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3 Commits

Author SHA1 Message Date
e0a4cf31b2 prejmenovani souboru na mapu a design mapy fixnuto 2026-05-17 14:20:33 +02:00
023bddc91b conflict partially resolved 2026-05-17 11:31:00 +02:00
ab6263cb10 skybox,design domecku a cest 2026-04-26 13:17:30 +02:00
318 changed files with 4015 additions and 20816 deletions

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@@ -1,13 +0,0 @@
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"Bash(nul)",
"Bash(mkdir:*)",
"Bash(dir:*)",
"Bash(findstr:*)",
"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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1
.gitignore vendored
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@@ -303,7 +303,6 @@ PublishScripts/
*.nupkg *.nupkg
# NuGet Symbol Packages # NuGet Symbol Packages
*.snupkg *.snupkg
# The packages folder can be ignored because of Package Restore
# except build/, which is used as an MSBuild target. # except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/ !**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed # Uncomment if necessary however generally it will be regenerated when needed

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@@ -1,810 +0,0 @@
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('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

@@ -1,791 +0,0 @@
/* 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"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
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require += info_simulate[argc];
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description = Re-running CMake...
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@@ -1,44 +0,0 @@
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View File

@@ -1,17 +0,0 @@
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View File

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File diff suppressed because one or more lines are too long

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@@ -1,2 +0,0 @@
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View File

