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13 Commits
MainMenu
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -186,6 +186,7 @@ StyleCopReport.xml
|
|||||||
*_p.c
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*_p.c
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||||||
*_h.h
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*_h.h
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||||||
*.ilk
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*.ilk
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||||||
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*.meta
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||||||
*.obj
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*.obj
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||||||
*.iobj
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*.iobj
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||||||
*.pch
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*.pch
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||||||
@@ -303,6 +304,8 @@ PublishScripts/
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|||||||
*.nupkg
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*.nupkg
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||||||
# NuGet Symbol Packages
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# NuGet Symbol Packages
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||||||
*.snupkg
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*.snupkg
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||||||
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# The packages folder can be ignored because of Package Restore
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||||||
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**/[Pp]ackages/*
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||||||
# except build/, which is used as an MSBuild target.
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# except build/, which is used as an MSBuild target.
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||||||
!**/[Pp]ackages/build/
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!**/[Pp]ackages/build/
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||||||
# Uncomment if necessary however generally it will be regenerated when needed
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# Uncomment if necessary however generally it will be regenerated when needed
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||||||
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|||||||
5
.vscode/extensions.json
vendored
Normal file
5
.vscode/extensions.json
vendored
Normal file
@@ -0,0 +1,5 @@
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|||||||
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{
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||||||
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"recommendations": [
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||||||
|
"visualstudiotoolsforunity.vstuc"
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||||||
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]
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||||||
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}
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||||||
10
.vscode/launch.json
vendored
Normal file
10
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,10 @@
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|||||||
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{
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||||||
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"version": "0.2.0",
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||||||
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"configurations": [
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||||||
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{
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||||||
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"name": "Attach to Unity",
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||||||
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"type": "vstuc",
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||||||
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"request": "attach"
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||||||
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}
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||||||
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]
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||||||
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}
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||||||
60
.vscode/settings.json
vendored
Normal file
60
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,60 @@
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"**/*.png": true,
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"**/*.psd": true,
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"**/*.tga": true,
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"**/*.tiff": true,
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"**/*.3DS": true,
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"**/*.FBX": true,
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"**/*.lxo": true,
|
||||||
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"**/*.LXO": true,
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"**/*.ma": true,
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"**/*.MA": true,
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"**/*.obj": true,
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||||||
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"**/*.OBJ": true,
|
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"**/*.asset": true,
|
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"**/*.cubemap": true,
|
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"**/*.flare": true,
|
||||||
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"**/*.mat": true,
|
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"**/*.meta": true,
|
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"**/*.prefab": true,
|
||||||
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"**/*.unity": true,
|
||||||
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"build/": true,
|
||||||
|
"Build/": true,
|
||||||
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"Library/": true,
|
||||||
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"library/": true,
|
||||||
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"obj/": true,
|
||||||
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"Obj/": true,
|
||||||
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"Logs/": true,
|
||||||
|
"logs/": true,
|
||||||
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"ProjectSettings/": true,
|
||||||
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"UserSettings/": true,
|
||||||
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"temp/": true,
|
||||||
|
"Temp/": true
|
||||||
|
},
|
||||||
|
"dotnet.defaultSolution": "NegrBagrJaromirJagr_git - Copy (3).sln"
|
||||||
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}
|
||||||
@@ -1,6 +0,0 @@
