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8 Commits
dd3da6dd60
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Gameclient
| Author | SHA1 | Date | |
|---|---|---|---|
| 556fdb6090 | |||
| 43a3434e97 | |||
| 48448a9cff | |||
| b872b52632 | |||
| be595da357 | |||
| a1b40ad102 | |||
| 7294466604 | |||
| 67d3ee76c1 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -303,8 +303,6 @@ PublishScripts/
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*.nupkg
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# NuGet Symbol Packages
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*.snupkg
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# except build/, which is used as an MSBuild target.
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!**/[Pp]ackages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/[Pp]ackages/repositories.config
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# NuGet v3's project.json files produces more ignorable files
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: fb2ef1f66ca10294dba33dd383ade6b4
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guid: 799f52449ae21404c9a7593f6dc28c60
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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||||
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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||||
guid: f31e52f13a8e8484b820e2b6b7887f69
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guid: bc06bb57786c7e142b06ec231e5cf709
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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||||
guid: a76476a76b55281469f2e01d076f13ee
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guid: 1d2251b279edb0147bd274a884ac878b
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: 2f935cf2d6d3599488acc86676c0f9ea
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guid: 91e0f647c37b0b94b83f53bb854db28c
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@@ -9,38 +9,39 @@ namespace GeoSus.Client
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{
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#region Základní typy
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public struct Position
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{
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[JsonProperty("lat")]
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public double Lat { get; set; }
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[JsonProperty("lon")]
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public double Lon { get; set; }
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public Position(double lat, double lon)
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public struct Position
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{
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Lat = lat;
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Lon = lon;
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}
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// Haversine vzdálenost v metrech
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public double DistanceTo(Position other)
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{
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const double R = 6371000;
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var lat1 = Lat * Math.PI / 180;
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var lat2 = other.Lat * Math.PI / 180;
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var dLat = (other.Lat - Lat) * Math.PI / 180;
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var dLon = (other.Lon - Lon) * Math.PI / 180;
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var a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
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Math.Cos(lat1) * Math.Cos(lat2) *
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Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
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var c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
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return R * c;
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}
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}
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[JsonProperty("lat")]
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public double Lat { get; set; }
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[JsonProperty("lon")]
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public double Lon { get; set; }
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public Position(double lat, double lon)
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{
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Lat = lat;
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Lon = lon;
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}
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// Haversine vzdálenost v metrech
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public double DistanceTo(Position other)
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{
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const double R = 6371000;
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var lat1 = Lat * Math.PI / 180;
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var lat2 = other.Lat * Math.PI / 180;
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var dLat = (other.Lat - Lat) * Math.PI / 180;
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var dLon = (other.Lon - Lon) * Math.PI / 180;
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var a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
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Math.Cos(lat1) * Math.Cos(lat2) *
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Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
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var c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
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return R * c;
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}
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public static bool operator ==(Position left, Position right) { if (left.Lat == right.Lat && left.Lon == right.Lon) { return true; } else { return false; } }
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public static bool operator !=(Position left, Position right) { return !(left == right); }
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}
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[JsonConverter(typeof(StringEnumConverter))]
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public enum PlayerRole { Crew, Impostor }
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: 35fdb54071ae2cf4c8d66418bb74112e
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guid: 14463228dfea2264ebfc36c3a7dc4b99