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"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp"
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@@ -1,21 +0,0 @@
-HC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
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-BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
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{
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@@ -1,28 +0,0 @@
# Values used to calculate the hash in this folder name.
# Should not depend on the absolute path of the project itself.
# - AGP: 8.10.0.
# - $NDK is the path to NDK 27.2.12479018.
# - $PROJECT is the path to the parent folder of the root Gradle build file.
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# - $HASH is the hash value computed from this text.
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# - $NINJA is the path to Ninja.
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@@ -1,18 +0,0 @@
if(NOT TARGET game-activity::game-activity)
add_library(game-activity::game-activity STATIC IMPORTED)
set_target_properties(game-activity::game-activity PROPERTIES
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/libs/android.arm64-v8a/libgame-activity.a"
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/include"
INTERFACE_LINK_LIBRARIES ""
)
endif()
if(NOT TARGET game-activity::game-activity_static)
add_library(game-activity::game-activity_static STATIC IMPORTED)
set_target_properties(game-activity::game-activity_static PROPERTIES
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a"
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include"
INTERFACE_LINK_LIBRARIES ""
)
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@@ -3,9 +3,8 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using UnityEditor; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Localization.Pseudo;
using UnityEngine.UI; using UnityEngine.UI;
@@ -13,8 +12,8 @@ namespace Subsystems{
[System.Serializable] [System.Serializable]
public class BuildingSettings public class BuildingSettings
{ {
public Material ResidentalBuildingsMat; public Material ResidentialBuildingsMat;
public float ResidentalBuildingHeight; public float ResidentialBuildingHeight;
public Material CommercialBuildingsMat; public Material CommercialBuildingsMat;
public float CommercialBuildingHeight; public float CommercialBuildingHeight;
public Material IndustrialBuildingsMat; public Material IndustrialBuildingsMat;
@@ -65,7 +64,44 @@ namespace Subsystems{
private BuildingSettings _buildingSettings; private BuildingSettings _buildingSettings;
private PathwaySettings _pathwaySettings; private PathwaySettings _pathwaySettings;
private AreaSettings _areaSettings; private AreaSettings _areaSettings;
private const float _metersPerUnit = 1f; private const float _metersPerUnit = 1f;
// ── Layer Y separation (single source of truth for vertical stacking) ───
// Areas at the bottom, paths above areas, buildings extruded upward from
// their own base, POIs floating well above everything else. Z-fighting
// happens when adjacent geometry shares a Y; these constants keep each
// logical layer at a distinct elevation.
private const float kAreaBaseY = 0.10f;
private const float kPathY = 0.30f;
private const float kBuildingBaseY = 0.50f;
private const float kPoiY = 2.00f;
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
// but turned out to be the cause of the "blank map in mobile game view,
// fine in scene view" regression: forcing transparent-class shaders
// (default queue 3000+) into the Geometry range (2000-2150) breaks
// their depth-write/blend assumptions on mobile shader paths. The
// editor's scene view masks it because it uses different render paths
// and post-process is off there. Queue forcing removed in P8;
// disambiguation is now via Y-layering + per-area Y-stagger alone,
// which the depth buffer resolves correctly even on weak mobile GPUs.
// ── Marker sizing (top-down camera, units = meters) ─────────────────
// The camera's orthographic size pushes "1 meter" to a small fraction
// of the screen. Markers need to be visibly larger than buildings'
// footprints for instant recognition.
private const float kMarkerHeight = 8f; // pillar height
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
private const float kLabelY = 9f; // text label sits above pillar top
private const float kLabelFontSize = 14f; // 3D text size in world units
// Runtime marker collections
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
private List<GameObject> _sabotageMarkers = new List<GameObject>();
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings) public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
{ {
_gameClient = gameClient; _gameClient = gameClient;
@@ -74,8 +110,25 @@ namespace Subsystems{
_pathwaySettings = pathwaySettings; _pathwaySettings = pathwaySettings;
_areaSettings = areaSettings; _areaSettings = areaSettings;
} }
public bool IsSceneReady => _mapCenterPoint != null;
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
public void BuildMap() public void BuildMap()
{ {
if (_mapCenterPoint == null)
{
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
return;
}
if (_gameClient?.CurrentLobbyState?.MapData == null)
{
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
return;
}
ClearChildren(); ClearChildren();
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center; _centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
GameObject buildingsRoot = new GameObject("Buildings"); GameObject buildingsRoot = new GameObject("Buildings");
@@ -109,7 +162,133 @@ namespace Subsystems{
GameObject a = BuildAreaMesh(area); GameObject a = BuildAreaMesh(area);
a.transform.parent = areaRoot.transform; a.transform.parent = areaRoot.transform;
} }
//TODO: POIs
GameObject poiRoot = new GameObject("POIs");
poiRoot.transform.parent = _mapCenterPoint.transform;
int poiCount = 0;
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
{