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{
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|
||||||
"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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BIN
Assets/2026-04-26 13-58-02.mp3.mp3
Normal file
BIN
Assets/2026-04-26 13-58-02.mp3.mp3
Normal file
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BIN
Assets/202604261352.mp4
Normal file
BIN
Assets/202604261352.mp4
Normal file
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@@ -0,0 +1,46 @@
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267
Assets/ArenaRoot.prefab
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267
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18
Assets/CenterButtonTarget.cs
Normal file
18
Assets/CenterButtonTarget.cs
Normal file
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using UnityEngine;
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||||||
|
public class CenterButtonTarget : MonoBehaviour
|
||||||
|
{
|
||||||
|
public TimingWheelShooter owner;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (owner == null)
|
||||||
|
owner = FindFirstObjectByType<TimingWheelShooter>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void NotifyHit(ProjectileBehaviour projectile)
|
||||||
|
{
|
||||||
|
if (owner != null)
|
||||||
|
owner.NotifyButtonHit(projectile);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 799f52449ae21404c9a7593f6dc28c60
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,285 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.IO;
|
|
||||||
using System.Security.Cryptography;
|
|
||||||
using System.Text;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
|
|
||||||
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
|
|
||||||
public class ClientEncryption : IDisposable
|
|
||||||
{
|
|
||||||
private byte[] _sessionKey;
|
|
||||||
private byte[] _sessionIv;
|
|
||||||
private long _nonceCounter;
|
|
||||||
private readonly object _lock = new object();
|
|
||||||
|
|
||||||
// Kontrola, zda je session key nastaven
|
|
||||||
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
|
|
||||||
|
|
||||||
// Generuje nový session key a IV
|
|
||||||
public void GenerateSessionKey()
|
|
||||||
{
|
|
||||||
_sessionKey = new byte[32]; // AES-256
|
|
||||||
_sessionIv = new byte[16]; // CBC IV (16 bytes)
|
|
||||||
|
|
||||||
using (var rng = RandomNumberGenerator.Create())
|
|
||||||
{
|
|
||||||
rng.GetBytes(_sessionKey);
|
|
||||||
rng.GetBytes(_sessionIv);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
|
|
||||||
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
|
|
||||||
|
|
||||||
// Zašifruje session key pomocí RSA public key serveru
|
|
||||||
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null || _sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session key not generated");
|
|
||||||
|
|
||||||
using (var rsa = RSA.Create())
|
|
||||||
{
|
|
||||||
// Parse PEM - extrahuj Base64 obsah
|
|
||||||
var pemLines = rsaPublicKeyPem.Split('\n');
|
|
||||||
var base64 = new StringBuilder();
|
|
||||||
foreach (var line in pemLines)
|
|
||||||
{
|
|
||||||
var trimmed = line.Trim();
|
|
||||||
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
|
|
||||||
{
|
|
||||||
base64.Append(trimmed);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var keyBytes = Convert.FromBase64String(base64.ToString());
|
|
||||||
|
|
||||||
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
|
|
||||||
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
|
|
||||||
|
|
||||||
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
|
|
||||||
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
|
|
||||||
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
|
|
||||||
|
|
||||||
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
|
|
||||||
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
|
|
||||||
{
|
|
||||||
// SubjectPublicKeyInfo ::= SEQUENCE {
|
|
||||||
// algorithm AlgorithmIdentifier,
|
|
||||||
// subjectPublicKey BIT STRING }
|
|
||||||
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
|
|
||||||
|
|
||||||
int index = 0;
|
|
||||||
|
|
||||||
// Outer SEQUENCE
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// AlgorithmIdentifier SEQUENCE - skip it
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
|
|
||||||
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
index += algLen;
|
|
||||||
|
|
||||||
// BIT STRING containing RSAPublicKey
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x03)
|
|
||||||
throw new InvalidOperationException("Invalid BIT STRING");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
index++; // Skip unused bits byte (should be 0)
|
|
||||||
|
|
||||||
// RSAPublicKey SEQUENCE
|
|
||||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
|
||||||
throw new InvalidOperationException("Invalid RSAPublicKey");
|
|
||||||
ReadLength(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// Modulus INTEGER
|
|
||||||
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
// Exponent INTEGER
|
|
||||||
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
|
|
||||||
|
|
||||||
var parameters = new RSAParameters
|
|
||||||
{
|
|
||||||
Modulus = modulus,
|
|
||||||
Exponent = exponent
|
|
||||||
};
|
|
||||||
rsa.ImportParameters(parameters);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static int ReadLength(byte[] data, ref int index)
|
|
||||||
{
|
|
||||||
int length = data[index++];
|
|
||||||
if ((length & 0x80) != 0)
|
|
||||||
{
|
|
||||||
int numBytes = length & 0x7F;
|
|
||||||
length = 0;
|
|
||||||
for (int i = 0; i < numBytes; i++)
|
|
||||||
{
|
|
||||||
length = (length << 8) | data[index++];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return length;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static byte[] ReadInteger(byte[] data, ref int index)
|
|
||||||
{
|
|
||||||
if (data[index++] != 0x02)
|
|
||||||
throw new InvalidOperationException("Expected INTEGER");
|
|
||||||
int length = ReadLength(data, ref index);
|
|
||||||
|
|
||||||
// Skip leading zero if present (used for positive sign in DER)
|
|
||||||
int originalLength = length;
|
|
||||||
int start = index;
|
|
||||||
if (length > 1 && data[start] == 0x00)
|
|
||||||
{
|
|
||||||
start++;
|
|
||||||
length--;
|
|
||||||
}
|
|
||||||
|
|
||||||
byte[] result = new byte[length];
|
|
||||||
Buffer.BlockCopy(data, start, result, 0, length);
|
|
||||||
index += originalLength;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Šifruje zprávu pomocí AES-256-CBC s HMAC
|
|
||||||
public byte[] Encrypt(byte[] plaintext)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null || _sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session key not set");
|
|
||||||
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
// Generuj unikátní IV pro tuto zprávu
|
|
||||||
var iv = GetNextIV();
|
|
||||||
|
|
||||||
using (var aes = Aes.Create())
|
|
||||||
{
|
|
||||||
aes.Key = _sessionKey;
|
|
||||||
aes.IV = iv;
|
|
||||||
aes.Mode = CipherMode.CBC;
|
|
||||||
aes.Padding = PaddingMode.PKCS7;
|
|
||||||
|
|
||||||
byte[] ciphertext;
|
|
||||||
using (var encryptor = aes.CreateEncryptor())
|
|
||||||
using (var ms = new MemoryStream())
|
|
||||||
{
|
|
||||||
