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2d7b5481c0
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 50a0b21c151e150428fd2803d6b95db0
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guid: 799f52449ae21404c9a7593f6dc28c60
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@@ -1,148 +0,0 @@
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using UnityEngine;
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using GeoSus.Client;
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using Subsystems;
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using System.Collections;
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using System;
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using TMPro;
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/*
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GameManager - hlavní tøida pro správu hry
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GameManager_Network - subsystém pro správu komunikace se serverem
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GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
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GameManager_Map - subsystém pro správu mapy a prostøedí
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GameManager_Input - subsystém pro správu vstupu od hráèe
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GameManager_UI - subsystém pro správu uživatelského rozhraní
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GamaManager_Stats - subsystém pro správu statistik pro server
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*/
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public class GameManager : MonoBehaviour
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{
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[Header("Subsystems")]
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protected GameManager_Network networkSubsystem;
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protected GameManager_UI uiSubsystem;
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protected GameManager_Map mapSubsystem;
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protected GameManager_Input inputSubsystem;
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protected GameClient gameClient;
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[Header("Player Info")]
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public string displayName;
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[Header("UI Elements")]
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public Canvas JoinCreateLobby;
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public Canvas InLobby;
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public Canvas LoadingScreen;
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public Canvas GameScreen;
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[Header("Map")]
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public GameObject MapCenterPoint;
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public BuildingSettings buildingSettings;
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public PathwaySettings pathwaySettings;
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public AreaSettings areaSettings;
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[Header("GPS")]
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public GameObject Player;
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[Header("Debug")]
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public bool testMode = false;
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private GameClient _secondClient;
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private GameClient _thirdClient;
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private GameManager_Network _secondNetwork;
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private GameManager_Network _thirdNetwork;
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void Start()
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{
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DontDestroyOnLoad(this);
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if (displayName == null || displayName == "")
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{
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displayName = GenerateUsername();
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}
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if (testMode)
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{
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_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
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_secondNetwork = new GameManager_Network(_secondClient);
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_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
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_thirdNetwork = new GameManager_Network(_thirdClient);
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_secondNetwork.OpenConection();
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_thirdNetwork.OpenConection();
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}
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gameClient = new GameClient(GenerateUUID(), displayName);
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uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
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networkSubsystem = new GameManager_Network(gameClient);
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mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
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inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
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networkSubsystem.OpenConection();
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}
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private void Update()
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{
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if (gameClient.CurrentLobbyState != null)
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{
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uiSubsystem.UpdateLobbyUI();
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}
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try
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{
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if (gameClient.CurrentLobbyState.MapDataReady)
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{
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mapSubsystem.BuildMap();
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gameClient.CurrentLobbyState.MapDataReady = false;
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}
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}
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catch (NullReferenceException ex) { }
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inputSubsystem.positionCheck();
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}
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protected string GenerateUUID()
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{
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string UUID = System.Guid.NewGuid().ToString();
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Debug.Log(UUID);
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return UUID;
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}
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protected string GenerateUsername()
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{
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string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
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Debug.Log(Username);
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return Username;
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}
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public void CreateLobbyButton()
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{
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networkSubsystem.CrateLobby(50.7727264, 15.0719876);
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if (testMode)
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{
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StartCoroutine(ConnectTestClients());
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}
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}
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public void JoinLobbyButton()
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{
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TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
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if (joinCode.text != null && joinCode.text != "")
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{
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networkSubsystem.JoinLobby(joinCode.text);
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}
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else
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{
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Debug.Log("Join code is empty!");
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}
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}
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public void LeaveLobbyButton()
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{
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networkSubsystem.LeaveLobby();
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}
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public void StartGameButton()
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{
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networkSubsystem.StartGame();
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}
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void OnApplicationQuit()
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{
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gameClient.Disconnect();
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_secondClient?.Disconnect();
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_thirdClient?.Disconnect();
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}
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IEnumerator ConnectTestClients()
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{
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yield return new WaitForSeconds(2f);
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_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 22bf82e679cf6e1419440d236360ba3b
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@@ -1,254 +0,0 @@
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using UnityEngine;
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using GeoSus.Client;
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using System;
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using System.Collections;
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namespace Subsystems
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{
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internal class CoroutineHost : MonoBehaviour
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{
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public CoroutineHost() { }
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}
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internal enum GPSState
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{
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Uninitialized,
