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15 Commits

Author SHA1 Message Date
bca7c930c2 optimalizace 2026-04-26 09:05:32 +02:00
375ccaf4f7 Přidány kostky 2026-03-28 14:49:47 +01:00
050e58e73c flakni krtka 2026-03-28 12:16:35 +01:00
6a7314ff4e data_transfer
další minihra - chybí desing
2026-03-28 10:59:23 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +01:00
11575ef9b1 scripty ve slozkach 2026-03-28 09:12:04 +01:00
76a38d741c minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
2026-03-28 09:07:10 +01:00
9defaa314a Added 2 minigames 2026-02-21 14:56:19 +01:00
4a84e729f3 Added packages 2026-02-21 13:18:55 +01:00
055e8aa426 Added Metas 2026-02-21 13:16:44 +01:00
1957d26b1f added cables 2026-02-21 13:07:16 +01:00
8f62dc8873 scena_minigame-kabely. ps pridat ui 2026-02-21 12:32:31 +01:00
gravitrax-bublina
9f71b6a84a Init 2026-02-21 10:23:17 +01:00
373 changed files with 17320 additions and 71017 deletions

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@@ -0,0 +1,13 @@
{
"permissions": {
"allow": [
"Bash(nul)",
"Bash(mkdir:*)",
"Bash(dir:*)",
"Bash(findstr:*)",
"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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}

2
.gitignore vendored
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@@ -186,7 +186,6 @@ StyleCopReport.xml
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
@@ -305,7 +304,6 @@ PublishScripts/
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed

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@@ -0,0 +1,810 @@
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# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__) && !defined(__clang__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif __STDC_VERSION__ > 201710L
# define C_VERSION "23"
#elif __STDC_VERSION__ >= 201710L
# define C_VERSION "17"
#elif __STDC_VERSION__ >= 201000L
# define C_VERSION "11"
#elif __STDC_VERSION__ >= 199901L
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
#if (defined(__clang__) || defined(__GNUC__) || \
defined(__TI_COMPILER_VERSION__)) && \
!defined(__STRICT_ANSI__) && !defined(_MSC_VER)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@@ -0,0 +1,791 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
# endif
#elif defined(__ghs__)
# define COMPILER_ID "GHS"
/* __GHS_VERSION_NUMBER = VVVVRP */
# ifdef __GHS_VERSION_NUMBER
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
# endif
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION)
# define COMPILER_ID "ARMClang"
# define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION % 10000)
# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__GNUC__) || defined(__GNUG__)
# define COMPILER_ID "GNU"
# if defined(__GNUC__)
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# else
# define COMPILER_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif defined(_MSC_VER)
# define COMPILER_ID "MSVC"
/* _MSC_VER = VVRR */
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
# if _MSC_VER >= 1400
/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
# else
/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
# endif
# if defined(_MSC_BUILD)
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
# endif
#elif defined(__VISUALDSPVERSION__) || defined(__ADSPBLACKFIN__) || defined(__ADSPTS__) || defined(__ADSP21000__)
# define COMPILER_ID "ADSP"
#if defined(__VISUALDSPVERSION__)
/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
# if defined(__VER__) && defined(__ICCARM__)
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__MSYS__)
# define PLATFORM_ID "MSYS"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
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File diff suppressed because one or more lines are too long

