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13 Commits

Author SHA1 Message Date
2d7b5481c0 Code repair 2026-05-17 09:56:04 +02:00
7e89f37d90 z 99% dodelana dira minigame mozna jeste pridam malickosti 2026-05-02 17:15:31 +02:00
ad604daec7 optimalizace 2026-04-26 20:03:12 +02:00
a9ea88c125 minigame hole dokončeno 2026-04-26 14:41:06 +02:00
abbe4842fe Repaired hole minigame 2026-04-26 12:55:21 +02:00
74fa735322 dominiku pomoc 2026-04-26 10:04:37 +02:00
0a163b2a1e nekolik neonovych veci a animace kamery svetla z nejakyho duvodu funguji divne 2026-04-25 21:32:15 +02:00
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
999 changed files with 41802 additions and 247558 deletions

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fileFormatVersion: 2
guid: 50a0b21c151e150428fd2803d6b95db0
guid: 799f52449ae21404c9a7593f6dc28c60
folderAsset: yes
DefaultImporter:
externalObjects: {}

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using UnityEngine;
using GeoSus.Client;
using Subsystems;
using System.Collections;
using System;
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 GameManager_Map mapSubsystem;
protected GameManager_Input inputSubsystem;
protected GameClient gameClient;
[Header("Player Info")]
public string displayName;
[Header("UI Elements")]
public Canvas JoinCreateLobby;
public Canvas InLobby;
public Canvas LoadingScreen;
public Canvas GameScreen;
[Header("Map")]
public GameObject MapCenterPoint;
public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings;
public AreaSettings areaSettings;
[Header("GPS")]
public GameObject Player;
[Header("Debug")]
public bool testMode = false;
private GameClient _secondClient;
private GameClient _thirdClient;
private GameManager_Network _secondNetwork;
private GameManager_Network _thirdNetwork;
void Start()
{
DontDestroyOnLoad(this);
if (displayName == null || displayName == "")
{
displayName = GenerateUsername();
}
if (testMode)
{
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
_secondNetwork = new GameManager_Network(_secondClient);
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
_thirdNetwork = new GameManager_Network(_thirdClient);
_secondNetwork.OpenConection();
_thirdNetwork.OpenConection();
}
gameClient = new GameClient(GenerateUUID(), displayName);
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
networkSubsystem = new GameManager_Network(gameClient);
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
networkSubsystem.OpenConection();
}
private void Update()
{
if (gameClient.CurrentLobbyState != null)
{
uiSubsystem.UpdateLobbyUI();
}
try
{
if (gameClient.CurrentLobbyState.MapDataReady)
{
mapSubsystem.BuildMap();
gameClient.CurrentLobbyState.MapDataReady = false;
}
}
catch (NullReferenceException ex) { }
inputSubsystem.positionCheck();
}
protected string GenerateUUID()
{
string UUID = System.Guid.NewGuid().ToString();
Debug.Log(UUID);
return UUID;
}
protected string GenerateUsername()
{
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();
Debug.Log(Username);
return Username;
}
public void CreateLobbyButton()
{
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
if (testMode)
{
StartCoroutine(ConnectTestClients());
}
}
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();
}
public void StartGameButton()
{
networkSubsystem.StartGame();
}
void OnApplicationQuit()
{
gameClient.Disconnect();
_secondClient?.Disconnect();
_thirdClient?.Disconnect();
}
IEnumerator ConnectTestClients()
{
yield return new WaitForSeconds(2f);
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
}
}

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fileFormatVersion: 2
guid: 22bf82e679cf6e1419440d236360ba3b

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using UnityEngine;
using GeoSus.Client;
using System;
using System.Collections;
namespace Subsystems
{
internal class CoroutineHost : MonoBehaviour
{
public CoroutineHost() { }
}
internal enum GPSState
{
Uninitialized,
Initializing,
Running,
Failed
}
public static class PositonExtensions
{
public static Position ToLocal(this Position position, Position center)
{
double latDiff = position.Lat - center.Lat;
double lonDiff = position.Lon - center.Lon;
double metersPerDegreeLat = 111320.0;
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
float x = (float)(lonDiff * metersPerDegreeLon);
float z = (float)(latDiff * metersPerDegreeLat);
return new Position(z, x);
}
public static Vector3 ToLocalVector3(this Position position, Position center)
{
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
}
public static Vector3 ToVector3(this Position position)
{
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
}
public static double DistanceTo(this Vector3 pos, Vector3 other)
{
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
}
}
public class GameManager_Input
{
private GameClient _gameClient;
private Position _currentPosition;
private Position _lastSentPosition;
private GameObject _player;
private bool _testMode;
private GPSState _GPSState = GPSState.Uninitialized;
private float _speed = 0.00001f;
private Position _mapCenter;
private CoroutineHost _coroutineHost = new CoroutineHost();
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
{
_gameClient = gameClient;
_player = player;
_testMode = testMode;
}
public void positionCheck()
{
try
{
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
{
if (_testMode)
{
if (_currentPosition == null || _currentPosition == new Position(0, 0))
{
//Init blok
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
_lastSentPosition = _currentPosition;
}
TestPlayerPosition();
}
else
{
if (_GPSState == GPSState.Uninitialized)
{
_coroutineHost.StartCoroutine(InitiallizeGPS());
return;
}
else if (_GPSState == GPSState.Initializing)
{
return;
}
else if (_GPSState == GPSState.Running)
{
try
{
if (_currentPosition != _lastSentPosition)
{
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
}
}
catch (Exception ex)
{
Debug.Log(ex);
}
}
else
{
Debug.Log("GPS failed, trying again...");
_GPSState = GPSState.Uninitialized;
}
}
}
}
catch (NullReferenceException ex) { Debug.Log(ex); }
}
private void TestPlayerPosition()
{
double x = Input.GetAxis("Horizontal");
double y = Input.GetAxis("Vertical");
Debug.Log($"Input: {x}, {y}");
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
Debug.Log($"Local Current Position: {localCurrent}");
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
if (heading != null)
{
Debug.Log($"Heading: {heading}");
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
}
_player.transform.position = localCurrent;
try
{
if (_currentPosition != _lastSentPosition)
{
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
}
}
catch
{
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
}
}
private double? CalculateHeading(Vector3 first, Vector3 second)
{
double? heading = null;
if ((first - second).magnitude == 0)
{
return null;
}
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;
if (!Input.location.isEnabledByUser)
{
Debug.LogError("Location not enabled on device or app does not have permission to access location");
}
// Starts the location service.
float desiredAccuracyInMeters = 10f;
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());
}
}
}

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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
}
}

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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();
}
}
}

View File

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@@ -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;
}
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
{
_CreateJoinLobby.enabled = false;
_InLobby.enabled = false;
_GameScreen.enabled = true;
_LoadingScreen.enabled = false;
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
return;
}
}
}
}

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@@ -1,7 +1,8 @@
//using GeoSus.Client;
using GeoSus.Client;
using System;
using UnityEngine;
public enum TaskType
{
Task //TODO: Typy úkolù
@@ -14,7 +15,7 @@ public interface ITask
public string TaskID { get; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; } // Typ úkolu
public string TaskName { get; } // Viditelný název úkolu
public (double, double) TaskLocation { get; } // Polohy na mapì
public Position TaskLocation { get; } // Polohy na mapì
public bool IsCompleted { get; } // Stav dokonèení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu

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using UnityEngine;
//clankr
public class RotaceZeme : MonoBehaviour
{
public float rychlost = 20f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
transform.Rotate(Vector3.up, rychlost * Time.deltaTime);
}
}

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