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3 Commits

Author SHA1 Message Date
556fdb6090 Added task stations rendering 2026-04-26 13:12:21 +02:00
43a3434e97 GetSet station patch 2026-04-26 10:12:48 +02:00
48448a9cff Added IInteractable and Stations 2026-04-26 09:36:55 +02:00
484 changed files with 2967 additions and 201116 deletions

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@@ -1,13 +0,0 @@
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3
.gitignore vendored
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@@ -303,9 +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.
!**/[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
#!**/[Pp]ackages/repositories.config #!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files # NuGet v3's project.json files produces more ignorable files

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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\\UGAApplication.cpp"
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"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGADebug.cpp"
},
{
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"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAEntry.cpp"
},
{
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"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInput.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInput.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInputKeyEvent.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputKeyEvent.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGAInputMotionEvent.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGAInputMotionEvent.cpp"
},
{
"directory": "C:/Users/gravi/Game/.utmp/RelWithDebInfo/f3u1w6u2/arm64-v8a",
"command": "C:\\PROGRA~1\\Unity\\Hub\\Editor\\60002~1.8F1\\Editor\\Data\\PLAYBA~1\\ANDROI~1\\NDK\\TOOLCH~1\\llvm\\prebuilt\\WINDOW~1\\bin\\CLANG_~1.EXE --target=aarch64-none-linux-android24 --sysroot=\"C:/Program Files/Unity/Hub/Editor/6000.2.8f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK/toolchains/llvm/prebuilt/windows-x86_64/sysroot\" -DEXTERNAL_GAME_ACTIVITY_CODE -Dgame_EXPORTS -IC:/Users/gravi/Game/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/cpp/GameActivity -isystem C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include -g -DANDROID -fdata-sections -ffunction-sections -funwind-tables -fstack-protector-strong -no-canonical-prefixes -D__BIONIC_NO_PAGE_SIZE_MACRO -D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -Wall -Wextra -pedantic -Werror -O2 -g -DNDEBUG -fPIC -o GameActivity\\CMakeFiles\\game.dir\\UGASoftKeyboard.cpp.o -c C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp",
"file": "C:\\Users\\gravi\\Game\\Library\\Bee\\Android\\Prj\\IL2CPP\\Gradle\\unityLibrary\\src\\main\\cpp\\GameActivity\\UGASoftKeyboard.cpp"
}
]

View File

@@ -1,30 +0,0 @@
C/C++ Structured Log\
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ª¼»º¨3^
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View File

@@ -1,21 +0,0 @@
-HC:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\src\main\cpp
-DCMAKE_SYSTEM_NAME=Android
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
-DCMAKE_SYSTEM_VERSION=24
-DANDROID_PLATFORM=android-24
-DANDROID_ABI=arm64-v8a
-DCMAKE_ANDROID_ARCH_ABI=arm64-v8a
-DANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
-DCMAKE_ANDROID_NDK=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
-DCMAKE_TOOLCHAIN_FILE=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\build\cmake\android.toolchain.cmake
-DCMAKE_MAKE_PROGRAM=C:\Program Files\Unity\Hub\Editor\6000.2.8f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\cmake\3.22.1\bin\ninja.exe
-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a
-DCMAKE_BUILD_TYPE=RelWithDebInfo
-DCMAKE_FIND_ROOT_PATH=C:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\prefab\arm64-v8a\prefab
-BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
Build command args: []
Version: 2

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@@ -1,7 +0,0 @@
{
"enabled": true,
"prefabPath": "C:\\Users\\gravi\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar",
"packages": [
"C:\\Users\\gravi\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab"
]
}

View File

@@ -1 +0,0 @@
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a

View File

@@ -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.
# - $ABI is the ABI to be built with. The specific value doesn't contribute to the value of the hash.
# - $HASH is the hash value computed from this text.
# - $CMAKE is the path to CMake 3.22.1.
# - $NINJA is the path to Ninja.
-H$PROJECT/unityLibrary/src/main/cpp
-DCMAKE_SYSTEM_NAME=Android
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
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-DANDROID_ABI=$ABI
-DCMAKE_ANDROID_ARCH_ABI=$ABI
-DANDROID_NDK=$NDK
-DCMAKE_ANDROID_NDK=$NDK
-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake
-DCMAKE_MAKE_PROGRAM=$NINJA
-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
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-DCMAKE_FIND_ROOT_PATH=C:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab
-BC:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/$ABI
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON

View File

@@ -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 ""
)
endif()

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 50a0b21c151e150428fd2803d6b95db0 guid: 799f52449ae21404c9a7593f6dc28c60
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
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folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