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<h1 id="rounded-rect-mask-2d">Rounded Rect Mask 2D</h1>
<p><img src="./Resources/RRM2D_Banner.png" alt="screenshot" /><br />
available on the <a href="https://assetstore.unity.com/packages/slug/326028" rel="noopener noreferrer" target="_blank">Asset Store</a></p>
<h2 id="documentation">Documentation</h2>
<p><img src="./Resources/RRM2D_ScreenshotScene.png" alt="screenshot" /></p>
<h3 id="basics">Basics</h3>
<ul>
<li>All Graphics (<a href="https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/comp-UIVisual.html" rel="noopener noreferrer" target="_blank">Visuals</a> &amp; <a href="https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/comp-UIInteraction.html" rel="noopener noreferrer" target="_blank">Interactions</a>) components child of the Rounded Mask need the <em>Default UI (Rounded Mask)</em> material to work.</li>
<li>All TextMeshPro texts need the <em>TMP SDF-Mobile (Rounded Mask)</em> material inside the TMP_FontAsset that needs to work with the rounded corners. If your text is only clipped on the straight edges of the mask, they don't need to be changed.</li>
<li>You will need one <em>Default UI (Rounded Mask)</em> material per RoundedRectMask2D radius configuration. If you always use the same corners throughout your project, you can use the Material provided in the package. Same for the TMP_FontAssets.</li>
<li>If you have different radii in your project, either <strong>duplicate the materials</strong>, or tick the checkbox <strong>Clone maskable materials on Start</strong> to automatically create new instances of the materials (for both Default UI &amp; TMP_FontAsset's material).</li>
</ul>
<h3 id="limitations">Limitations</h3>
<ul>
<li>As Rounded RectMask2D uses a special UI shader to work, it can only be used with normal UI (ie: Images with no special material). If you have custom UI shaders for your UI you will need to tweak them to support the RoundedRectMask2D component (otherwise the corners will not be correctly clipped).</li>
<li>Moreover, you will need one Material per corners configuration. If you always use the same values, you can use one Material for all of your UI, but otherwise, RoundedRectMask2D can auto instantiate your materials at runtime, allowing you to have any mask values.</li>
<li>Softness doesn't work with RoundedRectMask2D. If you need softness in your mask, you will have to use both RoundedRectMask2D &amp; a regular RectMask2D nested into each other.</li>
</ul>
<h3 id="custom-shaders">Custom Shaders</h3>
<p>If you have custom UI shaders and would like them to work with the RoundedRectMask2D component, you will need to edit them, to support the feature. You can check how it's done in the custom Shaders (UI Default &amp; TMP_SDF Mobile). <br />
Here is what you need to do:</p>
<ol>
<li>Either move your shaders to the AntoineCherel/RoundedRectMask2D/Shaders folder, or copy &amp; paste the <em>RoundedMaskCommon.hlsl</em> library to your custom shader's folder</li>
<li>in the <em>Pass</em>, include the library <br />
<code>#include "RoundedMaskCommon.hlsl"</code></li>
<li>in the Vertex to Fragment or Vertext to Pixel struct, add <br />
<code>float3 posLocal : TEXCOORD8;</code></li>
<li>fill it in the V2F or V2P function <br />
<code>OUT.posLocal = v.vertex.xyz;</code></li>
<li>in the frag or pixel return function, replace the existing clipping method by<br />
<code>clip( RMUnityUIClipRect(IN.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);</code><br />
all of these added lines should be encapsulated inside <code>#ifdef UNITY_UI_CLIP_RECT</code> statements.</li>
</ol>
<p>If something goes wrong double check with the implemented shaders inside the Shaders folder.<br />
You can also reach out to me contact (at) antoinecherel.dev</p>
<h2 id="credits">Credits</h2>
<p>Unity Plugin, developped by <a href="https://www.antoinecherel.dev/" target="_blank">Antoine Cherel</a></p>
</body>
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using UnityEditor;
using UnityEditor.UI;
using UnityEngine;
namespace ACRoundedRectMask
{
/// <summary>
/// Custom editor for the RoundedRectMask2D component.
/// </summary>
[CustomEditor(typeof(RoundedRectMask2D), true)]
[CanEditMultipleObjects]
public class RoundedRectMask2DInspector : RectMask2DEditor
{
private static GUIContent radiusContent = new GUIContent("Corner Radius", "Determines the radius of the rect mask's corners.");
private static GUIContent radiiContent = new GUIContent("Corner Radii", "Determines the radius of each corner of the rect mask.");
private static GUIContent topLeftContent = new GUIContent("Top Left", "Local -X, +Y corner.");
private static GUIContent topRightContent = new GUIContent("Top Right", "Local +X, +Y corner.");
private static GUIContent bottomLeftContent = new GUIContent("Bottom Left", "Local -X, -Y corner.");
private static GUIContent bottomRightContent = new GUIContent("Bottom Right", "Local +X, -Y corner.");
private static bool showRadii = false;
private static GUIContent paddingContent = new GUIContent("Padding");
private static GUIContent leftContent = new GUIContent("Left");
private static GUIContent rightContent = new GUIContent("Right");
private static GUIContent topContent = new GUIContent("Top");
private static GUIContent bottomContent = new GUIContent("Bottom");
private static bool showOffsets = false;
private SerializedProperty independentRadii;
private SerializedProperty radii;
private SerializedProperty padding;
private SerializedProperty cloneMaterials;
/// <inheritdoc/>
protected override void OnEnable()
{
independentRadii = serializedObject.FindProperty("independantRadii");
radii = serializedObject.FindProperty("radii");
padding = serializedObject.FindProperty("m_Padding");
cloneMaterials = serializedObject.FindProperty("cloneMaskableMaterialsOnStart");
base.OnEnable();
}
/// <summary>
/// Renders a custom inspector GUI that displays radius options and hides softness properties.
/// </summary>
public override void OnInspectorGUI()
{
EditorGUILayout.PropertyField(independentRadii);
if (independentRadii.boolValue)
{
showRadii = EditorGUILayout.Foldout(showRadii, radiiContent, true);
if (showRadii)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newRadii = radii.vector4Value;
newRadii.x = Mathf.Max(0.0f, EditorGUILayout.FloatField(topLeftContent, newRadii.x));
newRadii.y = Mathf.Max(0.0f, EditorGUILayout.FloatField(topRightContent, newRadii.y));
newRadii.z = Mathf.Max(0.0f, EditorGUILayout.FloatField(bottomLeftContent, newRadii.z));
newRadii.w = Mathf.Max(0.0f, EditorGUILayout.FloatField(bottomRightContent, newRadii.w));
if (check.changed)
{
radii.vector4Value = newRadii;
}
EditorGUI.indentLevel--;
}
}
}
else
{
using (var check = new EditorGUI.ChangeCheckScope())
{
float newRadius = radii.vector4Value.x;
newRadius = Mathf.Max(0.0f, EditorGUILayout.FloatField(radiusContent, newRadius));
if (check.changed)
{
Vector4 newRadii = radii.vector4Value;
newRadii = Vector4.one * newRadius;
radii.vector4Value = newRadii;
}
}
}
// Rather than call base.OnInspectorGUI() manually showing padding so that softness can be hidden since it is not supported by rounded rect masks.
showOffsets = EditorGUILayout.Foldout(showOffsets, paddingContent, true);
if (showOffsets)
{
using (var check = new EditorGUI.ChangeCheckScope())
{
EditorGUI.indentLevel++;
Vector4 newPadding = padding.vector4Value;
newPadding.x = EditorGUILayout.FloatField(leftContent, newPadding.x);
newPadding.z = EditorGUILayout.FloatField(rightContent, newPadding.z);
newPadding.w = EditorGUILayout.FloatField(topContent, newPadding.w);
newPadding.y = EditorGUILayout.FloatField(bottomContent, newPadding.y);
if (check.changed)
{
padding.vector4Value = newPadding;
}
EditorGUI.indentLevel--;
}
}
EditorGUILayout.PropertyField(cloneMaterials);
serializedObject.ApplyModifiedProperties();
}
}
}