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
|
|
||||||
{
|
|
||||||
cs.Write(plaintext, 0, plaintext.Length);
|
|
||||||
}
|
|
||||||
ciphertext = ms.ToArray();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Compute HMAC pro integritu
|
|
||||||
byte[] hmac;
|
|
||||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
|
||||||
{
|
|
||||||
var toSign = new byte[iv.Length + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
|
|
||||||
hmac = hmacSha.ComputeHash(toSign);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
|
|
||||||
var result = new byte[16 + 32 + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, result, 0, 16);
|
|
||||||
Buffer.BlockCopy(hmac, 0, result, 16, 32);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
|
|
||||||
public byte[] Decrypt(byte[] encrypted)
|
|
||||||
{
|
|
||||||
if (_sessionKey == null)
|
|
||||||
throw new InvalidOperationException("Session key not set");
|
|
||||||
|
|
||||||
if (encrypted.Length < 48) return null;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
var iv = new byte[16];
|
|
||||||
var hmac = new byte[32];
|
|
||||||
var ciphertext = new byte[encrypted.Length - 48];
|
|
||||||
|
|
||||||
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
|
|
||||||
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
|
|
||||||
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
|
|
||||||
|
|
||||||
// Ověř HMAC
|
|
||||||
byte[] expectedHmac;
|
|
||||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
|
||||||
{
|
|
||||||
var toVerify = new byte[iv.Length + ciphertext.Length];
|
|
||||||
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
|
|
||||||
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
|
|
||||||
expectedHmac = hmacSha.ComputeHash(toVerify);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Constant-time compare
|
|
||||||
var diff = 0;
|
|
||||||
for (int i = 0; i < 32; i++)
|
|
||||||
{
|
|
||||||
diff |= hmac[i] ^ expectedHmac[i];
|
|
||||||
}
|
|
||||||
if (diff != 0) return null; // HMAC mismatch
|
|
||||||
|
|
||||||
using (var aes = Aes.Create())
|
|
||||||
{
|
|
||||||
aes.Key = _sessionKey;
|
|
||||||
aes.IV = iv;
|
|
||||||
aes.Mode = CipherMode.CBC;
|
|
||||||
aes.Padding = PaddingMode.PKCS7;
|
|
||||||
|
|
||||||
using (var decryptor = aes.CreateDecryptor())
|
|
||||||
using (var ms = new MemoryStream(ciphertext))
|
|
||||||
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
|
|
||||||
using (var output = new MemoryStream())
|
|
||||||
{
|
|
||||||
cs.CopyTo(output);
|
|
||||||
return output.ToArray();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (CryptographicException)
|
|
||||||
{
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private byte[] GetNextIV()
|
|
||||||
{
|
|
||||||
if (_sessionIv == null)
|
|
||||||
throw new InvalidOperationException("Session IV not set");
|
|
||||||
|
|
||||||
var iv = new byte[16];
|
|
||||||
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
|
|
||||||
|
|
||||||
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
|
|
||||||
var counterBytes = BitConverter.GetBytes(counter);
|
|
||||||
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
|
|
||||||
|
|
||||||
return iv;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
if (_sessionKey != null)
|
|
||||||
{
|
|
||||||
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
|
||||||
_sessionKey = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc06bb57786c7e142b06ec231e5cf709
|
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Event dispatcher pro Unity main thread
|
|
||||||
// Unity může přidat SynchronizationContext, nebo polling z Update()
|
|
||||||
public class EventDispatcher
|
|
||||||
{
|
|
||||||
private readonly Queue<Action> _pendingActions = new Queue<Action>();
|
|
||||||
private readonly object _lock = new object();
|
|
||||||
private SynchronizationContext? _syncContext;
|
|
||||||
|
|
||||||
public EventDispatcher()
|
|
||||||
{
|
|
||||||
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
|
|
||||||
_syncContext = SynchronizationContext.Current;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z networking vlákna - naplánuje callback na main thread
|
|
||||||
public void Post(Action action)
|
|
||||||
{
|
|
||||||
if (_syncContext != null)
|
|
||||||
{
|
|
||||||
_syncContext.Post(_ => action(), null);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Fallback - přidáme do fronty pro polling
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
_pendingActions.Enqueue(action);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z Unity Update() pokud není SynchronizationContext
|
|
||||||
public void ProcessPendingActions()
|
|
||||||
{
|
|
||||||
Action[] actions;
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
if (_pendingActions.Count == 0) return;
|
|
||||||
actions = _pendingActions.ToArray();
|
|
||||||
_pendingActions.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var action in actions)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
action();
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Console.WriteLine($"EventDispatcher error: {ex}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public int PendingCount
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
lock (_lock)
|
|
||||||
{
|
|
||||||
return _pendingActions.Count;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1d2251b279edb0147bd274a884ac878b
|
|
||||||
@@ -1,607 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Linq;
|
|
||||||
using System.Net.Sockets;
|
|
||||||
using System.Threading;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
|
|
||||||
namespace GeoSus.Client
|
|
||||||
{
|
|
||||||
// Hlavní klientská třída pro připojení k serveru
|
|
||||||
public class GameClient : IDisposable
|
|
||||||
{
|
|
||||||
private TcpClient? _tcpClient;
|
|
||||||
private NetworkStream? _stream;
|
|
||||||
private ClientEncryption? _encryption;
|
|
||||||
private CancellationTokenSource? _cts;
|
|
||||||
private Task? _receiveTask;
|
|
||||||
private int _clientSeq;
|
|
||||||
private readonly object _sendLock = new object();
|
|
||||||
private bool _handshakeComplete;
|
|
||||||
|
|
||||||
public string ClientUuid { get; }
|
|
||||||
public string DisplayName { get; set; }
|
|
||||||
public bool IsConnected => _tcpClient?.Connected ?? false;
|
|
||||||
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
|
||||||
public EventDispatcher Dispatcher { get; }
|
|
||||||
|
|
||||||
// Events - voláno na main thread přes dispatcher
|
|
||||||
public event Action? OnConnected;
|
|
||||||
public event Action<string>? OnDisconnected;
|
|
||||||
public event Action<string>? OnError;
|
|
||||||
public event Action<Message>? OnMessage;
|
|
||||||
public event Action<GameEvent>? OnGameEvent;
|
|
||||||
|
|
||||||
// Lobby state
|
|
||||||
public string? LobbyId { get; private set; }
|
|
||||||
public string? JoinCode { get; private set; }
|
|
||||||
public LobbyState? CurrentLobbyState { get; private set; }
|
|
||||||
public PlayerRole? MyRole { get; private set; }
|
|
||||||
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
|
||||||
public Position MyPosition { get; set; }
|
|
||||||
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
|
||||||
public List<Body> Bodies { get; } = new List<Body>();
|
|
||||||
