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55 Commits

Author SHA1 Message Date
b2aa499a59 conflict resolved 2026-05-31 20:10:39 +02:00
413b0df60b Return of the settings.json 2026-05-27 21:34:20 +02:00
1593daae43 Merge pull request 'dira-minigame' (#26) from dira-minigame into main
Reviewed-on: #26
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-27 21:33:45 +02:00
13f62000b3 Some conflicts resolved 2026-05-27 21:32:22 +02:00
e96ce2de20 Merge pull request 'Fix player name UI and persist name between menu scenes' (#15) from eda-fix-errors into main
Reviewed-on: #15
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-24 11:41:13 +02:00
d0f89893a5 Resolved conflict 2026-05-24 11:40:14 +02:00
015c9b5caa Merge pull request 'HappyWheelMinigame' (#11) from HappyWheelMinigame into main
Reviewed-on: #11
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-24 11:29:36 +02:00
31522cda01 conflict resolved 2026-05-24 11:28:32 +02:00
gravitrax-bublina
213e894640 Remove unused placeholder model asset 2026-05-22 20:52:55 +02:00
dea21e2af5 Merge pull request 'find-the-sweet-spot' (#25) from find-the-sweet-spot into main
Reviewed-on: #25
2026-05-21 20:14:38 +02:00
4f9aa12cad Merge pull request 'Eda minigame but new branch' (#22) from EdaSweeSpotMinigame into main
Reviewed-on: #22
2026-05-21 20:00:31 +02:00
gravitrax-bublina
abc5801b18 Remove unused placeholder model assets 2026-05-21 19:57:45 +02:00
gravitrax-bublina
f427dbb6e7 Move minigame audio into Assets 2026-05-21 19:57:39 +02:00
gravitrax-bublina
2d5b6fae60 Remove unused placeholder model assets 2026-05-21 19:45:22 +02:00
gravitrax-bublina
3b2a5a0677 Remove unused placeholder model assets 2026-05-21 19:39:54 +02:00
e776b9476e Revert "merge conflict"
This reverts commit 37797d5f7d.
2026-05-18 20:57:27 +02:00
37797d5f7d merge conflict
psl co tam mám změnit?
2026-05-18 18:06:56 +02:00
645bc8203b Minigame list update 2026-05-17 23:05:17 +02:00
c2566b8db0 Merge conflict patch and map texture update 2026-05-17 22:50:01 +02:00
fed08d08ad Merge pull request 'Package patch' (#23) from Pajka into main
Reviewed-on: #23
2026-05-17 22:23:23 +02:00
843c121666 Package patch 2026-05-17 22:21:36 +02:00
a15a9790b5 Eda minigame but new branch 2026-05-17 20:44:46 +02:00
dfec8df767 Revert "Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main"
This reverts commit 5b8e4eaeac, reversing
changes made to 03c0b158a4.
2026-05-17 20:22:01 +02:00
5b8e4eaeac Merge pull request 'find-the-sweet-spot' (#13) from find-the-sweet-spot into main
Reviewed-on: #13
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:18:15 +02:00
9571be257c resolved conflict 2026-05-17 20:17:21 +02:00
03c0b158a4 Merge pull request 'KeyInsertMinigame' (#16) from KeyInsertMinigame into main
Reviewed-on: #16
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 20:16:23 +02:00
gravitrax-bublina
e4970c738f Set URP pipeline assets for Happy Wheel 2026-05-17 15:01:07 +02:00
gravitrax-bublina
bd646df706 Add brambora variant used by Happy Wheel scene 2026-05-17 14:47:47 +02:00
gravitrax-bublina
8ab0a350f3 Update Happy Wheel for current Unity version 2026-05-17 14:25:03 +02:00
gravitrax-bublina
f9d2a951da Add Happy Wheel prefab meta files 2026-05-17 13:31:47 +02:00
gravitrax-bublina
059cfa6d28 Add ArenaRoot prefab and prefab meta files 2026-05-17 13:30:45 +02:00
gravitrax-bublina
f2931c1c0b Relink Happy Wheel scene to new prefab assets 2026-05-17 13:23:33 +02:00
gravitrax-bublina
176bb7a704 Update Happy Wheel scene and remaining prefabs 2026-05-17 12:59:09 +02:00
gravitrax-bublina
2c13a899d7 Add missing Happy Wheel prefabs and fix scene references 2026-05-17 12:54:22 +02:00
gravitrax-bublina
54bfcf745b Fix player name UI and persist name between menu scenes 2026-05-17 12:34:22 +02:00
8bec2f0cf8 conflict resolve 2026-05-17 12:32:20 +02:00
gravitrax-bublina
9a99405f4b Ignore .utmp temp folder 2026-05-17 12:15:46 +02:00
gravitrax-bublina
b4b746de25 Remove .utmp temp files from PR 2026-05-17 12:14:53 +02:00
gravitrax-bublina
d2e3adbacc Adapt Happy Wheel to shared ITask from main 2026-05-17 12:07:41 +02:00
gravitrax-bublina
dd5aefcb49 Update Eda minigame scene and project settings 2026-05-17 10:03:13 +02:00
2d7b5481c0 Code repair 2026-05-17 09:56:04 +02:00
gravitrax-bublina
6d660f5d89 tahle minihra je plne funkcni, nema zadne negr style nazvy a itask i assety i design i cokoliv dalsiho je implementovane 2026-05-17 09:55:14 +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
gravitrax-bublina
3ac90ed7b6 Add NegrBagrJaromirJagr minigame 2026-04-26 14:35:54 +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
gravitrax-bublina
c11ca05ea8 nejlepsi minihra, velmi dobre funguje, nepouzil jsem chatbota nai jednoud a vsechno jsem programoval pomoci libraries a moc me to bavilo, esing neni nejaky skvely ale funguje to na iphone, takze se to mozna rozbije pokud to zkusite runnout na androidu 2026-03-28 10:18:32 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +01:00
11575ef9b1 scripty ve slozkach 2026-03-28 09:12:04 +01:00
76a38d741c minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
2026-03-28 09:07:10 +01:00
649 changed files with 63164 additions and 4693 deletions