GameObject p = BuildPOIMarker(poi);
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
}
// Diagnostic - if the user reports "map missing in game view" but
// the counts here are non-zero, the bug is camera/culling related,
// not a build issue.
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
$"scale={_mapCenterPoint.transform.localScale}");
}
/// <summary>
/// Build a tall, brightly-colored pillar for a Point of Interest with
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
/// flat on the XZ plane facing UP so it reads correctly under the
/// orthogonal top-down camera.
/// </summary>
private GameObject BuildPOIMarker(MapPOI poi)
{
if (poi == null) return null;
var color = ColorForPOI(poi.POIType);
string label = LabelForPOI(poi.POIType);
var pos = poi.Location.ToLocalVector3(_centerPosition);
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
}
/// <summary>
/// Shared marker builder: tall colored cylinder pillar + 3D text label
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
/// they all share a visual language ("colored pillar with a name").
/// </summary>
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
{
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
go.name = name;
// Strip the auto-added collider - markers are visual only.
var col = go.GetComponent<Collider>();
if (col != null) UnityEngine.Object.Destroy(col);
go.transform.position = worldPos + Vector3.up * kMarkerY;
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
var mr = go.GetComponent<MeshRenderer>();
if (mr != null)
{
// One .material access -> single clone of the primitive's
// default mat. Don't touch renderQueue (P3 regression cause).
var inst = mr.material;
if (inst != null) inst.color = color;
}
// 3D text label - lays flat on top of the pillar facing up.
// Parented to the marker so it follows position changes.
var labelGO = new GameObject("Label");
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
// the cylinder primitive is 2 units tall in local space, so its
// top is at local +1. Label sits a hair above that.
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
// Rotate 90 around X so the text quad's normal points +Y (toward
// the top-down camera). The default TMP forward is +Z.
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
// Compensate for the cylinder's non-uniform parent scale so the
// text size in world units matches kLabelFontSize regardless of
// how the pillar was scaled.
labelGO.transform.localScale = new Vector3(
1f / kMarkerRadius,
1f / (kMarkerHeight * 0.5f),
1f / kMarkerRadius);
var tmp = labelGO.AddComponent<TextMeshPro>();
tmp.text = label;
tmp.fontSize = kLabelFontSize;
tmp.color = Color.white;
tmp.fontStyle = FontStyles.Bold;
tmp.alignment = TextAlignmentOptions.Center;
tmp.outlineColor = Color.black;
tmp.outlineWidth = 0.25f;
// Reasonable bounds so the text mesh isn't auto-clipped.
var rt = tmp.rectTransform;
rt.sizeDelta = new Vector2(20, 4);
return go;
}
private static Color ColorForPOI(MapPOIType type)
{
switch (type)
{
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
}
}
private static string LabelForPOI(MapPOIType type)
{
switch (type)
{
case MapPOIType.FoodDrink: return "FOOD";
case MapPOIType.Shop: return "SHOP";
case MapPOIType.Health: return "HEALTH";
case MapPOIType.Transport: return "TRANSIT";
case MapPOIType.Culture: return "CULTURE";
case MapPOIType.Landmark: return "LANDMARK";
case MapPOIType.Recreation: return "PARK";
default: return "POI";
}
} }
void ClearChildren() void ClearChildren()
{ {
@@ -126,9 +305,12 @@ namespace Subsystems{
{ {
var building = new GameObject($"Building_{b.Name ?? "Unknown"}"); var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
// Výpočet středu budovy // Výpočet středu budovy. Lift the base above kPathY so building
// walls visibly extrude *upward* from above the road/area layer
// instead of starting at ground (which made them clip into paved
// areas that share their footprint).
Vector3 center = CalculatePolygonCenter(b.Outline); Vector3 center = CalculatePolygonCenter(b.Outline);
building.transform.position = center; building.transform.position = center + Vector3.up * kBuildingBaseY;
// Vytvoření mesh pro budovu // Vytvoření mesh pro budovu
MeshFilter meshFilter = building.AddComponent<MeshFilter>(); MeshFilter meshFilter = building.AddComponent<MeshFilter>();
@@ -139,8 +321,8 @@ namespace Subsystems{
switch (b.BuildingType.ToLower()) switch (b.BuildingType.ToLower())
{ {
case "residential": case "residential":
mat = _buildingSettings.ResidentalBuildingsMat; mat = _buildingSettings.ResidentialBuildingsMat;
height = _buildingSettings.ResidentalBuildingHeight; height = _buildingSettings.ResidentialBuildingHeight;
break; break;
case "commercial": case "commercial":
mat = _buildingSettings.CommercialBuildingsMat; mat = _buildingSettings.CommercialBuildingsMat;
@@ -159,8 +341,12 @@ namespace Subsystems{
meshFilter.mesh = mesh; meshFilter.mesh = mesh;
//TODO: material by type //TODO: material by type
// Použijeme barvu podle typu budovy // Použijeme barvu podle typu budovy. Use sharedMaterial to keep
meshRenderer.material = mat; // the project's Material asset reference - no clone, no leak.
// Y-position alone disambiguates building geometry from area/path
// layers; we don't need renderQueue overrides (which broke mobile
// rendering for transparent-class shaders in P3).
meshRenderer.sharedMaterial = mat;
// Přidání collideru pro interakci // Přidání collideru pro interakci
building.AddComponent<MeshCollider>(); building.AddComponent<MeshCollider>();
@@ -219,15 +405,19 @@ namespace Subsystems{
break; break;
} }
line.material = mat; // sharedMaterial avoids the LineRenderer cloning the project's
// shared path Material on every BuildMap call. Queue overrides
// dropped (P3 mobile-render regression cause).
line.sharedMaterial = mat;
line.widthMultiplier = width; line.widthMultiplier = width;
// Nastavení bodů cesty // Nastavení bodů cesty - kPathY sits above all area polygons but