public int Ping { get; private set; }
|
|
||||||
public long LastEventId { get; private set; }
|
|
||||||
|
|
||||||
/// <summary>Returns true if this client is the current lobby owner</summary>
|
|
||||||
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
|
||||||
|
|
||||||
public GameClient(string clientUuid, string displayName)
|
|
||||||
{
|
|
||||||
ClientUuid = clientUuid;
|
|
||||||
DisplayName = displayName;
|
|
||||||
Dispatcher = new EventDispatcher();
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Connection
|
|
||||||
|
|
||||||
public async Task<bool> ConnectAsync(string host, int port)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_tcpClient = new TcpClient();
|
|
||||||
await _tcpClient.ConnectAsync(host, port);
|
|
||||||
_stream = _tcpClient.GetStream();
|
|
||||||
_encryption = new ClientEncryption();
|
|
||||||
_cts = new CancellationTokenSource();
|
|
||||||
|
|
||||||
// Handshake
|
|
||||||
if (!await PerformHandshakeAsync())
|
|
||||||
{
|
|
||||||
Disconnect("Handshake failed");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Spustíme příjem zpráv
|
|
||||||
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnConnected?.Invoke());
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task<bool> PerformHandshakeAsync()
|
|
||||||
{
|
|
||||||
if (_stream == null || _encryption == null) return false;
|
|
||||||
|
|
||||||
// 1. ClientHello
|
|
||||||
var hello = new ClientHello
|
|
||||||
{
|
|
||||||
ClientUuid = ClientUuid,
|
|
||||||
DisplayName = DisplayName
|
|
||||||
};
|
|
||||||
await SendPlainAsync(hello);
|
|
||||||
|
|
||||||
// 2. ServerHello
|
|
||||||
var serverHelloData = await ReadMessageAsync();
|
|
||||||
if (serverHelloData == null) return false;
|
|
||||||
|
|
||||||
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
|
||||||
if (serverHello == null) return false;
|
|
||||||
|
|
||||||
// 3. Generujeme session key a šifrujeme RSA
|
|
||||||
_encryption.GenerateSessionKey();
|
|
||||||
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
|
||||||
|
|
||||||
var keyExchange = new KeyExchange
|
|
||||||
{
|
|
||||||
EncryptedSessionKey = encKey,
|
|
||||||
EncryptedIV = encIv
|
|
||||||
};
|
|
||||||
await SendPlainAsync(keyExchange);
|
|
||||||
|
|
||||||
// 4. KeyExchangeAck (šifrovaně)
|
|
||||||
var ackData = await ReadMessageAsync();
|
|
||||||
if (ackData == null) return false;
|
|
||||||
|
|
||||||
var decrypted = _encryption.Decrypt(ackData);
|
|
||||||
if (decrypted == null) return false;
|
|
||||||
|
|
||||||
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
|
||||||
if (ack?.Status == "success")
|
|
||||||
{
|
|
||||||
_handshakeComplete = true;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Disconnect(string reason = "User disconnected")
|
|
||||||
{
|
|
||||||
_cts?.Cancel();
|
|
||||||
_tcpClient?.Close();
|
|
||||||
_tcpClient = null;
|
|
||||||
_stream = null;
|
|
||||||
_encryption?.Dispose();
|
|
||||||
_encryption = null;
|
|
||||||
|
|
||||||
LobbyId = null;
|
|
||||||
JoinCode = null;
|
|
||||||
CurrentLobbyState = null;
|
|
||||||
MyRole = null;
|
|
||||||
MyTasks.Clear();
|
|
||||||
PlayerPositions.Clear();
|
|
||||||
Bodies.Clear();
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Sending
|
|
||||||
|
|
||||||
public void Send(Message message)
|
|
||||||
{
|
|
||||||
if (_stream == null || _encryption == null || !IsConnected) return;
|
|
||||||
|
|
||||||
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
|
||||||
if (string.IsNullOrEmpty(message.ActionId))
|
|
||||||
{
|
|
||||||
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
|
||||||
}
|
|
||||||
|
|
||||||
var plain = MessageSerializer.Serialize(message);
|
|
||||||
var encrypted = _encryption.Encrypt(plain);
|
|
||||||
|
|
||||||
lock (_sendLock)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
SendData(encrypted);
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task SendPlainAsync(Message message)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
var data = MessageSerializer.Serialize(message);
|
|
||||||
await SendDataAsync(data);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SendData(byte[] data)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
|
|
||||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
|
|
||||||
_stream.Write(lengthBuffer, 0, 4);
|
|
||||||
_stream.Write(data, 0, data.Length);
|
|
||||||
_stream.Flush();
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task SendDataAsync(byte[] data)
|
|
||||||
{
|
|
||||||
if (_stream == null) return;
|
|
||||||
|
|
||||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
|
|
||||||
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
|
||||||
await _stream.WriteAsync(data, 0, data.Length);
|
|
||||||
await _stream.FlushAsync();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Receiving
|
|
||||||
|
|
||||||
private async Task ReceiveLoopAsync(CancellationToken ct)
|
|
||||||
{
|
|
||||||
int decryptFailures = 0;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
while (!ct.IsCancellationRequested && IsConnected)
|
|
||||||
{
|
|
||||||
var data = await ReadMessageAsync();
|
|
||||||
if (data == null) break;
|
|
||||||
|
|
||||||
var decrypted = _encryption?.Decrypt(data);
|
|
||||||
if (decrypted == null)
|
|
||||||
{
|
|
||||||
decryptFailures++;
|
|
||||||
if (decryptFailures >= 3)
|
|
||||||
{
|
|
||||||
Disconnect("Too many decryption failures");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
decryptFailures = 0;
|
|
||||||
|
|
||||||
var message = MessageSerializer.Deserialize(decrypted);
|
|
||||||
if (message != null)
|
|
||||||
{
|
|
||||||
ProcessMessage(message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
|
||||||
{
|
|
||||||
Disconnect($"Connection error: {ex.Message}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private async Task<byte[]?> ReadMessageAsync()
|
|
||||||
{
|
|
||||||
if (_stream == null) return null;
|
|
||||||
|
|
||||||
var lengthBuffer = new byte[4];
|
|
||||||
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
|
||||||
if (read < 4) return null;
|
|
||||||
|
|
||||||
if (BitConverter.IsLittleEndian)
|
|
||||||
Array.Reverse(lengthBuffer);
|
|
||||||
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
|
||||||
|
|
||||||
if (length <= 0 || length > 1048576) return null;
|
|
||||||
|
|
||||||
var buffer = new byte[length];
|
|
||||||
var totalRead = 0;
|
|
||||||
while (totalRead < length)
|
|
||||||
{
|
|
||||||
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
|
||||||
if (read == 0) return null;
|
|
||||||
totalRead += read;
|
|
||||||
}
|
|
||||||
|
|
||||||
return buffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessMessage(Message message)
|
|
||||||
{
|
|
||||||
// Zpracujeme speciální typy
|
|
||||||
switch (message)
|
|
||||||
{
|
|
||||||
case CreateLobbyResponse r:
|
|
||||||
if (r.Success)
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId;
|
|
||||||
JoinCode = r.JoinCode;
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case JoinLobbyResponse r:
|
|
||||||
if (r.Success)
|
|
||||||
{
|
|
||||||
LobbyId = r.LobbyId;
|
|
||||||
CurrentLobbyState = r.LobbyState;
|
|
||||||
JoinCode = r.LobbyState?.JoinCode;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case PositionBroadcast b:
|
|
||||||