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: 7332169067fede94fa2ee10bc58dfcce
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guid: 80ef0979df5d1fe489225f3e5edadc5c
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 9515330c365f1b34a9574fcf5b50aef9
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guid: 3a4035bdb812fee4f96cb1aa1b24c999
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folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
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||||
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 0d2bf6fbc15c94c4db51c326dbaa84ee
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guid: 131d9de257c8edc49991d792c6e702f6
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||||
folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: e5291ab52f18e6748ad9c472063c3706
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guid: 5fd2bf33031fe9d4ea3439b41d7f4b97
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folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
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||||
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||||
@@ -7,8 +7,8 @@ Material:
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: textik
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||||
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_Name: AreaMat
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m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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@@ -23,6 +23,10 @@ Material:
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||||
m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- _AlphaTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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||||
- _BumpMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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||||
@@ -61,12 +65,14 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- PixelSnap: 0
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _EnableExternalAlpha: 0
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- _GlossMapScale: 1
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- _Glossiness: 0.583
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- _Glossiness: 0.5
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- _GlossyReflections: 1
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- _Metallic: 0
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- _Mode: 0
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||||
@@ -78,7 +84,9 @@ Material:
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||||
- _UVSec: 0
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||||
- _ZWrite: 1
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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||||
- _Color: {r: 0.0813297, g: 1, b: 0, a: 1}
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||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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||||
- _Flip: {r: 1, g: 1, b: 1, a: 1}
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||||
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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||||
m_BuildTextureStacks: []
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||||
m_AllowLocking: 1
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||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 299795d658d037841b1552f783d462c3
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||||
guid: 5a46533bdf4003449bc9146ccef44e27
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||||
NativeFormatImporter:
|
||||
externalObjects: {}
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||||
mainObjectFileID: 2100000
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||||
@@ -1,11 +1,10 @@
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using UnityEngine;
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using GeoSus.Client;
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using Subsystems;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using TMPro;
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using System.Collections.Generic;
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/*
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GameManager - hlavní tøida pro správu hry
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GameManager_Network - subsystém pro správu komunikace se serverem
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@@ -13,33 +12,72 @@ using TMPro;
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GameManager_Map - subsystém pro správu mapy a prostøedí
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GameManager_Input - subsystém pro správu vstupu od hráèe
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GameManager_UI - subsystém pro správu uživatelského rozhraní
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GamaManager_Stats - subsystém pro správu statistik pro server
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GamaManager_Stats - subsystém pro správu statistik pro server
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*/
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public class GameManager : MonoBehaviour
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{
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[Header("Subsystems")]
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protected GameManager_Network networkSubsystem;
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protected GameManager_UI uiSubsystem;
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protected GameManager_Map mapSubsystem;
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protected GameManager_Input inputSubsystem;
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protected GameManager_Game gameSubsystem;
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protected GameClient gameClient;
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[Header("Player Info")]
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public string displayName;
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[Header("UI Elements")]
|
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public Canvas JoinCreateLobby;
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public Canvas InLobby;
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public Canvas LoadingScreen;
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public Canvas GameScreen;
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[Header("Map")]
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public GameObject MapCenterPoint;
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public BuildingSettings buildingSettings;
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public PathwaySettings pathwaySettings;
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public AreaSettings areaSettings;
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[Header("GPS")]