View File

@@ -4,6 +4,7 @@ using Subsystems;
using System.Collections; using System.Collections;
using System; using System;
using TMPro; using TMPro;
using System.Collections.Generic;
/* /*
GameManager - hlavní tøida pro správu hry GameManager - hlavní tøida pro správu hry
GameManager_Network - subsystém pro správu komunikace se serverem GameManager_Network - subsystém pro správu komunikace se serverem
@@ -20,6 +21,7 @@ public class GameManager : MonoBehaviour
protected GameManager_UI uiSubsystem; protected GameManager_UI uiSubsystem;
protected GameManager_Map mapSubsystem; protected GameManager_Map mapSubsystem;
protected GameManager_Input inputSubsystem; protected GameManager_Input inputSubsystem;
protected GameManager_Game gameSubsystem;
protected GameClient gameClient; protected GameClient gameClient;
@@ -49,6 +51,9 @@ public class GameManager : MonoBehaviour
private GameManager_Network _secondNetwork; private GameManager_Network _secondNetwork;
private GameManager_Network _thirdNetwork; private GameManager_Network _thirdNetwork;
[Header("Tasks")]
public List<TaskData> AvailableTasks = new List<TaskData>();
public StationSettings settings = new StationSettings();
void Start() void Start()
{ {
@@ -72,6 +77,7 @@ public class GameManager : MonoBehaviour
networkSubsystem = new GameManager_Network(gameClient); networkSubsystem = new GameManager_Network(gameClient);
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings); mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
inputSubsystem = new GameManager_Input(gameClient, Player, testMode); inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
networkSubsystem.OpenConection(); networkSubsystem.OpenConection();
} }
private void Update() private void Update()
@@ -133,6 +139,10 @@ public class GameManager : MonoBehaviour
{ {
networkSubsystem.StartGame(); networkSubsystem.StartGame();
} }
public void Interact()
{
//TODO: Interakce s úkoly
}
void OnApplicationQuit() void OnApplicationQuit()
{ {
gameClient.Disconnect(); gameClient.Disconnect();

View File

@@ -1,2 +1,2 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 22bf82e679cf6e1419440d236360ba3b guid: 9e2c3e4ba4e36ea40a686e58feca4d2b

View File

@@ -0,0 +1,141 @@
using GeoSus.Client;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
using static UnityEngine.Rendering.RayTracingAccelerationStructure;
namespace Subsystems
{
[System.Serializable]
public class StationSettings
{
public GameObject TaskStationPrefab;
public GameObject SabotageStationPrefab;
public GameObject MeetingStationPrefab;
public GameObject BodyStationPrefab;
}
public class GameManager_Game
{
private GameClient _gameClient;
private GameObject _player;
private GameObject _map;
private float _range;
private List<TaskData> _availableTasks;
public List<GameObject> Stations { get; private set; }
public List<GameObject> TaskStations { get; private set; } = new List<GameObject>();
private StationSettings _stationSettings;
public GameManager_Game(GameClient client, GameObject player, GameObject map, List<TaskData> availableTasks, float range = 20f, StationSettings stationSettings = null)
{
_gameClient = client;
_player = player;
_map = map;
_availableTasks = availableTasks;
_range = range;
_stationSettings = stationSettings;
}
public bool CheckSightLine(Vector3 target)
{
RaycastHit hit;
Vector3 direction = target - _player.transform.position;
Ray ray = new Ray(new Vector3(_player.transform.position.x, 0.1f, _player.transform.position.z), direction);
Physics.Raycast(ray, out hit, _range);
if (hit.collider.tag == "Player")
{
Debug.Log("Target is visible");
return true;
}
else
{
Debug.Log("Target is not visible");
return false;
}
}
public void InitializeTaskStations()
{
for(int i = 0; i < _gameClient.MyTasks.Count; i++)
{
System.Random rnd = new System.Random();
var task = _availableTasks[rnd.Next(0,_availableTasks.Count)];
CreateStation(_gameClient.MyTasks[i].Location, StationType.Task, _gameClient.MyTasks[i]);
}
}
private void CreateStation(Position pos, StationType type)
{
GameObject stationPrefab = null;
PlayerRole? reqRole = null;
switch (type)
{
case StationType.Task:
stationPrefab = _stationSettings.TaskStationPrefab;
reqRole = PlayerRole.Crew;
Debug.LogError("Task station creation not fully implemented, using task station prefab as placeholder");
break;
case StationType.Sabotage:
stationPrefab = _stationSettings.SabotageStationPrefab;
break;
case StationType.Meeting:
stationPrefab = _stationSettings.MeetingStationPrefab;
break;
case StationType.Body:
stationPrefab = _stationSettings.BodyStationPrefab;
break;
default:
Debug.LogError("Invalid station type");
break;
}
var station = UnityEngine.Object.Instantiate(stationPrefab);
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
Stations.Add(station);
IInteractable interactable = station.GetComponent<IInteractable>();
interactable.Location = pos;
interactable.InteractionRange = _range;
/*Stations = new List<GameObject>();
foreach (var task in _gameClient.MyTasks)
{
System.Random rnd = new System.Random();
int index = rnd.Next(0, _availableTasks.Count);
var station = UnityEngine.Object.Instantiate(_stationPrefab);
ITask TaskSettings = station.GetComponent<ITask>();
TaskSettings.TaskID = task.TaskId;
TaskSettings.TaskLocation = task.Location;
station.transform.position = TaskSettings.TaskLocation.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
station.SetActive(false);
Stations.Add(station);
}*/
}
private void CreateStation(Position pos, StationType type, GameTask taskInfo)
{
GameObject stationPrefab = _stationSettings.TaskStationPrefab;
var station = UnityEngine.Object.Instantiate(stationPrefab);
station.transform.position = pos.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
Stations.Add(station);
TaskStation interactable = station.GetComponent<TaskStation>();
interactable.Location = pos;
interactable.InteractionRange = _range;
interactable.TaskID = taskInfo.TaskId;
}
void CheckForPlayers()
{
foreach (var player in _gameClient.PlayerPositions.Where(p => p.Value.State == PlayerState.Alive))
{
if (CheckSightLine(player.Value.Position.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center)))
{
Debug.Log($"Player {player.Key} is visible");
//TODO: Render player on map
}
else
{
Debug.Log($"Player {player.Key} is not visible");
}
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: aba57c59fb2a19141a4868fa6a5c924c

