TargetClick] Cable '{cable.colorName}' already connected, ignoring click.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (selectedColor == cable.colorName)
|
||||
{
|
||||
cable.connected = true;
|
||||
Debug.Log($"[TargetClick] Correct connection! '{selectedColor}' connected successfully.");
|
||||
|
||||
CreateLineUI(cable);
|
||||
DrawLine(cable);
|
||||
|
||||
PrintAllCableStates("After Correct Connection");
|
||||
CheckCompletion();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[TargetClick] Wrong connection attempt! Selected: '{selectedColor}', Target: '{cable.colorName}'");
|
||||
PrintAllCableStates("Before BlinkAndExit");
|
||||
StartCoroutine(BlinkAndExit(cable));
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
foreach (var cable in cables)
|
||||
{
|
||||
if (!cable.connected)
|
||||
{
|
||||
Debug.Log($"[CheckCompletion] Cable '{cable.colorName}' not yet connected.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("[CheckCompletion] All cables connected!");
|
||||
Complete();
|
||||
}
|
||||
|
||||
// ------------------------------
|
||||
// Helpers
|
||||
// ------------------------------
|
||||
|
||||
Color GetColorFromName(string name)
|
||||
{
|
||||
switch (name.ToLower())
|
||||
{
|
||||
case "red": return Color.red;
|
||||
case "blue": return Color.blue;
|
||||
case "green": return Color.green;
|
||||
case "yellow": return Color.yellow;
|
||||
default: return Color.white;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BlinkAndExit(Cable cable)
|
||||
{
|
||||
if (cable.lineImage == null) CreateLineUI(cable);
|
||||
|
||||
Debug.Log("[BlinkAndExit] Wrong attempt, blinking...");
|
||||
Color original = cable.lineImage.color;
|
||||
cable.lineImage.color = wrongAttemptColor;
|
||||
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
|
||||
cable.lineImage.color = original;
|
||||
Debug.Log("[BlinkAndExit] Restored original color, exiting task.");
|
||||
|
||||
ExitTask(_onExit);
|
||||
if (!string.IsNullOrEmpty(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(' ', ','));
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1df04c245c361e941955db9527a21afe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Settings.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 148cdcfbaffe4a24b85ef92b75ce4ff7
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||