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Initializing,
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Running,
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Failed
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}
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public static class PositonExtensions
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{
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public static Position ToLocal(this Position position, Position center)
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{
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double latDiff = position.Lat - center.Lat;
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double lonDiff = position.Lon - center.Lon;
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double metersPerDegreeLat = 111320.0;
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double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
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float x = (float)(lonDiff * metersPerDegreeLon);
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float z = (float)(latDiff * metersPerDegreeLat);
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return new Position(z, x);
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}
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public static Vector3 ToLocalVector3(this Position position, Position center)
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{
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return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
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}
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public static Vector3 ToVector3(this Position position)
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{
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return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
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}
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public static double DistanceTo(this Vector3 pos, Vector3 other)
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{
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return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
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}
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}
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public class GameManager_Input
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{
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private GameClient _gameClient;
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private Position _currentPosition;
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private Position _lastSentPosition;
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private GameObject _player;
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private bool _testMode;
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private GPSState _GPSState = GPSState.Uninitialized;
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private float _speed = 0.00001f;
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private Position _mapCenter;
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private CoroutineHost _coroutineHost = new CoroutineHost();
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public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
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{
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_gameClient = gameClient;
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_player = player;
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_testMode = testMode;
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}
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public void positionCheck()
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{
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try
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{
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if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
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{
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if (_testMode)
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{
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if (_currentPosition == null || _currentPosition == new Position(0, 0))
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{
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//Init blok
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_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
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_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
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_lastSentPosition = _currentPosition;
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}
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TestPlayerPosition();
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}
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else
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{
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if (_GPSState == GPSState.Uninitialized)
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{
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_coroutineHost.StartCoroutine(InitiallizeGPS());
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return;
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}
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else if (_GPSState == GPSState.Initializing)
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{
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return;
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}
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else if (_GPSState == GPSState.Running)
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{
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try
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{
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if (_currentPosition != _lastSentPosition)
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{
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_gameClient.UpdatePosition(_currentPosition);
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_lastSentPosition = _currentPosition;
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_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
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_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
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}
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}
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catch (Exception ex)
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{
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Debug.Log(ex);
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}
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}
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else
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{
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Debug.Log("GPS failed, trying again...");
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_GPSState = GPSState.Uninitialized;
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}
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}
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}
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}
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catch (NullReferenceException ex) { Debug.Log(ex); }
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}
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private void TestPlayerPosition()
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{
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double x = Input.GetAxis("Horizontal");
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double y = Input.GetAxis("Vertical");
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Debug.Log($"Input: {x}, {y}");
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_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
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Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
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var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
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Debug.Log($"Local Current Position: {localCurrent}");
|
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var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
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if (heading != null)
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{
|
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Debug.Log($"Heading: {heading}");
|
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_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
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}
|
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_player.transform.position = localCurrent;
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try
|
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{
|
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if (_currentPosition != _lastSentPosition)
|
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{
|
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_gameClient.UpdatePosition(_currentPosition);
|
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_lastSentPosition = _currentPosition;
|
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}
|
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}
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catch
|
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{
|
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_gameClient.UpdatePosition(_currentPosition);
|
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_lastSentPosition = _currentPosition;
|
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}
|
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}
|
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private double? CalculateHeading(Vector3 first, Vector3 second)
|
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{
|
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double? heading = null;
|
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if ((first - second).magnitude == 0)
|
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{
|
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return null;
|
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}
|
||||
else if (first.x == second.x && first.z < second.z)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (first.x == second.x && first.z > second.z)
|
||||
{
|
||||
return 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z == second.z)
|
||||
{
|
||||
return 270;
|
||||
}
|
||||
else if (first.x < second.x && first.z == second.z)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
else if (first.x < second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI;
|
||||
}
|
||||
else if (first.x < second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI + 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else if (first.x > second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
return heading;
|
||||
}
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
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if (!Input.location.isEnabledByUser)
|
||||
{
|
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Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
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}
|
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// Starts the location service.