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public GameObject Player;
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[Header("Debug")]
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||||
public bool testMode = false;
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private GameClient _secondClient;
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private GameClient _thirdClient;
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||||
private GameManager_Network _secondNetwork;
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private GameManager_Network _thirdNetwork;
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||||
[Header("Tasks")]
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public List<TaskData> AvailableTasks = new List<TaskData>();
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public StationSettings settings = new StationSettings();
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|
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void Start()
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{
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DontDestroyOnLoad(this);
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if (displayName == null || displayName == "")
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{
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displayName = "Player_" + Random.Range(1000, 9999).ToString();
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displayName = GenerateUsername();
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}
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gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername());
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uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby);
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if (testMode)
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{
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_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
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_secondNetwork = new GameManager_Network(_secondClient);
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_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
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_thirdNetwork = new GameManager_Network(_thirdClient);
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_secondNetwork.OpenConection();
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_thirdNetwork.OpenConection();
|
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}
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gameClient = new GameClient(GenerateUUID(), displayName);
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uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
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networkSubsystem = new GameManager_Network(gameClient);
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mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
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inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
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gameSubsystem = new GameManager_Game(gameClient, Player, MapCenterPoint, AvailableTasks);
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networkSubsystem.OpenConection();
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}
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private void Update()
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@@ -47,8 +85,17 @@ public class GameManager : MonoBehaviour
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if (gameClient.CurrentLobbyState != null)
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{
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uiSubsystem.UpdateLobbyUI();
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||||
}
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||||
try
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{
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if (gameClient.CurrentLobbyState.MapDataReady)
|
||||
{
|
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mapSubsystem.BuildMap();
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gameClient.CurrentLobbyState.MapDataReady = false;
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||||
}
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||||
}
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||||
catch (NullReferenceException ex) { }
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inputSubsystem.positionCheck();
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}
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||||
|
||||
|
||||
@@ -60,13 +107,17 @@ public class GameManager : MonoBehaviour
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}
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protected string GenerateUsername()
|
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{
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string Username = Random.Range(0,10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString();
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string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
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Debug.Log(Username);
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return Username;
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}
|
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public void CreateLobbyButton()
|
||||
{
|
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networkSubsystem.CrateLobby(50.0755, 14.4378);
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networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
||||
if (testMode)
|
||||
{
|
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StartCoroutine(ConnectTestClients());
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||||
}
|
||||
}
|
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public void JoinLobbyButton()
|
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{
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||||
@@ -84,8 +135,24 @@ public class GameManager : MonoBehaviour
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{
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networkSubsystem.LeaveLobby();
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}
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public void StartGameButton()
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{
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networkSubsystem.StartGame();
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}
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public void Interact()
|
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{
|
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//TODO: Interakce s úkoly
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}