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using UnityEngine;
public class CenterButtonTarget : MonoBehaviour
{
public TimingWheelShooter owner;
private void Awake()
{
if (owner == null)
owner = FindFirstObjectByType<TimingWheelShooter>();
}
public void NotifyHit(ProjectileBehaviour projectile)
{
if (owner != null)
owner.NotifyButtonHit(projectile);
}
}

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// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync // and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead. // will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = { [SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10", "MiniGame-Kabely",
"MiniGame-insertkeys", //"MiniGame-insertkeys", Obsolete ?
"MiniGame-FlappyBird", "MiniGame-KeyInsert",
"MiniGame-ThrowInHole", //"MiniGame-FlappyBird", Out Of Order, Not assigned prefabs
"MiniGame-Satelit" //"MiniGame-ThrowInHole", Not pushed into main branch
//"MiniGame-Satelit", No assets, just placeholder task
}; };
[Header("Debug")] [Header("Debug")]

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@@ -1,7 +1,8 @@
//using GeoSus.Client; using GeoSus.Client;
using System; using System;
using UnityEngine; using UnityEngine;
public enum TaskType public enum TaskType
{ {
Task Task

113
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using UnityEngine;
public class GlassPiece : MonoBehaviour
{
public int PieceIndex { get; private set; }
public bool IsBroken { get; private set; }
[SerializeField] private float maxHealth = 1000f;
[Header("Damage Visuals")]
[SerializeField] private float damagedAlpha = 0.85f;
private float currentHealth;
private Rigidbody rb;
private Renderer rend;
private Vector3 originalScale;
private Color intactColor = Color.white;
private void Awake()
{
rb = GetComponent<Rigidbody>();
rend = GetComponent<Renderer>();
if (rend == null)
rend = GetComponentInChildren<Renderer>();
originalScale = transform.localScale;
if (rend != null)
{
if (rend.material.HasProperty("_BaseColor"))
intactColor = rend.material.GetColor("_BaseColor");
else if (rend.material.HasProperty("_Color"))
intactColor = rend.material.color;
}
}
public void Initialize(int index, float startHealth)
{
PieceIndex = index;
maxHealth = startHealth;
currentHealth = startHealth;
IsBroken = false;
if (rb != null)
{
rb.isKinematic = true;
rb.useGravity = false;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
transform.localScale = originalScale;
UpdateVisual();
}
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return false;
currentHealth = Mathf.Max(0f, currentHealth - damage);
UpdateVisual();
if (currentHealth <= 0f)
{
Break(hitPoint, impulseDirection, impulseStrength);
return true;
}
return false;
}
private void UpdateVisual()
{
if (rend == null) return;
float damage01 = 1f - (currentHealth / maxHealth);
float visualT = Mathf.Pow(damage01, 0.8f);
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
if (rend.material.HasProperty("_BaseColor"))
rend.material.SetColor("_BaseColor", finalColor);
else if (rend.material.HasProperty("_Color"))
rend.material.color = finalColor;
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
transform.localScale = originalScale * shrink;
}
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return;
IsBroken = true;
transform.SetParent(null, true);
if (rb != null)
{
rb.isKinematic = false;
rb.useGravity = true;
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
if (impulseDirection.sqrMagnitude < 0.0001f)
impulseDirection = transform.forward;
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
}
}
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using System.Collections.Generic;
using UnityEngine;
public class GlassRingController : MonoBehaviour
{
[Header("Auto Setup")]
public bool autoCollectOnAwake = true;
public bool includeInactive = true;
public float pieceMaxHealth = 100f;
