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3 Commits

Author SHA1 Message Date
5f9f47202b merge conflict resolve 2026-05-17 10:59:27 +02:00
1de91b0d57 Hra kabely 2026-03-28 19:28:59 +01:00
f7926a218e MinHraKrystof 2026-02-22 20:59:10 +01:00
174 changed files with 84914 additions and 385 deletions

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@@ -4,50 +4,18 @@ using UnityEngine;
public enum TaskType public enum TaskType
{ {
Task //TODO: Typy úkolù Task
} }
public interface ITask 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 bool IsCompleted { get; } // Stav dokonèení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
}
/* Ukázoková implementace ITask
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 (double, double) TaskLocation { get; set; } // Poloha na mapě
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu public bool IsCompleted { get; } // Stav dokončení úkolu
private Action<ITask> _onCompleted;
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
{ void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
IsCompleted = false; void Complete(); // Označit úkol jako dokončený
_onCompleted = onCompleted;
} }
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
{
onExit?.Invoke(this);
}
public void Complete() // Dokonèení tasku a zavøení
{
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(null);
}
}
*/

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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class FlappyBirdAllInOne : MonoBehaviour, ITask
{
[Header("Player")]
public Rigidbody2D rb;
public float jumpForce = 5f;
public bool isDead = false;
[Header("Pipes")]
public GameObject pipePrefab;
public Transform spawnPoint;
public float spawnRate = 2f;
public float heightOffset = 2f;
public float pipeSpeed = 2f;
private float timer = 0;
[Header("UI")]
public TextMeshProUGUI scoreText;
public GameObject gameOverPanel;
private int score = 0;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start()
{
Time.timeScale = 1f;
score = 0;
UpdateScore();
}
void Update()
{
if (isDead) return;
HandleInput();
HandleSpawning();
}
void HandleInput()
{
if (Input.GetMouseButtonDown(0))
{
Jump();
}
}
void Jump()
{
rb.linearVelocity = Vector2.zero;
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
}
void HandleSpawning()
{
timer += Time.deltaTime;
if (timer >= spawnRate)
{
SpawnPipe();
timer = 0;
}
}
void SpawnPipe()
{
float yOffset = UnityEngine.Random.Range(-heightOffset, heightOffset);
GameObject pipe = Instantiate(
pipePrefab,
spawnPoint.position + new Vector3(0, yOffset, 0),
Quaternion.identity
);
pipe.AddComponent<PipeMover>().Init(pipeSpeed, this);
}
public void AddScore()
{
score++;
UpdateScore();
}
void UpdateScore()
{
scoreText.text = score.ToString();
}
public void GameOver()
{
isDead = true;
gameOverPanel.SetActive(true);
Time.timeScale = 0f;
}
public void Restart()
{
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
private void OnCollisionEnter2D(Collision2D collision)
{
GameOver();
}
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
}
public class PipeMover : MonoBehaviour
{
private float speed;
private FlappyBirdAllInOne game;
public void Init(float moveSpeed, FlappyBirdAllInOne gm)
{
speed = moveSpeed;
game = gm;
}
void Update()
{
transform.position += Vector3.left * speed * Time.deltaTime;
if (transform.position.x < -10f)
{
Destroy(gameObject);
}
}
}
public class ScoreTrigger : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D collision)
{
FlappyBirdAllInOne gm = FindObjectOfType<FlappyBirdAllInOne>();
if (collision.CompareTag("Player") && gm != null)
{
gm.AddScore();
}
}
}
// =====================
// navod pro desing t<>m
// =====================
/*
1. Player:
- Sprite + Rigidbody2D (Gravity ~2-3)
- BoxCollider2D
- PlayerController script
- Tag = Player
2. Pipes:
- Prefab se 2 kolidery (top/bottom)
- Mezera mezi nimi
- PipeMove script
3. Score Zone:
- Trigger collider mezi trubkami
- ScoreZone script
4. Spawner:
- Empty GameObject
- PipeSpawner script
5. UI:
- TextMeshPro pro score
- GameOver panel + restart button
6. Mobile:
- Input.GetMouseButtonDown funguje i na tap
*/