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void OnApplicationQuit()
|
||||
{
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gameClient.Disconnect();
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_secondClient?.Disconnect();
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_thirdClient?.Disconnect();
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}
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||||
IEnumerator ConnectTestClients()
|
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{
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yield return new WaitForSeconds(2f);
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||||
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
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}
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||||
}
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||||
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||||
@@ -1,2 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: 22bf82e679cf6e1419440d236360ba3b
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||||
guid: 9e2c3e4ba4e36ea40a686e58feca4d2b
|
||||
141
Assets/GameManager/GameManager_Game.cs
Normal file
141
Assets/GameManager/GameManager_Game.cs
Normal file
@@ -0,0 +1,141 @@
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using GeoSus.Client;
|
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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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
2
Assets/GameManager/GameManager_Game.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aba57c59fb2a19141a4868fa6a5c924c
|
||||
254
Assets/GameManager/GameManager_Input.cs
Normal file
254
Assets/GameManager/GameManager_Input.cs
Normal file
@@ -0,0 +1,254 @@
|
||||
using UnityEngine;
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
internal class CoroutineHost : MonoBehaviour
|
||||
{
|
||||
public CoroutineHost() { }
|
||||
}
|
||||
internal enum GPSState
|
||||
{
|
||||
Uninitialized,
|
||||
Initializing,
|
||||
Running,
|
||||
Failed
|
||||
}
|
||||
public static class PositonExtensions
|
||||
{
|
||||
public static Position ToLocal(this Position position, Position center)
|
||||
{
|
||||
double latDiff = position.Lat - center.Lat;
|
||||
double lonDiff = position.Lon - center.Lon;
|
||||
double metersPerDegreeLat = 111320.0;
|
||||
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
|
||||
float x = (float)(lonDiff * metersPerDegreeLon);
|
||||
float z = (float)(latDiff * metersPerDegreeLat);
|
||||
return new Position(z, x);
|
||||
}
|
||||
public static Vector3 ToLocalVector3(this Position position, Position center)
|
||||
{
|
||||
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static Vector3 ToVector3(this Position position)
|
||||
{
|
||||
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static double DistanceTo(this Vector3 pos, Vector3 other)
|
||||
{
|
||||
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class GameManager_Input
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Position _currentPosition;
|
||||
private Position _lastSentPosition;
|
||||
private GameObject _player;
|
||||
private bool _testMode;
|
||||
|
||||
private GPSState _GPSState = GPSState.Uninitialized;
|
||||
private float _speed = 0.00001f;
|
||||
private Position _mapCenter;
|
||||
private CoroutineHost _coroutineHost = new CoroutineHost();
|
||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_player = player;
|
||||
_testMode = testMode;
|
||||
}
|
||||
public void positionCheck()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
{
|
||||
if (_testMode)
|
||||
{
|
||||
|
||||
if (_currentPosition == null || _currentPosition == new Position(0, 0))
|
||||
{
|
||||
//Init blok
|
||||
_currentPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_mapCenter = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
|
||||
TestPlayerPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Initializing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_player.transform.position = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), _currentPosition.ToLocalVector3(_mapCenter)), 0);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.Log(ex);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GPS failed, trying again...");
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NullReferenceException ex) { Debug.Log(ex); }
|
||||
}
|
||||
private void TestPlayerPosition()
|
||||
{
|
||||
double x = Input.GetAxis("Horizontal");
|
||||
double y = Input.GetAxis("Vertical");
|
||||
Debug.Log($"Input: {x}, {y}");
|
||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||
Debug.Log($"Current Position: {_currentPosition.Lat}, {_currentPosition.Lon}");
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
Debug.Log($"Local Current Position: {localCurrent}");
|
||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading != null)
|
||||
{
|
||||
Debug.Log($"Heading: {heading}");
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||
}
|
||||
_player.transform.position = localCurrent;
|
||||
try
|
||||
{
|
||||
if (_currentPosition != _lastSentPosition)
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
}
|
||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||
{
|
||||
double? heading = null;
|
||||
if ((first - second).magnitude == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else if (first.x == second.x && first.z < second.z)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else if (first.x == second.x && first.z > second.z)
|
||||
{
|
||||
return 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z == second.z)
|
||||
{
|
||||
return 270;
|
||||
}
|
||||
else if (first.x < second.x && first.z == second.z)
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
else if (first.x < second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI;
|
||||
}
|
||||
else if (first.x < second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI + 180;
|
||||
}
|
||||
else if (first.x > second.x && first.z < second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else if (first.x > second.x && first.z > second.z)
|
||||
{
|
||||
heading = Math.Asin((second.z - first.z) / first.DistanceTo(second));
|
||||
return (heading * 180) / Math.PI - 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
return heading;
|
||||
}
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
Debug.LogError("Location not enabled on device or app does not have permission to access location");
|
||||
}
|
||||
// Starts the location service.
|
||||
|
||||
float desiredAccuracyInMeters = 10f;
|
||||
float updateDistanceInMeters = 10f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
// Waits until the location service initializes
|
||||
int maxWait = 20;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait--;
|
||||
}
|
||||
|
||||
// If the service didn't initialize in 20 seconds this cancels location service use.
|
||||
if (maxWait < 1)
|
||||
{
|
||||
_GPSState = GPSState.Failed;
|
||||
Debug.LogError("Timed out");