View File

@@ -1,4 +1,4 @@
using UnityEngine; using UnityEngine;
using GeoSus.Client; using GeoSus.Client;
using System; using System;
using System.Collections; using System.Collections;
@@ -16,292 +16,6 @@ namespace Subsystems
Running, Running,
Failed Failed
} }
/// <summary>
/// Position source backend. Selectable at runtime via the GPS overlay
/// "Source" button so the user can recover when one path misbehaves on
/// their phone:
/// Auto - JNI: subscribe to gps + network, pick most recent fix.
/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
/// fixes don't drown out the slower-but-precise gps fix).
/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
/// Useful indoors when no satellite lock is possible.
/// UnityInput - Unity's Input.location wrapper. Verified to hang on
/// Mi 9T / A20e (which is why JNI exists), but works on
/// newer Android where the JNI streaming-callbacks path
/// silently doesn't fire (MIUI/HyperOS battery saver,
/// approximate-vs-precise permission split, minDistance
/// gating on stationary phones).
/// EditorWasd - WASD-driven simulated position. Available regardless
/// of testMode flag so desktop builds and editor sessions
/// can navigate the map without real GPS.
/// </summary>
public enum PositionSource
{
Auto,
GpsOnly,
NetworkOnly,
UnityInput,
EditorWasd,
}
#if UNITY_ANDROID && !UNITY_EDITOR
/// <summary>
/// Bridges android.location.LocationListener to managed code. The method
/// names here must match Java's LocationListener interface exactly so
/// AndroidJavaProxy's reflection dispatcher can find them.
/// </summary>
internal class AndroidLocationProxy : AndroidJavaProxy
{
public AndroidLocationProvider Owner { get; set; }
public AndroidLocationProxy() : base("android.location.LocationListener") { }
// Called by Android each time a new fix arrives from the registered provider.
public void onLocationChanged(AndroidJavaObject location)
{
try
{
if (location == null) return;
double lat = location.Call<double>("getLatitude");
double lon = location.Call<double>("getLongitude");
long t = location.Call<long>("getTime");
string provider = "";
try { provider = location.Call<string>("getProvider"); } catch { }
// Streaming callbacks are LIVE (never cached). The cached path
// calls UpdateLocation directly with isCached=true.
Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
}
}
// Required by the LocationListener interface even if we don't use them.
// Missing methods cause java.lang.AbstractMethodError at runtime.
public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
public void onProviderEnabled(string provider) { }
public void onProviderDisabled(string provider) { }
}
/// <summary>
/// Direct wrapper around android.location.LocationManager via JNI, used as
/// a replacement for Unity's Input.location on Android when the user picks
/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
/// position-source picker can rewire live without restart.
/// </summary>
internal class AndroidLocationProvider
{
private AndroidJavaObject _activity;
private AndroidJavaObject _locationManager;
private AndroidLocationProxy _gpsListener;
private AndroidLocationProxy _networkListener;
private double _lat, _lon;
private long _lastTimeMillis;
private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
private bool _hasFix;
private bool _hasLiveFix; // True once any streaming callback fired.
private string _activeProvider = "";
// Captured at Initialize() so the diagnostic can report
// "GPS provider DISABLED, only network enabled" etc.
private bool _gpsProviderEnabled;
private bool _networkProviderEnabled;
private bool _gpsLastKnownExists;
private bool _networkLastKnownExists;
private string _enabledProvidersList = "";
// Subscription scope - set in Initialize, used in Shutdown to know
// which listeners we registered.
private bool _subscribedGps;
private bool _subscribedNetwork;
public bool HasFix => _hasFix;
public bool HasLiveFix => _hasLiveFix;
public long LastLiveTimeMillis => _lastLiveTimeMillis;
public long LastTimeMillis => _lastTimeMillis;
public double Lat => _lat;
public double Lon => _lon;
public string ActiveProvider => _activeProvider;
public bool GpsProviderEnabled => _gpsProviderEnabled;
public bool NetworkProviderEnabled => _networkProviderEnabled;
public bool GpsLastKnownExists => _gpsLastKnownExists;
public bool NetworkLastKnownExists => _networkLastKnownExists;
public string EnabledProvidersList => _enabledProvidersList;
public bool SubscribedGps => _subscribedGps;
public bool SubscribedNetwork => _subscribedNetwork;
public bool Initialize(out string error, bool useGps, bool useNetwork)
{
error = "";
try
{
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
}
if (_activity == null) { error = "no current activity"; return false; }
_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
// Capture provider enable state up front so the diagnostic
// can distinguish "provider disabled at OS level" from
// "provider enabled but produced no fix yet".
_gpsProviderEnabled = SafeIsProviderEnabled("gps");
_networkProviderEnabled = SafeIsProviderEnabled("network");
_enabledProvidersList = SafeGetEnabledProviders();
Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
// Try cached last-known fixes from the providers we're about
// to subscribe to. If the OS already knows where we are
// (e.g. from another app that recently used GPS), we get a
// fix at zero cost and zero wait time. Tagged isCached so
// the diagnostic can mark them and we know we still need
// to wait for a streaming callback.
if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
_subscribedGps = useGps;
_subscribedNetwork = useNetwork;
if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
// requestLocationUpdates must be called on a thread with a
// Looper. Use the Activity's UI thread, which always has one.
// minTime=1000ms, minDistance=0f - we want updates on every
// fix the OS produces. Previously this was 1f which gated
// out updates from a stationary phone (MIUI/newer Android
// are stricter about this and that's the suspected cause of
// "via gps (cached)" sticking forever).
_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
if (useGps)
{
try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
}
if (useNetwork)
{
try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
}
}));
return true;
}
catch (Exception ex)
{
error = "JNI init exception: " + ex.Message;
return false;
}
}
void TryLastKnown(string provider, out bool nonNullReturned)
{
nonNullReturned = false;
try
{
var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
if (loc != null)
{
nonNullReturned = true;
double lat = loc.Call<double>("getLatitude");
double lon = loc.Call<double>("getLongitude");
long t = loc.Call<long>("getTime");
UpdateLocation(lat, lon, t, provider, isCached: true);
}
}
catch (Exception ex)
{
Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
}
}
bool SafeIsProviderEnabled(string provider)
{
try
{
return _locationManager.Call<bool>("isProviderEnabled", provider);
}
catch (Exception ex)
{
Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
return false;
}
}
// Build a comma-separated list of currently-enabled providers via
// LocationManager.getProviders(true). We iterate the returned