// below building bases, so paths visibly run on top of areas.
line.positionCount = w.Points.Count; line.positionCount = w.Points.Count;
for (int i = 0; i < w.Points.Count; i++) for (int i = 0; i < w.Points.Count; i++)
{ {
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center); Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
pos.y = 0.1f; // Mírně nad zemí pos.y = kPathY;
line.SetPosition(i, pos); line.SetPosition(i, pos);
} }
return path; return path;
@@ -270,13 +460,58 @@ namespace Subsystems{
break; break;
} }
meshRenderer.material = mat; // sharedMaterial: no per-area material clone. Render-queue forcing
// dropped in P8 (caused mobile-render regression). The Y-stagger
// below alone now drives "smaller polygon on top of larger one"
// depth ordering - which is what the depth buffer was always
// designed to do, and works on mobile GPUs with weak precision
// because the stagger spread (0.04 units) is well above any
// reasonable depth-buffer epsilon.
meshRenderer.sharedMaterial = mat;
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí // Y stagger: smaller polygons sit a hair higher than larger ones,
// so depth-test draws them on top of bigger area polygons they sit
// inside (e.g. a playground inside a park). Total spread is 0.04
// units - visually invisible but plenty for the depth buffer.
float yStagger = ComputeAreaYStagger(a.Outline);
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
return area; return area;
} }
//TODO: POIs
/// <summary>
/// Returns a non-negative size proxy used to bucket areas by footprint.
/// Larger polygons return higher numbers; used inversely for queue/Y.
/// </summary>
private float AreaSizeBucket(List<Position> outline)
{
if (outline == null || outline.Count < 3) return 1f;
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
// monotonic ordering, not a real geographic area.
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
for (int i = 1; i < outline.Count; i++)
{
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
}
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
return (float)System.Math.Max(0.001, bbox);
}
/// <summary>
/// Smaller areas get a higher Y so they render on top of any larger
/// area they overlap. Returns a value in [0, 0.04] units.
/// </summary>
private float ComputeAreaYStagger(List<Position> outline)
{
float bucket = AreaSizeBucket(outline);
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
return t * 0.04f;
}
#endregion #endregion
#region Polygon Utils #region Polygon Utils
private Vector3 CalculatePolygonCenter(List<Position> points) private Vector3 CalculatePolygonCenter(List<Position> points)
@@ -288,19 +523,52 @@ namespace Subsystems{
} }
return center / points.Count; return center / points.Count;
} }
/// <summary>
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
/// negative = CW (downward-facing normal -> top face invisible from
/// above unless we reverse the winding before triangulating).
/// </summary>
private static float PolygonSignedAreaXZ(List<Vector3> verts)
{
float area = 0f;
int n = verts.Count;
for (int i = 0; i < n; i++)
{
var a = verts[i];
var b = verts[(i + 1) % n];
area += (b.x - a.x) * (a.z + b.z);
}
return area * 0.5f;
}
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height) private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
{ {
Mesh mesh = new Mesh(); Mesh mesh = new Mesh();
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
// outlines on broken ways. Empty mesh -> renderer draws nothing,
// safer than a malformed triangle list.
if (outline == null || outline.Count < 3) return mesh;
// Convert to local space first so we can run a winding check, then
// reverse if needed. Without this, CW outlines from Overpass yield
// downward-facing top normals and the building roof is invisible
// from the top-down map camera.
int vertexCount = outline.Count; int vertexCount = outline.Count;
var localVerts = new List<Vector3>(vertexCount);
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++)
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
if (PolygonSignedAreaXZ(localVerts) < 0f)
localVerts.Reverse();
// Vertices - spodní a horní podstava // Vertices - spodní a horní podstava
Vector3[] vertices = new Vector3[vertexCount * 2]; Vector3[] vertices = new Vector3[vertexCount * 2];
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ {
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center; Vector3 pos = localVerts[i];
vertices[i] = pos; // Spodní vertices[i] = pos; // Spodní
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
} }
@@ -344,25 +612,30 @@ namespace Subsystems{
{ {
Mesh mesh = new Mesh(); Mesh mesh = new Mesh();
int vertexCount = outline.Count; // Reject degenerates (matches CreateExtrudedPolygonMesh).
Vector3[] vertices = new Vector3[vertexCount]; if (outline == null || outline.Count < 3) return mesh;
Vector3 center = CalculatePolygonCenter(outline);
int vertexCount = outline.Count;
var localVerts = new List<Vector3>(vertexCount);
Vector3 center = CalculatePolygonCenter(outline);
for (int i = 0; i < vertexCount; i++) for (int i = 0; i < vertexCount; i++)
{ localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
} // Force CCW so RecalculateNormals produces an upward-facing normal.
// CW polygons from Overpass would otherwise render as black voids
// when the top-down camera looks at their back face.
if (PolygonSignedAreaXZ(localVerts) < 0f)
localVerts.Reverse();
Vector3[] vertices = localVerts.ToArray();
// Triangulace - fan pattern // Triangulace - fan pattern
List<int> triangles = new List<int>(); List<int> triangles = new List<int>();
if (vertexCount >= 3) for (int i = 1; i < vertexCount - 1; i++)
{ {
for (int i = 1; i < vertexCount - 1; i++) triangles.Add(0);
{ triangles.Add(i);
triangles.Add(0); triangles.Add(i + 1);
triangles.Add(i);
triangles.Add(i + 1);
}
} }
mesh.vertices = vertices; mesh.vertices = vertices;
@@ -372,5 +645,164 @@ namespace Subsystems{
return mesh; return mesh;
} }
#endregion #endregion
#region Markers