|
||||
|
||||
float desiredAccuracyInMeters = 10f;
|
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float updateDistanceInMeters = 10f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
// Waits until the location service initializes
|
||||
int maxWait = 20;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait--;
|
||||
}
|
||||
|
||||
// If the service didn't initialize in 20 seconds this cancels location service use.
|
||||
if (maxWait < 1)
|
||||
{
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Timed out");
|
||||
yield break;
|
||||
}
|
||||
_GPSState = GPSState.Running;
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
// Check if the user has location service enabled.
|
||||
|
||||
|
||||
// If the connection failed this cancels location service use.
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
Debug.LogError("Unable to determine device location");
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
||||
yield return new WaitForSeconds(5f);
|
||||
}
|
||||
|
||||
// Stops the location service if there is no need to query location updates continuously.
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
||||
@@ -1,376 +0,0 @@
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Pseudo;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
namespace Subsystems{
|
||||
[System.Serializable]
|
||||
public class BuildingSettings
|
||||
{
|
||||
public Material ResidentalBuildingsMat;
|
||||
public float ResidentalBuildingHeight;
|
||||
public Material CommercialBuildingsMat;
|
||||
public float CommercialBuildingHeight;
|
||||
public Material IndustrialBuildingsMat;
|
||||
public float IndustrialBuildingHeight;
|
||||
public Material DefaultBuildingMat;
|
||||
public float DefaultBuildingHeight;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class PathwaySettings
|
||||
{
|
||||
public Material FootwayMat;
|
||||
public float FootwayWidth;
|
||||
public Material PathMat;
|
||||
public float PathWidth;
|
||||
public Material StepsMat;
|
||||
public float StepsWidth;
|
||||
public Material CyclewayMat;
|
||||
public float CyclewayWidth;
|
||||
public Material PedestrianMat;
|
||||
public float PedestrianWidth;
|
||||
public Material RoadMat;
|
||||
public float RoadWidth;
|
||||
public Material ServiceMat;
|
||||
public float ServiceWidth;
|
||||
public Material ResidentialMat;
|
||||
public float ResidentialWidth;
|
||||
public Material TrackMat;
|
||||
public float TrackWidth;
|
||||
public Material DefaultMat;
|
||||
public float DefaultWidth;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class AreaSettings
|
||||
{
|
||||
public Material ParkMat;
|
||||
public Material GardenMat;
|
||||
public Material PlaygroundMat;
|
||||
public Material ForestMat;
|
||||
public Material GrassMat;
|
||||
public Material WaterMat;
|
||||
public Material DefaultMat;
|
||||
}
|
||||
public class GameManager_Map
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private GameObject _mapCenterPoint;
|
||||
private Position _centerPosition;
|
||||
private BuildingSettings _buildingSettings;
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_mapCenterPoint = mapCenterPoint;
|
||||
_buildingSettings = buildingSettings;
|
||||
_pathwaySettings = pathwaySettings;
|
||||
_areaSettings = areaSettings;
|
||||
}
|
||||
public void BuildMap()
|
||||
{
|
||||
ClearChildren();
|
||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject pathRoot = new GameObject("Pathways");
|
||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject areaRoot = new GameObject("Areas");
|
||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||
{
|
||||
string buildingType = "Unknown";
|
||||
try
|
||||
{
|
||||
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
||||
}
|
||||
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
||||
building.Name = buildingType;
|
||||
GameObject b = BuildBuildingMesh(building);
|
||||
b.transform.parent = buildingsRoot.transform;
|
||||
}
|
||||
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
||||
{
|
||||
GameObject p = BuildPathwayMesh(path);
|
||||
p.transform.parent = pathRoot.transform;
|
||||
}
|
||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
{
|
||||
GameObject a = BuildAreaMesh(area);
|
||||