// java.util.List by index because AndroidJavaObject does not
// implement IEnumerable.
string SafeGetEnabledProviders()
{
try
{
var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
if (list == null) return "";
int size = list.Call<int>("size");
var parts = new System.Text.StringBuilder();
for (int i = 0; i < size; i++)
{
var name = list.Call<string>("get", i);
if (i > 0) parts.Append(",");
parts.Append(name);
}
return parts.ToString();
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
return "";
}
}
public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
{
// Ignore older fixes if a newer one is already in hand. This lets
// both gps + network listeners feed us without ping-ponging
// between stale and fresh data.
if (timeMillis < _lastTimeMillis) return;
_lat = lat;
_lon = lon;
_lastTimeMillis = timeMillis;
// Active-provider name carries cached/live state in the diagnostic
// banner so the user can see at a glance whether streaming has
// kicked in or we're still on the initial cached snapshot.
_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
_hasFix = true;
if (!isCached)
{
_hasLiveFix = true;
_lastLiveTimeMillis = timeMillis;
}
}
public void Shutdown()
{
try
{
if (_locationManager != null)
{
if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
}
}
catch (Exception ex)
{
Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
}
_gpsListener = null;
_networkListener = null;
_locationManager = null;
_activity = null;
}
}
#endif
public static class PositonExtensions public static class PositonExtensions
{ {
public static Position ToLocal(this Position position, Position center) public static Position ToLocal(this Position position, Position center)
@@ -337,283 +51,34 @@ namespace Subsystems
private GameObject _player; private GameObject _player;
private bool _testMode; private bool _testMode;
// PlayerPrefs key for the user's chosen position source. Persists
// across app restarts so a user who flipped to UnityInput because
// their phone hated the JNI path doesn't have to flip again every
// launch.
private const string PrefsSourceKey = "PositionSource_v1";
private PositionSource _currentSource = PositionSource.Auto;
// When the multi-client editor test mode picks a non-host bot as
// active, we need the host's WASD path to NOT also move. Set true
// by GameManager when active slot != 0.
public bool SuppressWasd = false;
private GPSState _GPSState = GPSState.Uninitialized; private GPSState _GPSState = GPSState.Uninitialized;
private float _speed = 0.00001f; private float _speed = 0.00001f;
private Position _mapCenter; private Position _mapCenter;
private CoroutineHost _coroutineHost; private CoroutineHost _coroutineHost = new CoroutineHost();
private int _gpsRetryCount = 0;
private const int _maxGpsRetries = 5;
private float _lastPositionSendTime;
private const float _positionKeepAliveSeconds = 1.0f;
// Diagnostic state. We capture *why* GPS init failed so the UI can
// surface it to the user without requiring logcat. Older Android
// phones (Mi 9T, A20e) hit silent failure modes that are impossible
// to distinguish from "still warming up" without this.
private string _lastGpsError = "";
private float _gpsInitStartTime = -1f;
// Bump from the original 20s. Cold-start GPS on older Android can
// easily exceed 20s indoors or under cloud cover - by the time the
// user notices nothing is happening, we've already given up.
private const int _gpsInitTimeoutSeconds = 60;
#if UNITY_ANDROID && !UNITY_EDITOR
// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
// UnityInput uses Input.location instead and leaves this null.
private AndroidLocationProvider _androidProvider;
#endif
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
public string GpsStateName => _GPSState.ToString();
/// <summary>Last GPS error reason captured during init (empty if none).</summary>
public string LastGpsError => _lastGpsError ?? "";
/// <summary>Retry count out of max (debug/diagnostic).</summary>
public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
/// <summary>Currently selected position source (for UI cycle button).</summary>
public PositionSource CurrentSource => _currentSource;
/// <summary>Display name for the current source (for UI label).</summary>
public string CurrentSourceName
{
get
{
switch (_currentSource)
{
case PositionSource.Auto: return "Auto (GPS+Net)";
case PositionSource.GpsOnly: return "GPS only";
case PositionSource.NetworkOnly: return "Network only";
case PositionSource.UnityInput: return "Unity Input";
case PositionSource.EditorWasd: return "WASD";
default: return _currentSource.ToString();
}
}
}
/// <summary>
/// Human-readable one-line GPS status for on-screen overlay. Designed
/// to be visible without ADB so users can self-diagnose permission
/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
/// </summary>
public string GpsDiagnostic
{
get
{
if (_currentSource == PositionSource.EditorWasd)
{
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
return "WASD: waiting for map center";
return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
}
switch (_GPSState)
{
case GPSState.Uninitialized:
return "Uninitialized (will start on first lobby action)";
case GPSState.Initializing:
{
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
string providers = "";
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
#endif
return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
}
case GPSState.Running:
{
string suffix = "";
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null)
{
string p = _androidProvider.ActiveProvider;
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
// Show how stale the most recent fix is (ms-level
// resolution) so "stuck on cached" is obvious at
// a glance: "via gps (cached) [no live, 47s old]".
if (!_androidProvider.HasLiveFix)
{
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
long ageMs = now - _androidProvider.LastTimeMillis;
if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
suffix += $" [no live, {ageMs / 1000}s old]";
else
suffix += " [no live]";
}
else
{
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
long ageMs = now - _androidProvider.LastLiveTimeMillis;
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
}
}
#endif
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
return "Running but no fix yet (waiting for satellites)" + suffix;
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
}
case GPSState.Failed:
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
default:
return "?";
}
}
}
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode) public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
{ {
_gameClient = gameClient; _gameClient = gameClient;
_player = player; _player = player;
_testMode = testMode; _testMode = testMode;
// CoroutineHost needs a MonoBehaviour on a real GameObject
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
UnityEngine.Object.DontDestroyOnLoad(hostGO);
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
// Restore the user's last picked source. Default depends on
// platform: editor defaults to EditorWasd (no GPS hardware in
// editor anyway); device defaults to Auto.
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
{