ProcessPositionBroadcast(b);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case Pong p:
|
|
||||||
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
|
||||||
Ping = (int)(now - p.ClientTime);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case GameEvent evt:
|
|
||||||
ProcessGameEvent(evt);
|
|
||||||
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
|
||||||
{
|
|
||||||
PlayerPositions.Clear();
|
|
||||||
foreach (var player in broadcast.Players)
|
|
||||||
{
|
|
||||||
PlayerPositions[player.ClientUuid] = player;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void ProcessGameEvent(GameEvent evt)
|
|
||||||
{
|
|
||||||
LastEventId = evt.EventId;
|
|
||||||
|
|
||||||
switch (evt.EventType)
|
|
||||||
{
|
|
||||||
case "PlayerJoined":
|
|
||||||
// Add player to lobby state
|
|
||||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
|
||||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
|
||||||
{
|
|
||||||
// Check if player already exists
|
|
||||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
|
||||||
if (!exists)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = joinedPayload.ClientUuid,
|
|
||||||
DisplayName = joinedPayload.DisplayName,
|
|
||||||
IsOwner = false,
|
|
||||||
IsReady = false,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerLeft":
|
|
||||||
// Remove player from lobby state
|
|
||||||
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
|
||||||
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "HostChanged":
|
|
||||||
// Update lobby owner
|
|
||||||
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
|
||||||
if (hostPayload != null && CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
|
||||||
// Update IsOwner flag on all players
|
|
||||||
foreach (var player in CurrentLobbyState.Players)
|
|
||||||
{
|
|
||||||
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarting":
|
|
||||||
// Game is entering loading phase - update lobby state if available
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Loading;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MapDataReady":
|
|
||||||
// Map data received - store it and send confirmation
|
|
||||||
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
|
||||||
if (mapDataPayload != null && CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
|
||||||
CurrentLobbyState.MapDataReady = true;
|
|
||||||
}
|
|
||||||
// Send confirmation to server
|
|
||||||
Send(new MapDataReceived());
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameStarted":
|
|
||||||
// Game officially started - update phase
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "RoleAssigned":
|
|
||||||
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
|
||||||
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
|
||||||
{
|
|
||||||
MyRole = rolePayload.Role;
|
|
||||||
MyTasks.Clear();
|
|
||||||
if (rolePayload.Tasks != null)
|
|
||||||
{
|
|
||||||
MyTasks.AddRange(rolePayload.Tasks);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "PlayerKilled":
|
|
||||||
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
|
||||||
if (killPayload != null)
|
|
||||||
{
|
|
||||||
Bodies.Add(new Body
|
|
||||||
{
|
|
||||||
BodyId = killPayload.BodyId,
|
|
||||||
VictimId = killPayload.VictimId,
|
|
||||||
Location = killPayload.Location
|
|
||||||
});
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "MeetingStarted":
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Meeting;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "VotingClosed":
|
|
||||||
Bodies.Clear(); // Bodies zmizí po meetingu
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case "GameEnded":
|
|
||||||
if (CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
CurrentLobbyState.Phase = GamePhase.Ended;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Game Actions
|
|
||||||
|
|
||||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
|
||||||
{
|
|
||||||
Send(new CreateLobby
|
|
||||||
{
|
|
||||||
PlayAreaCenter = center,
|
|
||||||
PlayAreaRadius = playAreaRadius,
|
|
||||||
ImpostorCount = impostorCount,
|
|
||||||
TaskCount = taskCount,
|
|
||||||
Password = password
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void JoinLobby(string joinCode, string? password = null)
|
|
||||||
{
|
|
||||||
Send(new JoinLobby
|
|
||||||
{
|
|
||||||
JoinCode = joinCode.ToUpperInvariant(),
|
|
||||||
Password = password
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
public void LeaveLobby()
|
|
||||||
{
|
|
||||||
Send(new LeaveLobby());
|
|
||||||
LobbyId = null;
|
|
||||||
JoinCode = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void StartGame()
|
|
||||||
{
|
|
||||||
Send(new StartGame());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReturnToLobby()
|
|
||||||
{
|
|
||||||
Send(new ReturnToLobby());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdatePosition(Position position)
|
|
||||||
{
|
|
||||||
MyPosition = position;
|
|
||||||
Send(new UpdatePosition { Position = position });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Kill(string targetUuid)
|
|
||||||
{
|
|
||||||
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ReportBody(string bodyId)
|
|
||||||
{
|
|
||||||
Send(new ReportBody { BodyId = bodyId });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CallEmergencyMeeting()
|
|
||||||
{
|
|
||||||
Send(new CallEmergencyMeeting());
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Vote(string? targetUuid)
|
|
||||||
{
|
|
||||||
Send(new CastVote { TargetClientUuid = targetUuid });
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
|
||||||
/// </summary>
|
|
||||||
public void CompleteTask(string taskId)
|
|
||||||
{
|
|
||||||
Send(new TaskComplete { TaskId = taskId });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SendPing()
|
|
||||||
{
|
|
||||||
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Reconnect(string lobbyId)
|
|
||||||
{
|
|
||||||
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Helpers
|
|
||||||
|
|
||||||
public Body? FindNearbyBody(double maxDistance)
|
|
||||||
{
|
|
||||||
foreach (var body in Bodies)
|
|
||||||
{
|
|
||||||
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
|
||||||
{
|
|
||||||
return body;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
|
||||||
{
|
|
||||||
foreach (var (uuid, info) in PlayerPositions)
|
|
||||||
{
|
|
||||||
if (uuid == ClientUuid) continue;
|
|
||||||
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
|
||||||
|
|
||||||
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
|
||||||
{
|
|
||||||
return uuid;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public GameTask? FindNearbyTask(double maxDistance)
|
|
||||||
{
|
|
||||||
foreach (var task in MyTasks)
|
|
||||||
{
|
|
||||||
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
|
||||||
{
|
|
||||||
return task;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Volat z Unity Update() pro zpracování callbacků
|
|
||||||
public void Update()
|
|
||||||
{
|
|
||||||
Dispatcher.ProcessPendingActions();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
public void Dispose()
|
|
||||||
{
|
|
||||||
Disconnect("Disposed");
|
|
||||||
_encryption?.Dispose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 91e0f647c37b0b94b83f53bb854db28c