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Material:
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Default UI (RoundedMask)
m_Shader: {fileID: 4800000, guid: 2fa3c67be732d4f38be87103967c4b10, type: 3}
m_ValidKeywords:
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
using TMPro;
#if UNITY_2021_1_OR_NEWER
using UnityEngine.Pool;
#endif
namespace ACRoundedRectMask
{
/// <summary>
/// Overrides the RectMask2D.PerformClipping method to add extra checks before doing exhaustive culling on
/// each maskable target.
/// </summary>
public class RoundedRectMask2D : RectMask2D
{
public static readonly string RadiiPropertyName = "_ClipRectRadii";
[SerializeField]
private bool independantRadii;
[Tooltip("The four corner radii of the rounded rect. (x: top left, y: top right, z: bottom left, w: bottom right)")]
[SerializeField]
private Vector4 radii = Vector4.one * 10.0f;
public Vector4 Radii
{
get => radii;
set
{
radii = value;
MaskUtilities.Notify2DMaskStateChanged(this);
ForceClip = true;
}
}
[Tooltip("If not set to true, you will need to handle that all masked UI elements have their own material instances")]
[SerializeField]
private bool cloneMaskableMaterialsOnStart = true;
private static int clipRectRadiiID = 0;
private HashSet<IClippable> clipTargets = null;
private HashSet<MaskableGraphic> maskableTargets = null;
private int lastclipTargetsCount = 0;
private int lastmaskableTargetsCount = 0;
private bool shouldRecalculateClipRects = false;
private Canvas cachedCanvas = null;
private Vector3[] cachedCorners = new Vector3[4];
private Rect lastClipRectCanvasSpace = new Rect();
private Vector2Int lastSoftness = new Vector2Int();
private List<RectMask2D> clippers = new List<RectMask2D>();
#region MonoBehaviour Implementation
/// <inheritdoc />
protected override void OnEnable()
{
base.OnEnable();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#if UNITY_EDITOR
/// <inheritdoc />
protected override void OnValidate()
{
base.OnValidate();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#endif
/// <inheritdoc />
protected override void OnDidApplyAnimationProperties()
{
base.OnDidApplyAnimationProperties();
shouldRecalculateClipRects = true;
ForceClip = true;
}
#endregion MonoBehaviour Implementation
#region RectMask2D Implementation
/// <inheritdoc />
protected override void OnTransformParentChanged()
{
base.OnTransformParentChanged();
shouldRecalculateClipRects = true;
}
/// <inheritdoc />
protected override void OnCanvasHierarchyChanged()
{
cachedCanvas = null;
base.OnCanvasHierarchyChanged();
shouldRecalculateClipRects = true;
}
protected override void Start()
{
base.Start();
shouldRecalculateClipRects = true;
PerformClipping();
if (cloneMaskableMaterialsOnStart && maskableTargets != null)
{
foreach (MaskableGraphic mg in maskableTargets)
{
if (mg.materialForRendering.Equals(mg.material))
{
Material m = new Material(mg.material);
mg.material = m;
}
else if (mg is TMP_Text tmpText)
{
Material m = new Material(tmpText.fontMaterial);
tmpText.fontMaterial = m;
}
else
{
Debug.Log("[RoundedRectMask2d] Can't clone material for " + mg.name + ". This will result in same rounded corners for all assets sharing its materiel " + mg.materialForRendering);
continue;
}
OnSetClipRect(mg);
}
}
}
/// <summary>
/// Improves the base class method by:
/// - Checks if the canvas renderer has moved before exhaustive culling.
/// - Interleaves UpdateClipSoftness so objects are not iterated over twice.
/// - Adds a OnSetClipRect callback for derived classes to use.
/// </summary>
public override void PerformClipping()
{
// Not calling the base class method intentionally to provide a more optimal version.
//base.PerformClipping();
if (clipRectRadiiID == 0)
{
clipRectRadiiID = Shader.PropertyToID(RadiiPropertyName);
}
Initialize();
if (ReferenceEquals(Canvas, null))
{
return;
}
//TODO See if an IsActive() test would work well here or whether it might cause unexpected side effects (re case 776771)
// if the parents are changed
// or something similar we
// do a recalculate here
if (shouldRecalculateClipRects || ForceClip)
{
MaskUtilities.GetRectMasksForClip(this, clippers);
shouldRecalculateClipRects = false;
}
// get the compound rects from
// the clippers that are valid
bool validRect = true;
Rect clipRect = Clipping.FindCullAndClipWorldRect(clippers, out validRect);
// If the mask is in ScreenSpaceOverlay/Camera render mode, its content is only rendered when its rect
// overlaps that of the root canvas.
RenderMode renderMode = Canvas.rootCanvas.renderMode;
bool maskIsCulled =
(renderMode == RenderMode.ScreenSpaceCamera || renderMode == RenderMode.ScreenSpaceOverlay) &&
!clipRect.Overlaps(RootCanvasRect, true);
if (maskIsCulled)
{
// Children are only displayed when inside the mask. If the mask is culled, then the children
// inside the mask are also culled. In that situation, we pass an invalid rect to allow callees
// to avoid some processing.
clipRect = Rect.zero;
validRect = false;
}
if (clipRect != lastClipRectCanvasSpace || softness != lastSoftness)
{
foreach (IClippable clipTarget in clipTargets)
{
clipTarget.SetClipRect(clipRect, validRect);
clipTarget.SetClipSoftness(softness);
}
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
maskableTarget.SetClipRect(clipRect, validRect);
maskableTarget.SetClipSoftness(softness);
OnSetClipRect(maskableTarget);
maskableTarget.Cull(clipRect, validRect);
}
}
else if (ForceClip)
{
foreach (IClippable clipTarget in clipTargets)
{
clipTarget.SetClipRect(clipRect, validRect);
clipTarget.SetClipSoftness(softness);
}
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
maskableTarget.SetClipRect(clipRect, validRect);
maskableTarget.SetClipSoftness(softness);
OnSetClipRect(maskableTarget);
if (maskableTarget.canvasRenderer.hasMoved)
{
maskableTarget.Cull(clipRect, validRect);
}
}
}
else
{
foreach (MaskableGraphic maskableTarget in maskableTargets)
{
if (!maskableTarget.canvasRenderer.hasMoved)
{
continue;
}
maskableTarget.Cull(clipRect, validRect);
}
}
ForceClip = false;
lastClipRectCanvasSpace = clipRect;
lastSoftness = softness;
}
#endregion RectMask2D Implementation
public bool ForceClip
{
get
{
// This is an imprecise check if a clip or mask target gets added then removed on the same frame.
// But... the alternative is we reflect into m_ForceClip base member which would be a per frame allocation due to it being a value type.
// If this check is return false negatives in your scenario, then set ForceClip to true.
return clipTargets.Count != lastclipTargetsCount ||
maskableTargets.Count != lastmaskableTargetsCount;
}
set
{
if (value == true)
{
lastclipTargetsCount = 0;
lastmaskableTargetsCount = 0;
}
else
{
Initialize();
lastclipTargetsCount = clipTargets.Count;
lastmaskableTargetsCount = maskableTargets.Count;
}
}
}
/// <summary>
/// Callback whenever the clip rect is mutated.
/// </summary>
protected virtual void OnSetClipRect(IClippable clippable)
{
}
/// <summary>
/// Callback whenever the clip rect is mutated.
/// </summary>
protected virtual void OnSetClipRect(MaskableGraphic maskableTarget)
{
Material targetMaterial = maskableTarget.materialForRendering;
if (targetMaterial != null)
{
targetMaterial.SetVector(clipRectRadiiID, Radii);
}
Debug.Log("Setting clip rect for " + maskableTarget.name);
}
private void Initialize()
{
// Check if we have already initialized.
if (clipTargets != null)
{
return;
}
// Many of the properties we need access to for clipping are not exposed. So, we have to do reflection to get access to them.
BindingFlags bindFlags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static;
clipTargets = (HashSet<IClippable>)typeof(RectMask2D).GetField("m_ClipTargets", bindFlags).GetValue(this);
maskableTargets = (HashSet<MaskableGraphic>)typeof(RectMask2D).GetField("m_MaskableTargets", bindFlags).GetValue(this);
}
private Canvas Canvas
{
get
{
if (cachedCanvas == null)
{
#if UNITY_2021_1_OR_NEWER
var list = ListPool<Canvas>.Get();
gameObject.GetComponentsInParent(false, list);
if (list.Count > 0)
cachedCanvas = list[list.Count - 1];
else
cachedCanvas = null;
ListPool<Canvas>.Release(list);
#else
var list = gameObject.GetComponentsInParent<Canvas>(false);
if (list.Length > 0)
cachedCanvas = list[list.Length - 1];
else
cachedCanvas = null;
#endif
}
return cachedCanvas;
}
}
private Rect RootCanvasRect
{
get
{
rectTransform.GetWorldCorners(cachedCorners);
if (!ReferenceEquals(Canvas, null))
{
Canvas rootCanvas = Canvas.rootCanvas;
for (int i = 0; i < 4; ++i)
cachedCorners[i] = rootCanvas.transform.InverseTransformPoint(cachedCorners[i]);
}
return new Rect(cachedCorners[0].x, cachedCorners[0].y, cachedCorners[2].x - cachedCorners[0].x, cachedCorners[2].y - cachedCorners[0].y);
}
}
}
}