_currentSource = parsed;
}
else
{
#if UNITY_EDITOR
_currentSource = PositionSource.EditorWasd;
#else
_currentSource = PositionSource.Auto;
#endif
}
// Legacy testMode flag forces EditorWasd. New code paths should
// use SwitchPositionSource(EditorWasd) instead, but we keep the
// old behavior for backward compatibility with the inspector flag.
if (_testMode) _currentSource = PositionSource.EditorWasd;
}
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
public void SetPlayerObject(GameObject player) { _player = player; }
/// <summary>
/// Switch the active position source backend live. Tears down the
/// current backend's listeners (JNI proxies, Input.location), resets
/// the state machine, and kicks off init for the new source. Persists
/// the choice to PlayerPrefs.
/// </summary>
public void SwitchPositionSource(PositionSource newSource)
{
if (_currentSource == newSource) return;
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
// Tear down whatever's running.
ShutdownCurrentBackend();
_currentSource = newSource;
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
PlayerPrefs.Save();
_GPSState = GPSState.Uninitialized;
_gpsRetryCount = 0;
_lastGpsError = "";
_gpsInitStartTime = -1f;
// Don't clear _currentPosition - the user has presumably been
// playing somewhere. Map markers/avatar position can stay until
// the next fix arrives from the new source.
EnsureGPSStarted();
}
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
public void CycleNextPositionSource()
{
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
int idx = Array.IndexOf(values, _currentSource);
var next = values[(idx + 1) % values.Length];
SwitchPositionSource(next);
}
private void ShutdownCurrentBackend()
{
#if UNITY_ANDROID && !UNITY_EDITOR
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
#endif
// Stop Unity Input.location too, in case it was running.
try { Input.location.Stop(); } catch { }
}
/// <summary>
/// Kick off GPS initialization if it hasn't started yet. Safe to call
/// repeatedly. Hosts must call this from the lobby setup screen so
/// that by the time they click "Create Lobby" we have a real GPS
/// fix to use as the play-area center, instead of falling back to
/// the hardcoded coordinates.
/// </summary>
public void EnsureGPSStarted()
{
if (_currentSource == PositionSource.EditorWasd) return;
if (_coroutineHost == null) return;
// Allow tapping "Create Lobby" again (or any caller of this
// method) to retry from Failed up to _maxGpsRetries times.
if (_GPSState == GPSState.Uninitialized)
{
_coroutineHost.StartCoroutine(InitiallizeGPS());
}
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
{
_gpsRetryCount++;
_coroutineHost.StartCoroutine(InitiallizeGPS());
}
} }
public void positionCheck() public void positionCheck()
{ {
var state = _gameClient?.CurrentLobbyState;
if (state == null || state.Phase != GamePhase.Playing)
return;
try try
{ {
if (_currentSource == PositionSource.EditorWasd) if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
{ {
if (_currentPosition == new Position(0, 0)) if (_testMode)
{ {
if (state.MapData == null)
return;
if (_currentPosition == null || _currentPosition == new Position(0, 0))
{
//Init blok //Init blok
_currentPosition = state.MapData.Center; _currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
_mapCenter = state.MapData.Center; _mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
_lastSentPosition = _currentPosition; _lastSentPosition = _currentPosition;
} }
if (!SuppressWasd)
TestPlayerPosition(); TestPlayerPosition();
else
TrySendCurrentPosition(); // keep-alive only
} }
else else
{ {
@@ -628,84 +93,54 @@ namespace Subsystems
} }
else if (_GPSState == GPSState.Running) else if (_GPSState == GPSState.Running)
{ {
EnsureMapCenter(); try
TrySendCurrentPosition();
}
else
{ {
Debug.Log("GPS failed, trying again..."); if (_currentPosition != _lastSentPosition)
if (_gpsRetryCount < _maxGpsRetries)
{ {
_gpsRetryCount++; _gameClient.UpdatePosition(_currentPosition);
_GPSState = GPSState.Uninitialized; _lastSentPosition = _currentPosition;
} _player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
else _player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
{
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
// Keep _GPSState = Failed so we stop retrying
}
}
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}"); Debug.Log(ex);
} }
} }
else
private void EnsureMapCenter()
{ {
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0) Debug.Log("GPS failed, trying again...");
return; _GPSState = GPSState.Uninitialized;
var md = _gameClient?.CurrentLobbyState?.MapData;
if (md != null)
_mapCenter = md.Center;
} }
private void TrySendCurrentPosition()
{
bool moved = _currentPosition != _lastSentPosition;
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
if (!moved && !keepAliveDue)
return;
var previous = _lastSentPosition;
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
_lastPositionSendTime = Time.time;
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
return;
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
_player.transform.position = localCurrent;
if (previous.Lat == 0 && previous.Lon == 0)
return;
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
if (heading.HasValue)
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
} }
}
}
catch (NullReferenceException ex) { Debug.Log(ex); }
}
private void TestPlayerPosition() private void TestPlayerPosition()
{ {
double x = Input.GetAxis("Horizontal"); double x = Input.GetAxis("Horizontal");
double y = Input.GetAxis("Vertical"); double y = Input.GetAxis("Vertical");
Debug.Log($"Input: {x}, {y}");
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed); _currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter); var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
Debug.Log($"Local Current Position: {localCurrent}");
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent); var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
if (heading != null) if (heading != null)
{ {
if (_player != null) Debug.Log($"Heading: {heading}");
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0); _player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
} }
if (_player != null)
_player.transform.position = localCurrent; _player.transform.position = localCurrent;
try try
{ {
TrySendCurrentPosition(); if (_currentPosition != _lastSentPosition)
{
_gameClient.UpdatePosition(_currentPosition);
_lastSentPosition = _currentPosition;
}
} }
catch catch
{ {
@@ -715,212 +150,105 @@ namespace Subsystems
} }
private double? CalculateHeading(Vector3 first, Vector3 second) private double? CalculateHeading(Vector3 first, Vector3 second)
{ {
if ((first - second).magnitude < 0.0001f) return null; double? heading = null;
float dx = second.x - first.x; if ((first - second).magnitude == 0)
float dz = second.z - first.z; {
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg; return null;
if (heading < 0) heading += 360f; }
else if (first.x == second.x && first.z < second.z)
{
return 0;
}
else if (first.x == second.x && first.z > second.z)
{
return 180;
}
else if (first.x > second.x && first.z == second.z)
{
return 270;
}
else if (first.x < second.x && first.z == second.z)
{
return 90;
}