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using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class DraggableObject : MonoBehaviour
{
[Header("Přetahování")]
public float dragSmoothness = 15f;
[Header("Vizuální zpětná vazba")]
public SpriteRenderer spriteRenderer;
public Color normalColor = Color.white;
public Color dragColor = new Color(1f, 1f, 0.5f);
public float scaleOnDrag = 1.15f;
private Rigidbody2D rb;
private Camera mainCamera;
private bool isDragging = false;
private Vector3 targetPosition;
private Vector3 originalScale;
private bool hasBeenScored = false;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
mainCamera = Camera.main;
originalScale = transform.localScale;
if (spriteRenderer == null)
spriteRenderer = GetComponent<SpriteRenderer>();
}
void Start()
{
rb.gravityScale = 0f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
targetPosition = transform.position;
}
void Update()
{
HandleInput();
if (isDragging)
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
}
void HandleInput()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
else if (touch.phase == TouchPhase.Moved ||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
else if (touch.phase == TouchPhase.Ended ||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
}
// na twest pro myŠ
else
{
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
}
}
void TryStartDrag(Vector3 worldPos)
{
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
StartDrag(worldPos);
}
void StartDrag(Vector3 worldPos)
{
isDragging = true;
rb.linearVelocity = Vector2.zero;
targetPosition = worldPos;
transform.localScale = originalScale * scaleOnDrag;
if (spriteRenderer != null)
{
spriteRenderer.color = dragColor;
spriteRenderer.sortingOrder = 10;
}
}
void EndDrag()
{
isDragging = false;
transform.localScale = originalScale;
if (spriteRenderer != null)
{
spriteRenderer.color = normalColor;
spriteRenderer.sortingOrder = 0;
}
}
public void OnScored()
{
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
StartCoroutine(SinkIntoHole());
}
System.Collections.IEnumerator SinkIntoHole()
{
float duration = 0.35f;
float elapsed = 0f;
Vector3 startScale = transform.localScale;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
if (spriteRenderer != null)
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
yield return null;
}
gameObject.SetActive(false);
LevelManager.Instance?.RegisterItem();
}
}

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using UnityEngine;
using System.Collections;
public class Hole : MonoBehaviour
{
[Header("Nastavení")]
[Tooltip("Poloměr zachycení do kolika jednotek od středu se item 'vtáhne'")]
public float catchRadius = 0.6f;
[Tooltip("Síla vtahování itemu k díře")]
public float pullForce = 4f;
[Header("Pohyb díry (volitelné)")]
public bool hasMovement = false;
public float moveSpeed = 2f;
public Vector2 moveRange = new Vector2(1.5f, 0f);
[Header("Vizuál")]
public SpriteRenderer glowRenderer;
private Vector3 startPosition;
private bool isGlowing = false;
void Awake()
{
startPosition = transform.position;
CircleCollider2D col = GetComponent<CircleCollider2D>();
if (col != null)
{
col.isTrigger = true;
col.radius = catchRadius;
}
}
void Update()
{
if (hasMovement)
{
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
transform.position = new Vector3(x, y, transform.position.z);
}
}
void OnTriggerStay2D(Collider2D other)
{
DraggableObject draggable = other.GetComponent<DraggableObject>();
if (draggable == null) return;
float dist = Vector2.Distance(transform.position, other.transform.position);
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
if (rb != null)
{
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
}
if (dist < catchRadius * 0.4f)
{
draggable.OnScored();
SetGlow(false);
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
}
void OnTriggerExit2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
}
void SetGlow(bool active)
{
isGlowing = active;
if (glowRenderer == null) return;
glowRenderer.enabled = active;
if (active) StartCoroutine(PulseGlow());
}
IEnumerator PulseGlow()
{
while (isGlowing && glowRenderer != null)
{
float t = Mathf.PingPong(Time.time * 3f, 1f);
Color c = glowRenderer.color;
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
yield return null;
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, catchRadius);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
}
}