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#ifndef RM_COMMON
#define RM_COMMON
/// <summary>
/// Constants
/// </summary>
#define RM_PI 3.14159265359
#define RM_DEGREES_TO_RADIANS (RM_PI / 180.0)
#define RM_HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats
#define RM_MIN_CORNER_VALUE 1e-3
#define RM_MIN_CORNER_VALUE_RECT 1e-3
/// <summary>
/// SDF methods.
/// </summary>
inline float RMPointVsRoundedBox(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius)
{
return length(max(abs(position) - cornerCircleDistance, 0.0)) - cornerCircleRadius;
}
inline float FilterDistance(in float distance)
{
float pixelDistance = distance / fwidth(distance);
#if defined(_INDEPENDENT_CORNERS) || defined(_UI_CLIP_RECT_ROUNDED_INDEPENDENT)
// To avoid artifacts at discontinuities in the SDF distance increase the pixel width.
return saturate(1.0 - pixelDistance);
#else
return saturate(0.5 - pixelDistance);
#endif
}
inline float RMRoundCornersSmooth(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius, in float smoothingValue)
{
float distance = RMPointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius);
#if defined(_EDGE_SMOOTHING_AUTOMATIC)
return FilterDistance(distance);
#else
return smoothstep(1.0, 0.0, distance / smoothingValue);
#endif
}
inline float RMRoundCorners(in float2 position, in float2 cornerCircleDistance, in float cornerCircleRadius, in float smoothingValue)
{
#if defined(_TRANSPARENT)
return RMRoundCornersSmooth(position, cornerCircleDistance, cornerCircleRadius, smoothingValue);
#else
return (RMPointVsRoundedBox(position, cornerCircleDistance, cornerCircleRadius) < 0.0);
#endif
}
inline float RMFindCornerRadius(in float2 uv, in float4 radii)
{
if (uv.x < 0.5)
{
if (uv.y > 0.5) { return radii.x; } // Top left.
else { return radii.z; } // Bottom left.
}
else
{
if (uv.y > 0.5) { return radii.y; } // Top right.
else { return radii.w; } // Bottom right.
}
}
/// <summary>
/// UnityUI methods.
/// </summary>
inline float RMGet2DClippingRounded(in float2 position, in float4 clipRect, in float radius)
{
float2 halfSize = (clipRect.zw - clipRect.xy) * 0.5;
float2 center = clipRect.xy + halfSize;
float2 offset = position - center;
return RMPointVsRoundedBox(offset, halfSize - radius, radius);
}
inline float RMGet2DClippingRoundedSoft(in float2 position, in float4 clipRect, in float radius)
{
return saturate(FilterDistance(RMGet2DClippingRounded(position, clipRect, radius)));
}
inline float RMGet2DClippingRoundedIndependent(in float2 position, in float4 clipRect, in float4 radii)
{
float2 halfSize = (clipRect.zw - clipRect.xy) * 0.5;
float2 center = clipRect.xy + halfSize;
float2 offset = position - center;
float radius = RMFindCornerRadius(offset, radii);
return RMPointVsRoundedBox(offset, halfSize - radius, radius);
}
inline float RMGet2DClippingRoundedIndependentSoft(in float2 position, in float4 clipRect, in float4 radii)
{
return saturate(FilterDistance(RMGet2DClippingRoundedIndependent(position, clipRect, radii)));
}
inline float RMUnityUIClipRect(in float2 position, in float4 clipRect, in float4 radii)
{
radii = max(radii, RM_MIN_CORNER_VALUE_RECT);
#if defined(UNITY_UI_ALPHACLIP)
return RMGet2DClippingRoundedIndependent(position, clipRect, radii) <= 0.0;
#else
return RMGet2DClippingRoundedIndependentSoft(position, clipRect, radii);
#endif
}
#endif // RM_COMMON