else if (first.x < second.x && first.z < second.z)
{
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
return (heading * 180) / Math.PI;
}
else if (first.x < second.x && first.z > second.z)
{
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
return (heading * 180) / Math.PI + 180;
}
else if (first.x > second.x && first.z < second.z)
{
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
return (heading * 180) / Math.PI - 90;
}
else if (first.x > second.x && first.z > second.z)
{
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
return (heading * 180) / Math.PI - 90;
}
else
{
return heading; return heading;
} }
}
IEnumerator InitiallizeGPS() IEnumerator InitiallizeGPS()
{ {
_GPSState = GPSState.Initializing; _GPSState = GPSState.Initializing;
_gpsInitStartTime = Time.time;
_lastGpsError = "";
#if UNITY_ANDROID
// Request fine location permission if not already granted.
// On Android 12+ a "precise" toggle exists separately from coarse,
// but Unity's FineLocation request covers both for our purposes.
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
{
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
// Wait up to 10 seconds for user to respond to the permission dialog
float waited = 0f;
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
{
yield return new WaitForSeconds(0.5f);
waited += 0.5f;
}
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
{
_lastGpsError = "Permission denied (fine location)";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
}
}
#endif
#if UNITY_ANDROID && !UNITY_EDITOR
// Choose subscription scope based on selected source. UnityInput
// skips JNI entirely and falls through to the Input.location path
// below (the same path iOS / editor use).
if (_currentSource == PositionSource.Auto ||
_currentSource == PositionSource.GpsOnly ||
_currentSource == PositionSource.NetworkOnly)
{
bool useGps = (_currentSource != PositionSource.NetworkOnly);
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
_androidProvider = new AndroidLocationProvider();
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
{
_lastGpsError = "Native LocationManager failed: " + initError;
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
// Fast-fail if neither subscribed provider is enabled at OS
// level. Waiting 60s for fixes from disabled providers is
// pointless - tell the user immediately what's wrong.
bool anyUsableEnabled =
(useGps && _androidProvider.GpsProviderEnabled) ||
(useNetwork && _androidProvider.NetworkProviderEnabled);
if (!anyUsableEnabled)
{
string which = useGps && useNetwork ? "gps + network"
: useGps ? "gps"
: "network";
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider.Shutdown();
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
// Wait for the first fix (cached or live).
int maxWaitJni = _gpsInitTimeoutSeconds;
while (!_androidProvider.HasFix && maxWaitJni > 0)
{
yield return new WaitForSeconds(1);
maxWaitJni--;
}
if (!_androidProvider.HasFix)
{
string enabled = _androidProvider.EnabledProvidersList ?? "";
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
Debug.LogError("[GPS] " + _lastGpsError);
_androidProvider.Shutdown();
_androidProvider = null;
_GPSState = GPSState.Failed;
yield break;
}
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
_GPSState = GPSState.Running;
_gpsRetryCount = 0;
_coroutineHost.StartCoroutine(AndroidGPSService());
yield break;
}
// _currentSource == UnityInput on Android: fall through to the
// Input.location path below. This is the recovery path for
// newer Android phones where JNI's streaming-callbacks don't
// fire (MIUI/HyperOS background restrictions, approximate-vs-
// precise permission, minDistance gating on stationary phones).
#endif
// iOS / editor / non-Android / Android-with-UnityInput-source:
// use Unity's Input.location.
if (!Input.location.isEnabledByUser) if (!Input.location.isEnabledByUser)
{ {
_lastGpsError = "Location services not enabled by user"; Debug.LogError("Location not enabled on device or app does not have permission to access location");
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
} }
// Starts the location service.
float desiredAccuracyInMeters = 5f; float desiredAccuracyInMeters = 10f;
float updateDistanceInMeters = 1f; float updateDistanceInMeters = 10f;
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters); Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
int maxWait = _gpsInitTimeoutSeconds; // Waits until the location service initializes
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0) while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{ {
yield return new WaitForSeconds(1); yield return new WaitForSeconds(1);
maxWait--; maxWait--;
} }
// If the service didn't initialize in 20 seconds this cancels location service use.
if (maxWait < 1) if (maxWait < 1)
{ {
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed; _GPSState = GPSState.Failed;
Debug.LogError("Timed out");
yield break; yield break;
} }
if (Input.location.status == LocationServiceStatus.Failed)
{
_lastGpsError = "Unity Input.location reported Failed status";
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break;
}
_GPSState = GPSState.Running; _GPSState = GPSState.Running;
_gpsRetryCount = 0; yield return _coroutineHost.StartCoroutine(GPSService());
_coroutineHost.StartCoroutine(GPSService());
} }
#if UNITY_ANDROID && !UNITY_EDITOR
/// <summary>
/// Mirrors the JNI provider's most recent fix into _currentPosition
/// every 0.5s so the rest of the game (which polls _currentPosition
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
/// working unchanged. Replaces GPSService on Android.
/// </summary>
IEnumerator AndroidGPSService()
{
while (_GPSState == GPSState.Running && _androidProvider != null)
{
if (_androidProvider.HasFix)
{
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
}
yield return new WaitForSeconds(0.5f);
}
// Loop ended (state != Running or provider disposed). Clean up
// listeners so we don't leak across retries.
if (_androidProvider != null)
{
_androidProvider.Shutdown();
_androidProvider = null;
}
}
#endif
IEnumerator GPSService() IEnumerator GPSService()
{ {
while (_GPSState == GPSState.Running) // Check if the user has location service enabled.
{
// If the connection failed this cancels location service use.
if (Input.location.status == LocationServiceStatus.Failed) if (Input.location.status == LocationServiceStatus.Failed)
{ {
_lastGpsError = "Location service died after init (provider stopped)"; Debug.LogError("Unable to determine device location");
Debug.LogError("[GPS] " + _lastGpsError);
_GPSState = GPSState.Failed;
yield break; yield break;
} }
else
// Keep current GPS position fresh; sending is throttled in positionCheck(). {
var data = Input.location.lastData; // If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
_currentPosition = new Position(data.latitude, data.longitude); _currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
yield return new WaitForSeconds(0.5f); Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
yield return new WaitForSeconds(5f);
} }
// Stops the location service if there is no need to query location updates continuously.
yield return _coroutineHost.StartCoroutine(GPSService());
} }
} }
} }