[Header("Rotation")]
public float rotationSpeedDegrees = 45f;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip damageClip;
public AudioClip breakClip;
[Range(0f, 1f)] public float damageVolume = 0.7f;
[Range(0f, 1f)] public float breakVolume = 1f;
private GlassPiece[] pieces;
public GlassPiece[] Pieces => pieces;
private void Awake()
{
if (audioSource == null)
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (Application.isPlaying && autoCollectOnAwake)
{
CollectPiecesFromChildren();
}
}
private void Update()
{
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
return;
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
}
[ContextMenu("Collect Pieces From Children")]
public void CollectPiecesFromChildren()
{
List<GlassPiece> foundPieces = new List<GlassPiece>();
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
foreach (Transform t in allChildren)
{
if (t == transform) continue;
Renderer rend = t.GetComponent<Renderer>();
if (rend == null)
rend = t.GetComponentInChildren<Renderer>();
if (rend == null)
continue;
Collider col = t.GetComponent<Collider>();
bool invalidMeshCollider = false;
MeshCollider existingMeshCollider = col as MeshCollider;
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
{
invalidMeshCollider = true;
}
if (col == null || invalidMeshCollider)
{
if (invalidMeshCollider)
Destroy(existingMeshCollider);
BoxCollider box = t.GetComponent<BoxCollider>();
if (box == null)
box = t.gameObject.AddComponent<BoxCollider>();
Bounds worldBounds = rend.bounds;
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
box.center = localCenter;
Vector3 lossy = t.lossyScale;
box.size = new Vector3(
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
);
col = box;
}
GlassPiece piece = t.GetComponent<GlassPiece>();
if (piece == null)
piece = t.gameObject.AddComponent<GlassPiece>();
Rigidbody rb = t.GetComponent<Rigidbody>();
if (rb == null)
rb = t.gameObject.AddComponent<Rigidbody>();
rb.isKinematic = true;
rb.useGravity = false;
foundPieces.Add(piece);
}
foundPieces.Sort((a, b) =>
{
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
return angleA.CompareTo(angleB);
});
pieces = foundPieces.ToArray();
for (int i = 0; i < pieces.Length; i++)
{
pieces[i].Initialize(i, pieceMaxHealth);
}
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
}
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
{
if (pieces == null || pieces.Length == 0) return;
float sigma = Mathf.Max(0.01f, projectile.sigma);
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
bool anyHealthChanged = false;
bool anyNewBreak = false;
for (int i = 0; i < pieces.Length; i++)
{
GlassPiece piece = pieces[i];
if (piece == null || piece.IsBroken) continue;
int d = CircularDistance(i, hitIndex, pieces.Length);
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
if (gaussian < 0.005f) continue;
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
if (i == hitIndex)
damage *= projectile.directHitMultiplier;
Vector3 impulseDir = piece.transform.position - hitPoint;
if (impulseDir.sqrMagnitude < 0.0001f)
impulseDir = piece.transform.position - transform.position;
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
if (i == hitIndex)
impulse *= projectile.directHitMultiplier;
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
anyHealthChanged = true;
if (brokeNow)
anyNewBreak = true;
}
if (anyNewBreak)
{
PlayBreakSound();
}
else if (anyHealthChanged)
{
PlayDamageSound();
}
}
private void PlayDamageSound()
{
if (audioSource != null && damageClip != null)
audioSource.PlayOneShot(damageClip, damageVolume);
}
private void PlayBreakSound()
{
if (audioSource != null && breakClip != null)
audioSource.PlayOneShot(breakClip, breakVolume);
}
private int CircularDistance(int a, int b, int count)
{
int raw = Mathf.Abs(a - b);
return Mathf.Min(raw, count - raw);
}
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