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "RoundedMask/UI/Default (RoundedMask)"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[HideInInspector] _ClipRect("Clip Rect", Vector) = (-32767.0, -32767.0, 32767.0, 32767.0)
[HideInInspector] _ClipRectRadii("Clip Rect Radii", Vector) = (10.0, 10.0, 10.0, 10.0)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "RoundedMaskCommon.hlsl"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
#ifdef UNITY_UI_CLIP_RECT
float3 posLocal : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _ClipRectRadii;
float4 _MainTex_ST;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef UNITY_UI_CLIP_RECT
OUT.posLocal = v.vertex.xyz;
#endif
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
clip( RMUnityUIClipRect(IN.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);
#endif
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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@@ -1,249 +0,0 @@
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "RoundedMask/TextMeshPro/Mobile/Distance Field (RoundedMask)" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_ShaderFlags ("Flags", float) = 0
_ScaleRatioA ("Scale RatioA", float) = 1
_ScaleRatioB ("Scale RatioB", float) = 1
_ScaleRatioC ("Scale RatioC", float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
[HideInInspector]
_ClipRectRadii ("Clip Rect Radii", vector) = (10.0, 10.0, 10.0, 10.0)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
ZWrite Off
Lighting Off
Fog { Mode Off }
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "RoundedMaskCommon.hlsl"
#include "Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc"
struct vertex_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
fixed4 outlineColor : COLOR1;
float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV
half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w)
half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw)
#if (UNDERLAY_ON | UNDERLAY_INNER)
float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved
half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y)
#endif
#ifdef UNITY_UI_CLIP_RECT
float3 posLocal : TEXCOORD8;
#endif
};
float4 _ClipRectRadii;
pixel_t VertShader(vertex_t input)
{
pixel_t output;
UNITY_INITIALIZE_OUTPUT(pixel_t, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
float layerScale = scale;
scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale);
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
fixed4 outlineColor = _OutlineColor;
outlineColor.a *= opacity;
outlineColor.rgb *= outlineColor.a;
outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2))));
#if (UNDERLAY_ON | UNDERLAY_INNER)
layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale);
float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale);
float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
float2 layerOffset = float2(x, y);
#endif
// Generate UV for the Masking Texture
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
// Populate structure for pixel shader
output.vertex = vPosition;
output.faceColor = faceColor;
output.outlineColor = outlineColor;
output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y);
output.param = half4(scale, bias - outline, bias + outline, bias);
output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
#if (UNDERLAY_ON || UNDERLAY_INNER)
output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
#endif
#ifdef UNITY_UI_CLIP_RECT
output.posLocal = vert.xyz;
#endif
return output;
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);
#ifdef OUTLINE_ON
c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z));
c *= saturate(d - input.param.y);
#endif
#if UNDERLAY_ON
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a);
#endif
#if UNDERLAY_INNER
half sd = saturate(d - input.param.z);
d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x;
c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a);
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
clip( RMUnityUIClipRect(input.posLocal.xy, _ClipRect, _ClipRectRadii) - 0.5);
#endif
#if (UNDERLAY_ON | UNDERLAY_INNER)
c *= input.texcoord1.z;
#endif
#if UNITY_UI_ALPHACLIP
clip(c.a - 0.001);
#endif
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}