View File

@@ -5,6 +5,7 @@ using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.Localization.Pseudo;
using UnityEngine.UI; using UnityEngine.UI;
@@ -132,6 +133,8 @@ namespace Subsystems{
// Vytvoření mesh pro budovu // Vytvoření mesh pro budovu
MeshFilter meshFilter = building.AddComponent<MeshFilter>(); MeshFilter meshFilter = building.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>(); MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
building.tag = "Map";
float height; float height;
Material mat; Material mat;
@@ -156,6 +159,7 @@ namespace Subsystems{
} }
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height); Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
meshFilter.mesh = mesh; meshFilter.mesh = mesh;
meshCollider.sharedMesh = mesh;
//TODO: material by type //TODO: material by type
// Použijeme barvu podle typu budovy // Použijeme barvu podle typu budovy
@@ -168,6 +172,7 @@ namespace Subsystems{
GameObject BuildPathwayMesh(MapPathway w) GameObject BuildPathwayMesh(MapPathway w)
{ {
var path = new GameObject($"Path_{w.Name ?? "Unknown"}"); var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
path.tag = "Map";
// Použijeme LineRenderer pro jednoduchost // Použijeme LineRenderer pro jednoduchost
LineRenderer line = path.AddComponent<LineRenderer>(); LineRenderer line = path.AddComponent<LineRenderer>();
@@ -234,6 +239,7 @@ namespace Subsystems{
GameObject BuildAreaMesh(MapArea a) GameObject BuildAreaMesh(MapArea a)
{ {
var area = new GameObject($"Area_{a.Name ?? "Unknown"}"); var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
area.tag = "Map";
MeshFilter meshFilter = area.AddComponent<MeshFilter>(); MeshFilter meshFilter = area.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>(); MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();