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using UnityEngine;
using UnityEngine.Events;
public class LevelManager : MonoBehaviour
{
public static LevelManager Instance;
[Header("Nastavení levelu")]
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
public int itemsToScore = 3;
[Header("Event vyvolá se po trefení všech itemů")]
public UnityEvent OnAllItemsScored;
private int scoredCount = 0;
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
public void RegisterItem()
{
scoredCount++;
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
if (scoredCount >= itemsToScore)
{
OnAllItemsScored?.Invoke();
}
}
public void ResetCounter()
{
scoredCount = 0;
}
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
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using UnityEngine;
using System.Collections.Generic;
public class ObjectSpawner : MonoBehaviour
{
public static ObjectSpawner Instance;
[Header("Prefaby")]
public GameObject[] objectPrefabs;
public GameObject holePrefab;
[Header("Počty")]
[Tooltip("Kolik předmětů spawnovat")]
public int objectCount = 3;
[Tooltip("Kolik děr spawnovat")]
public int holeCount = 1;
[Header("Pohyb děr")]
public bool holesMove = false;
public float holeMoveSpeed = 2f;
[Header("Spawn hranice (odpovídají kameře)")]
public float minX = -3.5f;
public float maxX = 3.5f;
public float minY = -5f;
public float maxY = 4f;
[Header("Rodiče pro přehlednost (volitelné)")]
public Transform objectParent;
public Transform holeParent;
private List<GameObject> spawnedObjects = new List<GameObject>();
private List<GameObject> spawnedHoles = new List<GameObject>();
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
void Start()
{
Spawn();
}
public void Spawn()
{
Clear();
// LevelManager na aktuální počet
if (LevelManager.Instance != null)
{
LevelManager.Instance.itemsToScore = objectCount;
LevelManager.Instance.ResetCounter();
}
SpawnHoles();
SpawnObjects();
}
void SpawnHoles()
{
for (int i = 0; i < holeCount; i++)
{
Vector2 pos = RandomPos(1f);
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
Hole h = hole.GetComponent<Hole>();
if (h != null && holesMove)
{
h.hasMovement = true;
h.moveSpeed = holeMoveSpeed;
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
}
spawnedHoles.Add(hole);
}
}
void SpawnObjects()
{
for (int i = 0; i < objectCount; i++)
{
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
Vector2 pos = RandomPos(0.5f);
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
// Náhodná barva
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
if (sr != null)
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
spawnedObjects.Add(obj);
}
}
public void Clear()
{
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
spawnedObjects.Clear();
spawnedHoles.Clear();
}
Vector2 RandomPos(float margin) =>
new Vector2(
Random.Range(minX + margin, maxX - margin),
Random.Range(minY + margin, maxY - margin)
);
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class DraggableKey : MonoBehaviour,
IBeginDragHandler, IDragHandler, IEndDragHandler, ITask
{
[Header("Key Settings")]
public string keyID;
public string correctSlotID;
public string previousSceneName;
[Header("Visual")]
public Color wrongAttemptColor = Color.red;
public float blinkDuration = 0.2f;
private RectTransform rectTransform;
private CanvasGroup canvasGroup;
private Vector2 startPosition;
private bool isOverCorrectSlot = false;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
// ===== UNITY =====
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvasGroup = GetComponent<CanvasGroup>();
}
public void OnBeginDrag(PointerEventData eventData)
{
startPosition = rectTransform.anchoredPosition;
canvasGroup.blocksRaycasts = false;
}
public void OnDrag(PointerEventData eventData)
{
rectTransform.anchoredPosition += eventData.delta;
}
public void OnEndDrag(PointerEventData eventData)
{
canvasGroup.blocksRaycasts = true;
if (isOverCorrectSlot)
{
Complete();
}
}
public void SetSlotMatch(bool value)
{
isOverCorrectSlot = value;
}
void ResetPosition()
{
rectTransform.anchoredPosition = startPosition;
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
public class KeySlot : MonoBehaviour, IDropHandler
{
public string correctKeyID;
public void OnDrop(PointerEventData eventData)
{
DraggableKey key = eventData.pointerDrag.GetComponent<DraggableKey>();
if (key != null)
{
if (key.keyID == correctKeyID)
{
key.transform.position = transform.position;
key.enabled = false;
KeyminigameManager.Instance.CheckWin();
}
else
{
KeyminigameManager.Instance.Fail();
}
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class KeyminigameManager : MonoBehaviour
{
public static KeyminigameManager Instance;
private int correctCount = 0;
public int totalKeys = 3;
private void Awake()
{
Instance = this;
}
public void CheckWin()
{
correctCount++;
if (correctCount >= totalKeys)
{
Debug.Log("WIN");
}
}
public void Fail()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class CableMiniGame : MonoBehaviour, ITask
{
[System.Serializable]
public class Cable
{
public string colorName;
public Button sourceButton;
public Button targetButton;
[HideInInspector] public bool connected;
// Line UI
[HideInInspector] public GameObject lineObject;
[HideInInspector] public RectTransform lineRect;
[HideInInspector] public Image lineImage;
}
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
[Header("MiniGame Settings")]
public Cable[] cables;
public Canvas canvas; // Assign your Canvas here in the inspector
public string previousSceneName;
public Color wrongAttemptColor = Color.white;