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@@ -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;
}
}
}
}

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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;
}
}
}
}
}

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@@ -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();
}
}
}

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8
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fileFormatVersion: 2
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folderAsset: yes
DefaultImporter:
externalObjects: {}
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@@ -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();
}
}

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@@ -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();
}
}
}

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@@ -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;
}
}
}

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@@ -1,4 +1,4 @@
using GeoSus.Client;
//using GeoSus.Client;
using System;
using UnityEngine;

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using System.Collections;
using UnityEngine;
public class GPSManager : MonoBehaviour
{
[Header("GPS settings")]
public float Accuracy = 10f;
public float UpdateDistance = 5f;
public int MaxWait = 20;
[Header("GPS coordinates")]
private double[] LastCoords = new double[2];
private double[] FailsafeCoords = new double[] { 50.7727878, 15.0718625 };
private double? LastTime;
void Start()
{
StartCoroutine(UpdateGPS());
}
public double[] GetLastCoords()
{
if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
return LastCoords;
}
IEnumerator UpdateGPS()
{
if (!Input.location.isEnabledByUser)
{
Debug.Log("GPS not enabled by user");
LastCoords = FailsafeCoords;
LastTime = null;
yield break;
}
Input.location.Start(Accuracy, UpdateDistance);
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MaxWait--;
}
if (MaxWait < 1)
{
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yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
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LastCoords = FailsafeCoords;
LastTime = null;
yield break;
}
else
{
LastCoords[0] = Input.location.lastData.latitude;
LastCoords[1] = Input.location.lastData.longitude;
LastTime = Input.location.lastData.timestamp;
Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
}
yield return StartCoroutine(UpdateGPS());
}
}

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using UnityEngine;
using System.Net.Http;
using System.Threading.Tasks;
public interface IMapDataCollector
{
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
}