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 0863bf92b4fcc45b0b9267325249bf0f, type: 3}
|
||||||
|
m_Name: NotificationSettings
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
toolbarInt: 0
|
||||||
|
iOSNotificationEditorSettingsValues:
|
||||||
|
keys:
|
||||||
|
- UnityNotificationRequestAuthorizationOnAppLaunch
|
||||||
|
- UnityNotificationDefaultAuthorizationOptions
|
||||||
|
- UnityAddRemoteNotificationCapability
|
||||||
|
- UnityNotificationRequestAuthorizationForRemoteNotificationsOnAppLaunch
|
||||||
|
- UnityRemoteNotificationForegroundPresentationOptions
|
||||||
|
- UnityUseAPSReleaseEnvironment
|
||||||
|
- UnityUseLocationNotificationTrigger
|
||||||
|
values:
|
||||||
|
- True
|
||||||
|
- 7
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
- -1
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
AndroidNotificationEditorSettingsValues:
|
||||||
|
keys:
|
||||||
|
- UnityNotificationAndroidRescheduleOnDeviceRestart
|
||||||
|
- UnityNotificationAndroidUseCustomActivity
|
||||||
|
- UnityNotificationAndroidCustomActivityString
|
||||||
|
values:
|
||||||
|
- False
|
||||||
|
- False
|
||||||
|
- com.unity3d.player.UnityPlayerActivity
|
||||||
|
TrackedResourceAssets: []
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 5fd2bf33031fe9d4ea3439b41d7f4b97
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,91 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using GeoSus.Client;
|
|
||||||
using Subsystems;
|
|
||||||
using System.Threading;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using TMPro;
|
|
||||||
/*
|
|
||||||
GameManager - hlavní tøida pro správu hry
|
|
||||||
GameManager_Network - subsystém pro správu komunikace se serverem
|
|
||||||
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
|
||||||
GameManager_Map - subsystém pro správu mapy a prostøedí
|
|
||||||
GameManager_Input - subsystém pro správu vstupu od hráèe
|
|
||||||
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
|
||||||
GamaManager_Stats - subsystém pro správu statistik pro server
|
|
||||||
*/
|
|
||||||
public class GameManager : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Subsystems")]
|
|
||||||
protected GameManager_Network networkSubsystem;
|
|
||||||
protected GameManager_UI uiSubsystem;
|
|
||||||
|
|
||||||
|
|
||||||
protected GameClient gameClient;
|
|
||||||
[Header("Player Info")]
|
|
||||||
public string displayName;
|
|
||||||
|
|
||||||
[Header("UI Elements")]
|
|
||||||
public Canvas JoinCreateLobby;
|
|
||||||
public Canvas InLobby;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
DontDestroyOnLoad(this);
|
|
||||||
if (displayName == null || displayName == "")
|
|
||||||
{
|
|
||||||
displayName = "Player_" + Random.Range(1000, 9999).ToString();
|
|
||||||
}
|
|
||||||
gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername());
|
|
||||||
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby);
|
|
||||||
networkSubsystem = new GameManager_Network(gameClient);
|
|
||||||
networkSubsystem.OpenConection();
|
|
||||||
}
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (gameClient.CurrentLobbyState != null)
|
|
||||||
{
|
|
||||||
uiSubsystem.UpdateLobbyUI();
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
protected string GenerateUUID()
|
|
||||||
{
|
|
||||||
string UUID = System.Guid.NewGuid().ToString();
|
|
||||||
Debug.Log(UUID);
|
|
||||||
return UUID;
|
|
||||||
}
|
|
||||||
protected string GenerateUsername()
|
|
||||||
{
|
|
||||||
string Username = Random.Range(0,10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString();
|
|
||||||
Debug.Log(Username);
|
|
||||||
return Username;
|
|
||||||
}
|
|
||||||
public void CreateLobbyButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.CrateLobby(50.0755, 14.4378);
|
|
||||||
}
|
|
||||||
public void JoinLobbyButton()
|
|
||||||
{
|
|
||||||
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
|
||||||
if (joinCode.text != null && joinCode.text != "")
|
|
||||||
{
|
|
||||||
networkSubsystem.JoinLobby(joinCode.text);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("Join code is empty!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void LeaveLobbyButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.LeaveLobby();
|
|
||||||
}
|
|
||||||
void OnApplicationQuit()
|
|
||||||
{
|
|
||||||
gameClient.Disconnect();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 22bf82e679cf6e1419440d236360ba3b
|
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
public class GameManager_Network
|
|
||||||
{
|
|
||||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
|
||||||
private const int _serverPort = 7777;
|
|
||||||
private GameClient _gameClient;
|
|
||||||
public async void OpenConection()
|
|
||||||
{
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
|
||||||
await state;
|
|
||||||
if (state.Result)
|
|
||||||
{
|
|
||||||
Debug.Log("Connected to server.");
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("Failed to connect to server");
|
|
||||||
}
|
|
||||||
await Task.Delay(5000);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public GameManager_Network(GameClient gameClient)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
RegisterEventHandlers();
|
|
||||||
}
|
|
||||||
public void RegisterEventHandlers()
|
|
||||||
{
|
|
||||||
_gameClient.OnConnected += OnConnected;
|
|
||||||
_gameClient.OnDisconnected += OnDisconnected;
|
|
||||||
_gameClient.OnError += OnError;
|
|
||||||
_gameClient.OnMessage += OnMessage;
|
|
||||||
_gameClient.OnGameEvent += OnGameEvent;
|
|
||||||
}
|
|
||||||
private void OnConnected()
|
|
||||||
{
|
|
||||||
Debug.Log("Successfully connected to the server.");
|
|
||||||
}
|
|
||||||
private void OnDisconnected(string reason)
|
|
||||||
{
|
|
||||||
Debug.Log($"Host disconnected due to {reason}");
|
|
||||||
}
|
|
||||||
private void OnError(string error)
|
|
||||||
{
|
|
||||||
Debug.LogError($"Network error: {error}");
|
|
||||||
}
|
|
||||||
private void OnMessage(Message message)
|
|
||||||
{
|
|
||||||
switch (message.Type)
|
|
||||||
{
|
|
||||||
case "GameEvent":
|
|
||||||
OnGameEvent(message as GameEvent);
|
|
||||||
break;
|
|
||||||
case "CreateLobbyResponse":
|
|
||||||
Debug.Log("Received CreateLobbyResponse message");
|
|
||||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
|
||||||
break;
|
|
||||||
case "JoinLobbyResponse":
|
|
||||||
Debug.Log("Received JoinLobbyResponse message");
|
|
||||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
|
||||||
break;
|
|
||||||
case "Ack":
|
|
||||||
Debug.Log("Received Ack message");
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
Debug.Log("Received message of type: " + message.Type);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void OnGameEvent(GameEvent gameEvent)
|
|
||||||
{
|
|
||||||
switch (gameEvent.Type)
|
|
||||||
{
|
|
||||||
case "PlayerJoined":
|
|
||||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
|
||||||
HandlePlayerJoined(gameEvent);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
Debug.Log("Received GameEvent of type: " + gameEvent.Type);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
|
||||||
{
|
|
||||||
if (message.Success)
|
|
||||||
{
|
|
||||||
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
|
||||||
{
|
|
||||||
if (message.Success)