public float blinkDuration = 0.2f;
public float cableWidth = 5f;
private string selectedColor = null;
// ------------------------------
// Initialization / ITask Methods
// ------------------------------
public void Initialize(Action<ITask> onCompleted)
{
Debug.Log("[Init] Initializing mini game...");
IsCompleted = false;
_onCompleted = onCompleted;
foreach (var cable in cables)
{
cable.connected = false;
}
PrintAllCableStates("After Initialization");
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
Debug.Log("[Complete] Task completed successfully!");
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
Debug.Log("[ExitTask] Exiting task...");
onExit?.Invoke(this);
}
// ------------------------------
// Unity Lifecycle
// ------------------------------
void Start()
{
if (canvas == null)
canvas = FindObjectOfType<Canvas>();
if (canvas == null)
Debug.LogError("[CableMiniGame] No Canvas found in scene!");
foreach (var cable in cables)
{
Cable localCable = cable;
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
}
PrintAllCableStates("At Start");
}
// ------------------------------
// Button Handlers
// ------------------------------
void OnSourceClicked(Cable cable)
{
Debug.Log($"[SourceClick] Clicked source of cable '{cable.colorName}'");
if (cable.connected)
{
Debug.Log($"[SourceClick] Cable '{cable.colorName}' is already connected, ignoring.");
return;
}
selectedColor = cable.colorName;
Debug.Log($"[SourceClick] Selected color set to '{selectedColor}'");
PrintAllCableStates("After Source Click");
}
void OnTargetClicked(Cable cable)
{
Debug.Log($"[TargetClick] Clicked target of cable '{cable.colorName}'");
if (selectedColor == null)
{
Debug.Log("[TargetClick] No color selected, ignoring click.");
return;
}
if (cable.connected)
{
Debug.Log($"[TargetClick] Cable '{cable.colorName}' already connected, ignoring click.");
return;
}
if (selectedColor == cable.colorName)
{
cable.connected = true;
Debug.Log($"[TargetClick] Correct connection! '{selectedColor}' connected successfully.");
CreateLineUI(cable);
DrawLine(cable);
PrintAllCableStates("After Correct Connection");
CheckCompletion();
}
else
{
Debug.Log($"[TargetClick] Wrong connection attempt! Selected: '{selectedColor}', Target: '{cable.colorName}'");
PrintAllCableStates("Before BlinkAndExit");
StartCoroutine(BlinkAndExit(cable));
}
selectedColor = null;
Debug.Log("[TargetClick] Reset selected color to null");
}
// ------------------------------
// Cable Rendering
// ------------------------------
private void CreateLineUI(Cable cable)
{
if (cable.lineObject != null) return;
GameObject lineGO = new GameObject($"Line_{cable.colorName}");
lineGO.transform.SetParent(canvas.transform, false);
lineGO.transform.SetAsLastSibling();
Image img = lineGO.AddComponent<Image>();
img.color = Color.white;
img.raycastTarget = false;
RectTransform rt = lineGO.GetComponent<RectTransform>();
rt.pivot = new Vector2(0, 0.5f);
rt.localScale = Vector3.one;
rt.sizeDelta = new Vector2(0, cableWidth);
rt.localPosition = Vector3.zero;
cable.lineObject = lineGO;
cable.lineRect = rt;
cable.lineImage = img;
lineGO.SetActive(false);
}
private void DrawLine(Cable cable)
{
if (!cable.connected || cable.lineRect == null) return;
RectTransform canvasRect = canvas.transform as RectTransform;
Vector2 startPos, endPos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
cable.sourceButton.transform.position,
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
out startPos
);
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
cable.targetButton.transform.position,
canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera,
out endPos
);
Vector2 diff = endPos - startPos;
float distance = diff.magnitude;
cable.lineRect.sizeDelta = new Vector2(distance, cableWidth);
cable.lineRect.anchoredPosition = startPos;
cable.lineRect.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg);
cable.lineImage.color = GetColorFromName(cable.colorName);
cable.lineObject.SetActive(true);
}
// ------------------------------
// Completion Check
// ------------------------------
void CheckCompletion()
{
foreach (var cable in cables)
{
if (!cable.connected)
{
Debug.Log($"[CheckCompletion] Cable '{cable.colorName}' not yet connected.");
return;
}
}
Debug.Log("[CheckCompletion] All cables connected!");
Complete();
}
// ------------------------------
// Helpers
// ------------------------------
Color GetColorFromName(string name)
{
switch (name.ToLower())
{
case "red": return Color.red;
case "blue": return Color.blue;
case "green": return Color.green;
case "yellow": return Color.yellow;
default: return Color.white;
}
}
IEnumerator BlinkAndExit(Cable cable)
{
if (cable.lineImage == null) CreateLineUI(cable);
Debug.Log("[BlinkAndExit] Wrong attempt, blinking...");
Color original = cable.lineImage.color;
cable.lineImage.color = wrongAttemptColor;
yield return new WaitForSeconds(blinkDuration);
cable.lineImage.color = original;
Debug.Log("[BlinkAndExit] Restored original color, exiting task.");
ExitTask(_onExit);
if (!string.IsNullOrEmpty(previousSceneName))
SceneManager.LoadScene(previousSceneName);
}
void PrintAllCableStates(string context)
{
string states = $"[CableStates] {context} => ";
foreach (var cable in cables)
{
states += $"'{cable.colorName}': {(cable.connected ? "Connected" : "Not Connected")}, ";
}
Debug.Log(states.TrimEnd(' ', ','));
}
}

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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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