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@@ -1,500 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Xml;
using UnityEngine;
using UnityEngine.Networking;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class MapRenderer : MonoBehaviour
{
[Header("Overpass settings")]
public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
public float queryRadiusMeters = 200f; // radius around lat/lon to query
[Header("Location (lat, lon)")]
public GPSManager gpsManager;
private double latitude = 50.7727878;
private double longitude = 15.0718625;
[Header("Building settings")]
public Material buildingMaterial;
public float defaultFloorHeight = 3.0f; // meters per level
public float defaultBuildingHeight = 6.0f; // if no tags
[Header("Road settings")]
public Material roadMaterial;
public float defaultRoadWidth = 4.0f; // meters
public float motorwayWidth = 10.0f;
public float primaryWidth = 8.0f;
public float secondaryWidth = 6.0f;
public float tertiaryWidth = 5.0f;
[Header("Misc")]
public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
[Header("Storage")]
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
List<Way> parsedWays = new List<Way>();
void Start()
{
StartCoroutine(RenderMap());
}
IEnumerator RenderMap()
{
ClearChildren();
double[] GPS = gpsManager.GetLastCoords();
latitude = GPS[0];
longitude = GPS[1];
string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
WWWForm form = new WWWForm();
form.AddField("data", q);
using (UnityWebRequest www = UnityWebRequest.Post(overpassUrl, form))
{
www.downloadHandler = new DownloadHandlerBuffer();
yield return www.SendWebRequest();
if (www.result != UnityWebRequest.Result.Success)
{
Debug.LogError("Overpass request failed: " + www.error);
yield break;
}
string xml = www.downloadHandler.text;
ParseOverpassXml(xml);
GameObject buildingsRoot = new GameObject("Buildings");
buildingsRoot.transform.parent = this.transform;
GameObject roadsRoot = new GameObject("Roads");
roadsRoot.transform.parent = this.transform;
foreach (var w in parsedWays)
{
if (w.tags.ContainsKey("building"))
{
GameObject b = BuildBuildingMesh(w);
b.transform.parent = buildingsRoot.transform;
}
else if (w.tags.ContainsKey("highway"))
{
GameObject r = BuildRoadMesh(w);
r.transform.parent = roadsRoot.transform;
}
}
Debug.Log("Map generation complete: " + parsedWays.Count + " ways, " + nodes.Count + " nodes.");
}
yield return StartCoroutine(RenderMap());
}
void ClearChildren()
{
List<GameObject> toDestroy = new List<GameObject>();
foreach (Transform t in transform)
toDestroy.Add(t.gameObject);
foreach (var g in toDestroy)
DestroyImmediate(g);
}
#region Overpass XML parsing
class Way
{
public long id;
public List<long> nodeRefs = new List<long>();
public Dictionary<string, string> tags = new Dictionary<string, string>();
}
void ParseOverpassXml(string xmlText)
{
nodes.Clear();
parsedWays.Clear();
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlText);
XmlNode osm = doc.SelectSingleNode("/osm");
if (osm == null) return;
// parse nodes
foreach (XmlNode node in osm.SelectNodes("node"))
{
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
nodes[id] = new Vector2((float)lat, (float)lon);
}
// parse ways
foreach (XmlNode wayNode in osm.SelectNodes("way"))
{
Way w = new Way();
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
foreach (XmlNode child in wayNode.ChildNodes)
{
if (child.Name == "nd")
{
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
w.nodeRefs.Add(r);
}
else if (child.Name == "tag")
{
string k = child.Attributes["k"].Value;
string v = child.Attributes["v"].Value;
w.tags[k] = v;
}
}
parsedWays.Add(w);
}
}
#endregion
#region Utilities: latlon to local meters
// Convert latitude/longitude to local XY meters relative to center point
Vector3 LatLonToLocal(double lat, double lon)
{
// Use simple equirectangular projection around center (latitude, longitude)
double lat0 = latitude;
double lon0 = longitude;
double dLat = (lat - lat0) * Mathf.Deg2Rad;
double dLon = (lon - lon0) * Mathf.Deg2Rad;
double R = 6378137.0; // Earth radius in meters
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
double y = R * dLat;
return new Vector3((float)x / metersPerUnit, 0f, (float)y / metersPerUnit);
}
Vector3 NodeIdToLocal(long nodeId)
{
if (!nodes.ContainsKey(nodeId))
return Vector3.zero;
Vector2 latlon = nodes[nodeId];
return LatLonToLocal(latlon.x, latlon.y);
}
#endregion
#region Mesh builders
GameObject BuildBuildingMesh(Way w)
{
// gather polygon points
List<Vector3> poly = new List<Vector3>();
foreach (var id in w.nodeRefs)
{
Vector3 p = NodeIdToLocal(id);
poly.Add(p);
}
// ensure closed
if (poly.Count < 3) return null;
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
poly.Add(poly[0]);
// determine height
float height = defaultBuildingHeight;
if (w.tags.ContainsKey("height"))
{
if (TryParseHeight(w.tags["height"], out float h)) height = h;
}
else if (w.tags.ContainsKey("building:levels"))
{
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
else if (w.tags.ContainsKey("levels"))
{
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
// create GameObject
GameObject go = new GameObject("Building_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = buildingMaterial;
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
Mesh mesh = new Mesh();
mesh.name = "BuildingMesh_" + w.id;
// Convert poly to 2D points (XZ plane)
List<Vector2> poly2D = new List<Vector2>();
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
// triangulate roof
List<int> roofTris = Triangulate(poly2D);
if (roofTris == null || roofTris.Count == 0)
{
Debug.LogWarning("Triangulation failed for building " + w.id);
return go;
}
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
int n = poly2D.Count;
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
List<Vector3> verts = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// Roof triangles - each triangle gets its own vertices
for (int i = 0; i < roofTris.Count; i += 3)
{
int idx0 = roofTris[i];
int idx1 = roofTris[i + 1];
int idx2 = roofTris[i + 2];
Vector2 p0 = poly2D[idx0];
Vector2 p1 = poly2D[idx1];
Vector2 p2 = poly2D[idx2];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y));
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y));
verts.Add(new Vector3(p2.x, height / metersPerUnit, p2.y));
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
uvs.Add(new Vector2(p0.x, p0.y));
uvs.Add(new Vector2(p1.x, p1.y));
uvs.Add(new Vector2(p2.x, p2.y));
}
// Walls - each quad gets its own 4 vertices
for (int i = 0; i < n; i++)
{
int iNext = (i + 1) % n;
Vector2 p0 = poly2D[i];
Vector2 p1 = poly2D[iNext];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y)); // top left
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y)); // top right
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx + 3);
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(1, 0));
uvs.Add(new Vector2(1, 1));
}
mesh.SetVertices(verts);
mesh.SetTriangles(triangles, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
// Center object (using first roof vertex as reference)
Vector3 centroid = Vector3.zero;
for (int i = 0; i < roofTris.Count; i += 3)
{
centroid += verts[i];
}
centroid /= (roofTris.Count / 3);
go.transform.position = centroid * -1f;
// Move the roof/walls vertices back to local space
Vector3[] adjustedVerts = mesh.vertices;
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
mesh.vertices = adjustedVerts;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return go;
}
GameObject BuildRoadMesh(Way w)
{
// build polyline
List<Vector3> pts = new List<Vector3>();
foreach (var id in w.nodeRefs)
pts.Add(NodeIdToLocal(id));
if (pts.Count < 2) return null;
float width = defaultRoadWidth;
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
width = wv;
else if (w.tags.ContainsKey("highway"))
{
// simple heuristic
string h = w.tags["highway"];
if (h == "motorway") width = motorwayWidth;
else if (h == "primary") width = primaryWidth;
else if (h == "secondary") width = secondaryWidth;
else if (h == "tertiary") width = tertiaryWidth;
else width = defaultRoadWidth;
}
GameObject go = new GameObject("Road_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = roadMaterial;
Mesh mesh = new Mesh();
mesh.name = "RoadMesh_" + w.id;
List<Vector3> verts = new List<Vector3>();
List<int> tris = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// build quad strip
for (int i = 0; i < pts.Count; i++)
{
Vector3 p = pts[i];
Vector3 dir;
if (i == 0) dir = (pts[i + 1] - p).normalized;
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
else dir = (pts[i + 1] - pts[i - 1]).normalized;
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
Vector3 left = p + normal * (width * 0.5f / metersPerUnit);
Vector3 right = p - normal * (width * 0.5f / metersPerUnit);
verts.Add(left);
verts.Add(right);
uvs.Add(new Vector2(0, i));
uvs.Add(new Vector2(1, i));
if (i > 0)
{
int baseIdx = verts.Count - 4;
tris.Add(baseIdx + 0);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 3);
}
}
mesh.SetVertices(verts);
mesh.SetTriangles(tris, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
go.transform.position = Vector3.zero;
return go;
}
#endregion
#region Helpers
bool TryParseHeight(string s, out float meters)
{
// try to parse heights like "12", "12.5m", "40 ft"
s = s.Trim();
meters = 0f;
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
{
meters = v;
return true;
}
// fallback: try to extract number
StringBuilder num = new StringBuilder();
foreach (char c in s)
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
{
meters = v; return true;
}
return false;
}
// Basic ear clipping triangulation for simple polygons (2D)
List<int> Triangulate(List<Vector2> poly)
{
List<int> indices = new List<int>();
int n = poly.Count;
if (n < 3) return indices;
List<int> V = new List<int>();
for (int i = 0; i < n; i++) V.Add(i);
int guard = 0;
while (V.Count > 3 && guard < 10000)
{
bool earFound = false;
for (int i = 0; i < V.Count; i++)
{
int prev = V[(i - 1 + V.Count) % V.Count];
int curr = V[i];
int next = V[(i + 1) % V.Count];
Vector2 a = poly[prev];
Vector2 b = poly[curr];
Vector2 c = poly[next];
if (!IsConvex(a, b, c)) continue;
bool hasPointInside = false;
for (int j = 0; j < V.Count; j++)
{
int vi = V[j];
if (vi == prev || vi == curr || vi == next) continue;
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
}
if (hasPointInside) continue;
// ear found
indices.Add(prev);
indices.Add(curr);
indices.Add(next);
V.RemoveAt(i);
earFound = true;
break;
}
if (!earFound) break;
guard++;
}
if (V.Count == 3)
{
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
}
return indices;
}
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
{
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
}
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
{
float area = TriangleArea(a, b, c);
float area1 = TriangleArea(p, b, c);
float area2 = TriangleArea(a, p, c);
float area3 = TriangleArea(a, b, p);
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
}
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
{
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
}
#endregion
}