|
|
||||||
{
|
|
||||||
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void HandlePlayerJoined(GameEvent gameEvent)
|
|
||||||
{
|
|
||||||
var payload = gameEvent.GetPayload<PlayerJoinedPayload>();
|
|
||||||
_gameClient.CurrentLobbyState.Players.Add(new PlayerInfo
|
|
||||||
{
|
|
||||||
ClientUuid = payload.ClientUuid,
|
|
||||||
DisplayName = payload.DisplayName,
|
|
||||||
IsOwner = false,
|
|
||||||
IsReady = false,
|
|
||||||
State = PlayerState.Alive
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void CrateLobby(double lat, double lon)
|
|
||||||
{
|
|
||||||
_gameClient.CreateLobby(new Position(lat, lon));
|
|
||||||
}
|
|
||||||
public void JoinLobby(string joinCode)
|
|
||||||
{
|
|
||||||
try
|
|
||||||
{
|
|
||||||
_gameClient.JoinLobby(joinCode);
|
|
||||||
}
|
|
||||||
catch (System.Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogError("Error joining lobby: " + ex.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void LeaveLobby()
|
|
||||||
{
|
|
||||||
_gameClient.Disconnect();
|
|
||||||
Application.Quit();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using Subsystems;
|
|
||||||
using GeoSus.Client;
|
|
||||||
using System.ComponentModel;
|
|
||||||
|
|
||||||
|
|
||||||
namespace Subsystems
|
|
||||||
{
|
|
||||||
public class GameManager_UI
|
|
||||||
{
|
|
||||||
private GameClient _gameClient;
|
|
||||||
private Canvas _CreateJoinLobby;
|
|
||||||
private Canvas _InLobby;
|
|
||||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_CreateJoinLobby = CreateJoinLobby;
|
|
||||||
_InLobby = InLobby;
|
|
||||||
_CreateJoinLobby.enabled = true;
|
|
||||||
_InLobby.enabled = false;
|
|
||||||
}
|
|
||||||
public void UpdateLobbyUI()
|
|
||||||
{
|
|
||||||
_InLobby.enabled = true;
|
|
||||||
_CreateJoinLobby.enabled = false;
|
|
||||||
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
|
||||||
playerList.text = "";
|
|
||||||
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
|
||||||
{
|
|
||||||
playerList.text += player.DisplayName + "\n";
|
|
||||||
}
|
|
||||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
|
||||||
@@ -1,53 +1,21 @@
|
|||||||
using GeoSus.Client;
|
//using GeoSus.Client;
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum TaskType
|
public enum TaskType
|
||||||
{
|
{
|
||||||
Task //TODO: Typy úkolù
|
Task
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public interface ITask
|
public interface ITask
|
||||||
{
|
{
|
||||||
public string TaskID { get; } // Unikátní ID úkolu pro server
|
|
||||||
public TaskType TaskType { get; } // Typ úkolu
|
|
||||||
public string TaskName { get; } // Viditelný název úkolu
|
|
||||||
public (double, double) 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
|
|
||||||
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
|
||||||
|
|
||||||
}
|
|
||||||
/* Ukázoková implementace ITask
|
|
||||||
public class Wires : ITask{
|
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
public (double, double) TaskLocation { get; set; } // Poloha na mapì
|
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
||||||
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
public bool IsCompleted { get; } // Stav dokončení 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
||||||
|
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
||||||
|
void Complete(); // Označit úkol jako dokončený
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: feb806f8c9bbde347862d714c4e96c61
|
|
||||||
113
Assets/GlassPiece.cs
Normal file
113
Assets/GlassPiece.cs
Normal file
@@ -0,0 +1,113 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GlassPiece : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int PieceIndex { get; private set; }
|
||||||
|
public bool IsBroken { get; private set; }
|
||||||
|
|
||||||
|
[SerializeField] private float maxHealth = 1000f;
|
||||||
|
|
||||||
|
[Header("Damage Visuals")]
|
||||||
|
[SerializeField] private float damagedAlpha = 0.85f;
|
||||||
|
|
||||||
|
private float currentHealth;
|
||||||
|
private Rigidbody rb;
|
||||||
|
private Renderer rend;
|
||||||
|
private Vector3 originalScale;
|
||||||
|
|
||||||
|
private Color intactColor = Color.white;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
rb = GetComponent<Rigidbody>();
|
||||||
|
rend = GetComponent<Renderer>();
|
||||||
|
|
||||||
|
if (rend == null)
|
||||||
|
rend = GetComponentInChildren<Renderer>();
|
||||||
|
|
||||||
|
originalScale = transform.localScale;
|
||||||
|
|
||||||
|
if (rend != null)
|
||||||
|
{
|
||||||
|
if (rend.material.HasProperty("_BaseColor"))
|
||||||
|
intactColor = rend.material.GetColor("_BaseColor");
|
||||||
|
else if (rend.material.HasProperty("_Color"))
|
||||||
|
intactColor = rend.material.color;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Initialize(int index, float startHealth)
|
||||||
|
{
|
||||||
|
PieceIndex = index;
|
||||||
|
maxHealth = startHealth;
|
||||||
|
currentHealth = startHealth;
|
||||||
|
IsBroken = false;
|
||||||
|
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
rb.isKinematic = true;
|
||||||
|
rb.useGravity = false;
|
||||||
|
rb.linearVelocity = Vector3.zero;
|
||||||
|
rb.angularVelocity = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
transform.localScale = originalScale;
|
||||||
|
UpdateVisual();
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
||||||
|
{
|
||||||
|
if (IsBroken) return false;
|
||||||
|
|
||||||
|
currentHealth = Mathf.Max(0f, currentHealth - damage);
|
||||||
|
UpdateVisual();
|
||||||
|
|
||||||
|
if (currentHealth <= 0f)
|
||||||
|
{
|
||||||
|
Break(hitPoint, impulseDirection, impulseStrength);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateVisual()
|
||||||
|
{
|
||||||
|
if (rend == null) return;
|
||||||
|
|
||||||
|
float damage01 = 1f - (currentHealth / maxHealth);
|
||||||
|
float visualT = Mathf.Pow(damage01, 0.8f);
|
||||||
|
|
||||||
|
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
|
||||||
|
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
|
||||||
|
|
||||||
|
if (rend.material.HasProperty("_BaseColor"))
|
||||||
|
rend.material.SetColor("_BaseColor", finalColor);
|
||||||
|
else if (rend.material.HasProperty("_Color"))
|
||||||
|
rend.material.color = finalColor;
|
||||||
|
|
||||||
|
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
|
||||||
|
transform.localScale = originalScale * shrink;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
||||||
|
{
|
||||||
|
if (IsBroken) return;
|
||||||
|
|
||||||
|
IsBroken = true;
|
||||||
|
|
||||||
|
transform.SetParent(null, true);
|
||||||
|
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
rb.isKinematic = false;
|
||||||
|
rb.useGravity = true;
|
||||||
|
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||||
|
|
||||||
|
if (impulseDirection.sqrMagnitude < 0.0001f)
|
||||||
|
impulseDirection = transform.forward;
|
||||||
|
|
||||||
|
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
194
Assets/GlassRingController.cs
Normal file
194
Assets/GlassRingController.cs
Normal file
@@ -0,0 +1,194 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GlassRingController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Auto Setup")]
|
||||||
|
public bool autoCollectOnAwake = true;
|
||||||
|
public bool includeInactive = true;
|