a.transform.parent = areaRoot.transform;
|
||||
}
|
||||
//TODO: POIs
|
||||
}
|
||||
void ClearChildren()
|
||||
{
|
||||
List<GameObject> toDestroy = new List<GameObject>();
|
||||
foreach (Transform t in _mapCenterPoint.transform)
|
||||
toDestroy.Add(t.gameObject);
|
||||
foreach (var g in toDestroy)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(g);
|
||||
}
|
||||
}
|
||||
#region Mesh Building
|
||||
GameObject BuildBuildingMesh(MapBuilding b)
|
||||
{
|
||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||
|
||||
// Výpočet středu budovy
|
||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||
building.transform.position = center;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||
|
||||
float height;
|
||||
Material mat;
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||
height = _buildingSettings.ResidentalBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
height = _buildingSettings.CommercialBuildingHeight;
|
||||
break;
|
||||
case "industrial":
|
||||
mat = _buildingSettings.IndustrialBuildingsMat;
|
||||
height = _buildingSettings.IndustrialBuildingHeight;
|
||||
break;
|
||||
default:
|
||||
mat = _buildingSettings.DefaultBuildingMat;
|
||||
height = _buildingSettings.DefaultBuildingHeight;
|
||||
break;
|
||||
}
|
||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy
|
||||
meshRenderer.material = mat;
|
||||
|
||||
// Přidání collideru pro interakci
|
||||
building.AddComponent<MeshCollider>();
|
||||
return building;
|
||||
}
|
||||
GameObject BuildPathwayMesh(MapPathway w)
|
||||
{
|
||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||
|
||||
// Použijeme LineRenderer pro jednoduchost
|
||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||
float width;
|
||||
Material mat;
|
||||
|
||||
switch (w.PathType)
|
||||
{
|
||||
case PathType.Footway:
|
||||
mat = _pathwaySettings.FootwayMat;
|
||||
width = _pathwaySettings.FootwayWidth;
|
||||
break;
|
||||
case PathType.Path:
|
||||
mat = _pathwaySettings.PathMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Steps:
|
||||
mat = _pathwaySettings.StepsMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Cycleway:
|
||||
mat = _pathwaySettings.CyclewayMat;
|
||||
width = _pathwaySettings.CyclewayWidth;
|
||||
break;
|
||||
case PathType.Pedestrian:
|
||||
mat = _pathwaySettings.PedestrianMat;
|
||||
width = _pathwaySettings.PedestrianWidth;
|
||||
break;
|
||||
case PathType.Road:
|
||||
mat = _pathwaySettings.RoadMat;
|
||||
width = _pathwaySettings.RoadWidth;
|
||||
break;
|
||||
case PathType.Service:
|
||||
mat = _pathwaySettings.ServiceMat;
|
||||
width = _pathwaySettings.ServiceWidth;
|
||||
break;
|
||||
case PathType.Residential:
|
||||
mat = _pathwaySettings.ResidentialMat;
|
||||
width = _pathwaySettings.ResidentialWidth;
|
||||
break;
|
||||
case PathType.Track:
|
||||
mat = _pathwaySettings.TrackMat;
|
||||
width = _pathwaySettings.TrackWidth;
|
||||
break;
|
||||
default:
|
||||
mat = _pathwaySettings.DefaultMat;
|
||||
width = _pathwaySettings.DefaultWidth;
|
||||
break;
|
||||
}
|
||||
|
||||
line.material = mat;
|
||||
line.widthMultiplier = width;
|
||||
|
||||
// Nastavení bodů cesty
|
||||
line.positionCount = w.Points.Count;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = 0.1f; // Mírně nad zemí
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
GameObject BuildAreaMesh(MapArea a)
|
||||
{
|
||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||
|
||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||
|
||||
// Vytvoření plochého mesh
|
||||
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
|
||||
Material mat;
|
||||
switch (a.AreaType)
|
||||
{
|
||||
case MapAreaType.Park:
|
||||
mat = _areaSettings.ParkMat;
|
||||
break;
|
||||
case MapAreaType.Garden:
|
||||
mat = _areaSettings.GardenMat;
|
||||
break;
|
||||
case MapAreaType.Playground:
|
||||
mat = _areaSettings.PlaygroundMat;
|
||||
break;
|
||||
case MapAreaType.Forest:
|
||||
mat = _areaSettings.ForestMat;
|
||||
break;
|
||||
case MapAreaType.Grass:
|
||||
mat = _areaSettings.GrassMat;
|
||||
break;
|
||||
case MapAreaType.Water:
|
||||
mat = _areaSettings.WaterMat;
|
||||
break;
|
||||
default:
|
||||
mat = _areaSettings.DefaultMat;
|
||||
break;
|
||||
}
|
||||
|
||||