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
{
if (_mapCenterPoint == null) return;
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
{
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null) _centerPosition = md.Center;
}
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
foreach (var task in tasks)
{
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
var pos = task.Location.ToLocalVector3(_centerPosition);
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
go.transform.parent = _mapCenterPoint.transform;
// Pulsing point light so the task literally glows on the map.
var light = go.AddComponent<Light>();
light.color = taskColor;
light.intensity = 3f;
light.range = 25f;
_taskMarkers[task.TaskId] = go;
}
}
public void RemoveTaskMarker(string taskId)
{
if (_taskMarkers.TryGetValue(taskId, out var go))
{
UnityEngine.Object.Destroy(go);
_taskMarkers.Remove(taskId);
}
}
public void CreateBodyMarker(string bodyId, Position location)
{
if (_mapCenterPoint == null) return;
if (_bodyMarkers.ContainsKey(bodyId)) return;
var pos = location.ToLocalVector3(_centerPosition);
// Bright red pillar with "BODY" label - players need to see this
// from across the map to call it in.
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
new Color(0.96f, 0.18f, 0.18f), "BODY");
go.transform.parent = _mapCenterPoint?.transform;
_bodyMarkers[bodyId] = go;
}
public void ClearBodyMarkers()
{
foreach (var go in _bodyMarkers.Values)
if (go) UnityEngine.Object.Destroy(go);
_bodyMarkers.Clear();
}
// ── Player avatar sizing ────────────────────────────────────────────
// The default Unity capsule primitive is 2m tall in local space. The
// map camera defaults to 150m orthographic-ish height (see
// MapCameraController), so anything smaller than ~3m world-size is a
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
// need to be visibly distinct from those AND from each other. The
// local player gets a halo light + larger scale so the user can find
// themselves on the map at a glance.
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
private const float kLocalPlayerHaloRange = 18f;
private const float kLocalPlayerHaloIntensity = 2.5f;
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
{
if (_mapCenterPoint == null) return;
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
{
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null) _centerPosition = md.Center;
}
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
foreach (var kvp in positions)
{
string uuid = kvp.Key;
var info = kvp.Value;
bool isLocal = uuid == myUuid;
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
{
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
go.transform.parent = _mapCenterPoint?.transform;
// Strip the auto-collider - avatars are visual only and the
// collider would interact with the map's MeshColliders.
var col = go.GetComponent<Collider>();
if (col != null) UnityEngine.Object.Destroy(col);
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
go.transform.localScale = Vector3.one * scale;
if (isLocal)
{
// Halo light around the local player so the user can
// find themselves at a glance even at the widest zoom.
// Range/intensity tuned so it reads as "this is me"
// without bleeding far enough to drown POI markers.
var halo = go.AddComponent<Light>();
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
halo.intensity = kLocalPlayerHaloIntensity;
halo.range = kLocalPlayerHaloRange;
}
_playerAvatars[uuid] = go;
}
// Lift the avatar so the bottom of the capsule sits roughly at
// ground level despite the larger scale. Capsule's local pivot
// is at center, height = 2 * localScale.y world units, so we
// raise by half the local height.
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
+ Vector3.up * halfHeight;
var mr = go.GetComponent<MeshRenderer>();
if (mr)
{
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
else mr.material.color = Color.white;
}
}
}
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
{
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
foreach (var station in stations)
{
var pos = station.Location.ToLocalVector3(_centerPosition);
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
color, "REPAIR");
go.transform.parent = _mapCenterPoint?.transform;
// Repair stations also pulse light so impostors and crew see
// the urgency from across the map.
var light = go.AddComponent<Light>();
light.color = color;
light.intensity = 4f;
light.range = 30f;
_sabotageMarkers.Add(go);
}
}
public void ClearSabotageMarkers()
{
foreach (var go in _sabotageMarkers)
if (go) UnityEngine.Object.Destroy(go);
_sabotageMarkers.Clear();
}
#endregion
} }
} }

View File

@@ -1,11 +1,11 @@
//using GeoSus.Client; using GeoSus.Client;
using System; using System;
using UnityEngine; using UnityEngine;
public enum TaskType /*public enum TaskType
{ {
Task //TODO: Typy úkolù Task //TODO: Typy úkolù
} }*/
@@ -14,7 +14,7 @@ public interface ITask
public string TaskID { get; } // Unikátní ID úkolu pro server public string TaskID { get; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; } // Typ úkolu public TaskType TaskType { get; } // Typ úkolu
public string TaskName { get; } // Viditelný název 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 public bool IsCompleted { get; } // Stav dokonèení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
@@ -27,7 +27,7 @@ public class Wires : ITask{
public string TaskID { get; set; } // Unikátní ID úkolu pro server public string TaskID { get; set; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; set; } // Typ úkolu public TaskType TaskType { get; set; } // Typ úkolu
public string TaskName { get; set; } // Viditelný název úkolu public string TaskName { get; set; } // Viditelný název úkolu
public (double, double) TaskLocation { get; set; } // Poloha na mapì public Position TaskLocation { get; set; } // Poloha na mapì
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
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