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

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WhackTheMoleTask : MonoBehaviour, ITask
{
[Header("Game Settings")]
public float moleAppearTime = 1.5f;
public float spawnInterval = 0.8f;
public int gameDuration = 30;
public int scoreThreshold = 5;
[Header("UI References")]
public List<Button> holes;
public TMP_Text scoreText;
public TMP_Text timerText;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
private int _score;
private float _timer;
private bool _gameRunning;
private Button _activeMole;
private int _lastHoleIndex = -1;
private Coroutine _hideMoleCoroutine;
private Coroutine _gameLoopCoroutine;
private void Start()
{
Initialize(null);
_gameLoopCoroutine = StartCoroutine(GameLoop());
}
private void OnDisable()
{
ExitTask(_onExit);
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
_score = 0;
_gameRunning = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
Debug.Log("[WhackTheMole] Task completed!");
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_gameRunning = false;
StopGameCoroutines();
SetAllHolesInactive();
_onExit?.Invoke(this);
}
private IEnumerator GameLoop()
{
_timer = gameDuration;
_score = 0;
_gameRunning = true;
RefreshScore();
RefreshTimer();
float nextSpawn = 0f;
while (_timer > 0f && _gameRunning)
{
_timer -= Time.deltaTime;
nextSpawn -= Time.deltaTime;
RefreshTimer();
if (nextSpawn <= 0f)
{
SpawnMole();
nextSpawn = spawnInterval;
}
yield return null;
}
_gameRunning = false;
EndGame();
}
private void SpawnMole()
{
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
if (_activeMole != null) _activeMole.gameObject.SetActive(false);
int index = PickHoleIndex();
_lastHoleIndex = index;
_activeMole = holes[index];
_activeMole.gameObject.SetActive(true);
Button thisHole = _activeMole;
_activeMole.onClick.RemoveAllListeners();
_activeMole.onClick.AddListener(() => OnMoleHit(thisHole));
_hideMoleCoroutine = StartCoroutine(AutoHideMole(thisHole, moleAppearTime));
}
private int PickHoleIndex()
{
if (holes.Count == 1) return 0;
int index;
int attempts = 0;
const int maxAttempts = 10;
do
{
index = UnityEngine.Random.Range(0, holes.Count);
attempts++;
} while (index == _lastHoleIndex && attempts < maxAttempts);
return index;
}
private IEnumerator AutoHideMole(Button mole, float delay)
{
yield return new WaitForSeconds(delay);
if (mole == _activeMole) mole.gameObject.SetActive(false);
_activeMole = null;
_hideMoleCoroutine = null;
}
private void OnMoleHit(Button mole)
{
if (!_gameRunning) return;
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
mole.gameObject.SetActive(false);
if (mole == _activeMole) _activeMole = null;
_score++;
RefreshScore();
}
private void EndGame()
{
SetAllHolesInactive();
Debug.Log($"[WhackTheMole] Game ended. Score: {_score} / Threshold: {scoreThreshold}");
if (_score >= scoreThreshold) Complete();
}
private void StopGameCoroutines()
{
if (_hideMoleCoroutine != null) { StopCoroutine(_hideMoleCoroutine); _hideMoleCoroutine = null; }
if (_gameLoopCoroutine != null) { StopCoroutine(_gameLoopCoroutine); _gameLoopCoroutine = null; }
}
private void SetAllHolesInactive()
{
if (holes == null) return;
foreach (var hole in holes)
if (hole != null) hole.gameObject.SetActive(false);
_activeMole = null;
}
private void RefreshScore() { if (scoreText != null) scoreText.text = $"Score: {_score}"; }
private void RefreshTimer() { if (timerText != null) timerText.text = $"Time: {Mathf.CeilToInt(_timer)}"; }
}

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