meshRenderer.material = mat;
|
||||
|
||||
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||
|
||||
return area;
|
||||
}
|
||||
//TODO: POIs
|
||||
#endregion
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
{
|
||||
Vector3 center = Vector3.zero;
|
||||
foreach (var point in points)
|
||||
{
|
||||
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
}
|
||||
return center / points.Count;
|
||||
}
|
||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
|
||||
// Vertices - spodní a horní podstava
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
|
||||
// Triangles - jen boční stěny pro jednoduchost
|
||||
List<int> triangles = new List<int>();
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
int next = (i + 1) % vertexCount;
|
||||
|
||||
// Boční stěna - dva trojúhelníky
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next);
|
||||
|
||||
triangles.Add(next);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next + vertexCount);
|
||||
}
|
||||
|
||||
// Horní podstava - zjednodušená triangulace (fan)
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(vertexCount); // Střed (první bod horní)
|
||||
triangles.Add(vertexCount + i);
|
||||
triangles.Add(vertexCount + i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
Vector3[] vertices = new Vector3[vertexCount];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
}
|
||||
|
||||
// Triangulace - fan pattern
|
||||
List<int> triangles = new List<int>();
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
||||
@@ -1,162 +0,0 @@
|
||||
using GeoSus.Client;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Subsystems;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_Network
|
||||
{
|
||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||
private const int _serverPort = 7777;
|
||||
private GameClient _gameClient;
|
||||
private GameManager_Map _mapSubsystem;
|
||||
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.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||
break;
|
||||
case "PlayerLeft":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||
break;
|
||||
case "GameStarting":
|
||||
Debug.Log("Game is starting!");
|
||||
break;
|
||||
case "GameStarted":
|
||||
Debug.Log("Game started");
|
||||
break;
|
||||
case "MapDataReady":
|
||||
Debug.Log("Map data ready");
|
||||
break;
|
||||
case "PlayerMapDataReceived":
|
||||
Debug.Log("Player map data recieved");
|
||||
break;
|
||||
case "MapDataError":
|
||||
Debug.Log("Received MapData server error");
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||
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);
|
||||
}
|
||||
}
|
||||
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();
|
||||
}
|
||||
public void StartGame()
|
||||
{
|
||||
_gameClient.StartGame();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||
@@ -1,71 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.ComponentModel;
|
||||
using System.Threading;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_UI
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Canvas _CreateJoinLobby;
|
||||
private Canvas _InLobby;
|
||||
private Canvas _LoadingScreen;
|
||||
private Canvas _GameScreen;
|
||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_CreateJoinLobby = CreateJoinLobby;
|
||||
_LoadingScreen = LoadingScreen;
|
||||
_GameScreen = GameScreen;
|
||||
_InLobby = InLobby;
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
}
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState == null)
|
||||
{
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||
{
|
||||
_CreateJoinLobby.enabled = false;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = true;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||
{
|
||||
_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;
|
||||
return;
|
||||
}
|
||||
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Task //TODO: Typy úkolù
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using UnityEngine;
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//clankr
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public class RotaceZeme : MonoBehaviour
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{
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user