||||||
|
public float pieceMaxHealth = 100f;
|
||||||
|
|
||||||
|
[Header("Rotation")]
|
||||||
|
public float rotationSpeedDegrees = 45f;
|
||||||
|
|
||||||
|
[Header("Audio")]
|
||||||
|
public AudioSource audioSource;
|
||||||
|
public AudioClip damageClip;
|
||||||
|
public AudioClip breakClip;
|
||||||
|
[Range(0f, 1f)] public float damageVolume = 0.7f;
|
||||||
|
[Range(0f, 1f)] public float breakVolume = 1f;
|
||||||
|
|
||||||
|
private GlassPiece[] pieces;
|
||||||
|
public GlassPiece[] Pieces => pieces;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (audioSource == null)
|
||||||
|
audioSource = GetComponent<AudioSource>();
|
||||||
|
|
||||||
|
if (audioSource == null)
|
||||||
|
audioSource = gameObject.AddComponent<AudioSource>();
|
||||||
|
|
||||||
|
if (Application.isPlaying && autoCollectOnAwake)
|
||||||
|
{
|
||||||
|
CollectPiecesFromChildren();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
|
||||||
|
}
|
||||||
|
|
||||||
|
[ContextMenu("Collect Pieces From Children")]
|
||||||
|
public void CollectPiecesFromChildren()
|
||||||
|
{
|
||||||
|
List<GlassPiece> foundPieces = new List<GlassPiece>();
|
||||||
|
|
||||||
|
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
|
||||||
|
|
||||||
|
foreach (Transform t in allChildren)
|
||||||
|
{
|
||||||
|
if (t == transform) continue;
|
||||||
|
|
||||||
|
Renderer rend = t.GetComponent<Renderer>();
|
||||||
|
if (rend == null)
|
||||||
|
rend = t.GetComponentInChildren<Renderer>();
|
||||||
|
|
||||||
|
if (rend == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
Collider col = t.GetComponent<Collider>();
|
||||||
|
|
||||||
|
bool invalidMeshCollider = false;
|
||||||
|
MeshCollider existingMeshCollider = col as MeshCollider;
|
||||||
|
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
||||||
|
{
|
||||||
|
invalidMeshCollider = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (col == null || invalidMeshCollider)
|
||||||
|
{
|
||||||
|
if (invalidMeshCollider)
|
||||||
|
Destroy(existingMeshCollider);
|
||||||
|
|
||||||
|
BoxCollider box = t.GetComponent<BoxCollider>();
|
||||||
|
if (box == null)
|
||||||
|
box = t.gameObject.AddComponent<BoxCollider>();
|
||||||
|
|
||||||
|
Bounds worldBounds = rend.bounds;
|
||||||
|
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
|
||||||
|
|
||||||
|
box.center = localCenter;
|
||||||
|
|
||||||
|
Vector3 lossy = t.lossyScale;
|
||||||
|
box.size = new Vector3(
|
||||||
|
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
|
||||||
|
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
|
||||||
|
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
|
||||||
|
);
|
||||||
|
|
||||||
|
col = box;
|
||||||
|
}
|
||||||
|
|
||||||
|
GlassPiece piece = t.GetComponent<GlassPiece>();
|
||||||
|
if (piece == null)
|
||||||
|
piece = t.gameObject.AddComponent<GlassPiece>();
|
||||||
|
|
||||||
|
Rigidbody rb = t.GetComponent<Rigidbody>();
|
||||||
|
if (rb == null)
|
||||||
|
rb = t.gameObject.AddComponent<Rigidbody>();
|
||||||
|
|
||||||
|
rb.isKinematic = true;
|
||||||
|
rb.useGravity = false;
|
||||||
|
|
||||||
|
foundPieces.Add(piece);
|
||||||
|
}
|
||||||
|
|
||||||
|
foundPieces.Sort((a, b) =>
|
||||||
|
{
|
||||||
|
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
|
||||||
|
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
|
||||||
|
return angleA.CompareTo(angleB);
|
||||||
|
});
|
||||||
|
|
||||||
|
pieces = foundPieces.ToArray();
|
||||||
|
|
||||||
|
for (int i = 0; i < pieces.Length; i++)
|
||||||
|
{
|
||||||
|
pieces[i].Initialize(i, pieceMaxHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
|
||||||
|
{
|
||||||
|
if (pieces == null || pieces.Length == 0) return;
|
||||||
|
|
||||||
|
float sigma = Mathf.Max(0.01f, projectile.sigma);
|
||||||
|
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
|
||||||
|
|
||||||
|
bool anyHealthChanged = false;
|
||||||
|
bool anyNewBreak = false;
|
||||||
|
|
||||||
|
for (int i = 0; i < pieces.Length; i++)
|
||||||
|
{
|
||||||
|
GlassPiece piece = pieces[i];
|
||||||
|
if (piece == null || piece.IsBroken) continue;
|
||||||
|
|
||||||
|
int d = CircularDistance(i, hitIndex, pieces.Length);
|
||||||
|
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
|
||||||
|
|
||||||
|
if (gaussian < 0.005f) continue;
|
||||||
|
|
||||||
|
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
|
||||||
|
if (i == hitIndex)
|
||||||
|
damage *= projectile.directHitMultiplier;
|
||||||
|
|
||||||
|
Vector3 impulseDir = piece.transform.position - hitPoint;
|
||||||
|
if (impulseDir.sqrMagnitude < 0.0001f)
|
||||||
|
impulseDir = piece.transform.position - transform.position;
|
||||||
|
|
||||||
|
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
|
||||||
|
if (i == hitIndex)
|
||||||
|
impulse *= projectile.directHitMultiplier;
|
||||||
|
|
||||||
|
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
|
||||||
|
|
||||||
|
anyHealthChanged = true;
|
||||||
|
if (brokeNow)
|
||||||
|
anyNewBreak = true;
|
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if (anyNewBreak)
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PlayDamageSound();
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private void PlayDamageSound()
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{
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if (audioSource != null && damageClip != null)
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audioSource.PlayOneShot(damageClip, damageVolume);
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private void PlayBreakSound()
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|
{
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|
if (audioSource != null && breakClip != null)
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|
audioSource.PlayOneShot(breakClip, breakVolume);
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private int CircularDistance(int a, int b, int count)
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{
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|
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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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public float rychlost = 20f;
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void Start()
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title: Universal Mobile 3D Template
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||||||
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- heading: Welcome to the Universal Mobile 3D Template
|
||||||
|
text: This template sets up the right Project settings for developing a 3D game
|
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on mobile. Also it includes some of the recommended packages for developing
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on mobile.
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Assets/RingShooterMinigameController.cs
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Assets/RingShooterMinigameController.cs
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using UnityEngine;
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// Old placeholder file kept only so the project compiles cleanly.
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user