View File

@@ -105,6 +105,10 @@ namespace Subsystems
case "MapDataError": case "MapDataError":
Debug.Log("Received MapData server error"); Debug.Log("Received MapData server error");
break; break;
case "SabotageStarted":
Debug.Log("Sabotage started");
HandleSabotageStarted(gameEvent);
break;
default: default:
Debug.Log("Received GameEvent of type: " + gameEvent.EventType); Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
break; break;
@@ -157,6 +161,36 @@ namespace Subsystems
_gameClient.StartGame(); _gameClient.StartGame();
} }
#region GameEvent Handlers
private void HandleSabotageStarted(GameEvent gameEvent)
{
SabotageStartedPayload payload = gameEvent.GetPayload<SabotageStartedPayload>();
switch (payload.Type)
{
case SabotageType.CommsBlackout:
for(int i = 0;i < payload.RequiredSimultaneousRepairs; i++)
{
//create stations
}
//Ui.alert
//DisableComms
return;
case SabotageType.CriticalMeltdown:
for (int i = 0; i < payload.RequiredSimultaneousRepairs; i++)
{
//create stations
}
//UI.alert
//UI Time remain
return;
default:
Debug.Log($"Sabotage of unknown type: {payload.Type}");
return;
}
}
#endregion
} }
} }

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

@@ -1,21 +1,25 @@
//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
}*/
[System.Serializable]
public class TaskData
{
//TaskType
public GameObject TaskPrefab;
} }
public interface ITask public interface ITask
{ {
public string TaskID { get; } // Unikátní ID úkolu pro server public string TaskID { get; set; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; } // Typ úkolu public TaskType TaskType { get; set; } // Typ úkolu
public string TaskName { get; } // Viditelný název úkolu public string TaskName { get; set; } // Viditelný název úkolu
public (double, double) TaskLocation { get; } // Polohy na mapì public Position TaskLocation { get; set; } // Polohy na mapì
public bool IsCompleted { get; } // Stav dokonèení úkolu public bool IsCompleted { get; } // Stav dokončení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
@@ -27,7 +31,7 @@ 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
private Action<ITask> _onCompleted; private Action<ITask> _onCompleted;
@@ -35,6 +39,7 @@ public class Wires : ITask{
{ {
IsCompleted = false; IsCompleted = false;
_onCompleted = onCompleted; _onCompleted = onCompleted;
} }
public void ExitTask(Action<ITask> onExit) //Zavøení tasku public void ExitTask(Action<ITask> onExit) //Zavøení tasku
{ {
@@ -51,3 +56,18 @@ public class Wires : ITask{
} }
*/ */
public enum StationType
{
Sabotage,
Task,
Meeting,
Body
}
public interface IInteractable
{
public StationType Type { get; set; } // Typ stanice
public Position Location { get; set; } // Pozice na mapě
public PlayerRole? ReqRole { get; set; } // Požadovaná role hráče Impostor / Crewmate / Any = null
public float InteractionRange { get; set; } // Dosah interakce
void Interact(PlayerRole role); // Spuštění interakce
}

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@@ -0,0 +1,2 @@
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@@ -0,0 +1,83 @@
using GeoSus.Client;
using System;
using UnityEngine;
using System.Linq;
public class Station : IInteractable
{
public StationType Type { get; set; }
public Position Location { get; set; }
public PlayerRole? ReqRole { get; set; }
public float InteractionRange { get; set; }
protected GameObject interfaceInstance;
public GameObject Interface { get; set; } // Prefab pro interakci (napø. UI pro úkol nebo sabotáže)
public virtual void Interact(PlayerRole role)
{
if (ReqRole.HasValue && role != ReqRole.Value)
{
Debug.Log("You do not have the required role to interact with this station.");
return;
}
else
{
interfaceInstance = UnityEngine.Object.Instantiate(Interface); // Zobrazí interakèní UI
}
}
public Station(Position location, float interactionRange)
{
Location = location;
InteractionRange = interactionRange;
}
}
public class TaskStation : Station
{
public string TaskID { get; set; } // Unikátní ID úkolu pro server
private GameClient _gameClient;
public TaskStation(Position pos, float interactionRange, GameClient gameClient, string taskID) : base(pos, interactionRange)
{
Type = StationType.Task;
ReqRole = PlayerRole.Crew;
_gameClient = gameClient;
}
public ITask Task { get; set; }
public override void Interact(PlayerRole role)
{
if(interfaceInstance != null)
{
ResumeTask();
return;
}
base.Interact(role);
Task = interfaceInstance.GetComponent<ITask>();
Task.TaskID = TaskID;
Task.Initialize(OnTaskCompleted);
}
private void ResumeTask()
{
interfaceInstance.SetActive(true); // Zobrazí interakèní UI
}
private void OnTaskCompleted(ITask task)
{
_gameClient.CompleteTask(task.TaskID);
task.ExitTask(OnTaskExit);
Debug.Log($"Task {task.TaskName} completed and sent to server.");
}
private void OnTaskExit(ITask task)
{
if (task.IsCompleted)
{
UnityEngine.Object.Destroy(interfaceInstance); // Znièí interakèní UI
Debug.Log($"Task {task.TaskName} completed and sent to server.");
}
else
{
interfaceInstance.SetActive(false); // Skryje interakèní UI
Debug.Log($"Task {task.TaskName} was not completed, but exited.");
}
}
}

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

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