|
||||
yield break;
|
||||
}
|
||||
_GPSState = GPSState.Running;
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
// Check if the user has location service enabled.
|
||||
|
||||
|
||||
// If the connection failed this cancels location service use.
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
Debug.LogError("Unable to determine device location");
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the connection succeeded, this retrieves the device's current location and displays it in the Console window.
|
||||
_currentPosition = new Position(Input.location.lastData.latitude, Input.location.lastData.longitude);
|
||||
Debug.Log("Location: " + Input.location.lastData.latitude + " " + Input.location.lastData.longitude + " " + Input.location.lastData.altitude + " " + Input.location.lastData.horizontalAccuracy + " " + Input.location.lastData.timestamp);
|
||||
yield return new WaitForSeconds(5f);
|
||||
}
|
||||
|
||||
// Stops the location service if there is no need to query location updates continuously.
|
||||
yield return _coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
||||
381
Assets/GameManager/GameManager_Map.cs
Normal file
381
Assets/GameManager/GameManager_Map.cs
Normal file
@@ -0,0 +1,381 @@
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Localization.Pseudo;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
namespace Subsystems{
|
||||
[System.Serializable]
|
||||
public class BuildingSettings
|
||||
{
|
||||
public Material ResidentalBuildingsMat;
|
||||
public float ResidentalBuildingHeight;
|
||||
public Material CommercialBuildingsMat;
|
||||
public float CommercialBuildingHeight;
|
||||
public Material IndustrialBuildingsMat;
|
||||
public float IndustrialBuildingHeight;
|
||||
public Material DefaultBuildingMat;
|
||||
public float DefaultBuildingHeight;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class PathwaySettings
|
||||
{
|
||||
public Material FootwayMat;
|
||||
public float FootwayWidth;
|
||||
public Material PathMat;
|
||||
public float PathWidth;
|
||||
public Material StepsMat;
|
||||
public float StepsWidth;
|
||||
public Material CyclewayMat;
|
||||
public float CyclewayWidth;
|
||||
public Material PedestrianMat;
|
||||
public float PedestrianWidth;
|
||||
public Material RoadMat;
|
||||
public float RoadWidth;
|
||||
public Material ServiceMat;
|
||||
public float ServiceWidth;
|
||||
public Material ResidentialMat;
|
||||
public float ResidentialWidth;
|
||||
public Material TrackMat;
|
||||
public float TrackWidth;
|
||||
public Material DefaultMat;
|
||||
public float DefaultWidth;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class AreaSettings
|
||||
{
|
||||
public Material ParkMat;
|
||||
public Material GardenMat;
|
||||
public Material PlaygroundMat;
|
||||
public Material ForestMat;
|
||||
public Material GrassMat;
|
||||
public Material WaterMat;
|
||||
public Material DefaultMat;
|
||||
}
|
||||
public class GameManager_Map
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private GameObject _mapCenterPoint;
|
||||
private Position _centerPosition;
|
||||
private BuildingSettings _buildingSettings;
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_mapCenterPoint = mapCenterPoint;
|
||||
_buildingSettings = buildingSettings;
|
||||
_pathwaySettings = pathwaySettings;
|
||||
_areaSettings = areaSettings;
|
||||
}
|
||||
public void BuildMap()
|
||||
{
|
||||
ClearChildren();
|
||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject pathRoot = new GameObject("Pathways");
|
||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject areaRoot = new GameObject("Areas");
|
||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||
{
|
||||
string buildingType = "Unknown";
|
||||
try
|
||||
{
|
||||
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
||||
}
|
||||
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
||||
building.Name = buildingType;
|
||||
GameObject b = BuildBuildingMesh(building);
|
||||
b.transform.parent = buildingsRoot.transform;
|
||||
}
|
||||
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
||||
{
|
||||
GameObject p = BuildPathwayMesh(path);
|
||||
p.transform.parent = pathRoot.transform;
|
||||
}
|
||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
{
|
||||
GameObject a = BuildAreaMesh(area);
|
||||
a.transform.parent = areaRoot.transform;
|
||||
}
|
||||
//TODO: POIs
|
||||
}
|
||||
void ClearChildren()
|
||||
{
|
||||
List<GameObject> toDestroy = new List<GameObject>();
|
||||
foreach (Transform t in _mapCenterPoint.transform)
|
||||
toDestroy.Add(t.gameObject);
|
||||
foreach (var g in toDestroy)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(g);
|
||||
}
|
||||
}
|
||||
#region Mesh Building
|
||||
GameObject BuildBuildingMesh(MapBuilding b)
|
||||
{
|
||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||
|
||||
// Výpočet středu budovy
|
||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||
building.transform.position = center;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||
MeshCollider meshCollider = building.AddComponent<MeshCollider>();
|
||||
building.tag = "Map";
|
||||
|
||||
float height;
|
||||
Material mat;
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||
height = _buildingSettings.ResidentalBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
height = _buildingSettings.CommercialBuildingHeight;
|
||||
break;
|
||||
case "industrial":
|
||||
mat = _buildingSettings.IndustrialBuildingsMat;
|
||||
height = _buildingSettings.IndustrialBuildingHeight;
|
||||
break;
|
||||
default:
|
||||
mat = _buildingSettings.DefaultBuildingMat;
|
||||
height = _buildingSettings.DefaultBuildingHeight;
|
||||
break;
|
||||
}
|
||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||
meshFilter.mesh = mesh;
|
||||
meshCollider.sharedMesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy
|
||||
meshRenderer.material = mat;
|
||||
|
||||
// Přidání collideru pro interakci
|
||||
building.AddComponent<MeshCollider>();
|
||||
return building;
|
||||
}
|
||||
GameObject BuildPathwayMesh(MapPathway w)
|
||||
{
|
||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||
path.tag = "Map";
|
||||
|
||||
// Použijeme LineRenderer pro jednoduchost
|
||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||
float width;
|
||||
Material mat;
|
||||
|
||||
switch (w.PathType)
|
||||
{
|
||||
case PathType.Footway:
|
||||
mat = _pathwaySettings.FootwayMat;
|
||||
width = _pathwaySettings.FootwayWidth;
|
||||
break;
|
||||
case PathType.Path:
|
||||
mat = _pathwaySettings.PathMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Steps:
|
||||
mat = _pathwaySettings.StepsMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Cycleway:
|
||||
mat = _pathwaySettings.CyclewayMat;
|
||||
width = _pathwaySettings.CyclewayWidth;
|
||||
break;
|
||||
case PathType.Pedestrian:
|
||||
mat = _pathwaySettings.PedestrianMat;
|
||||
width = _pathwaySettings.PedestrianWidth;
|
||||
break;
|
||||
case PathType.Road:
|
||||
mat = _pathwaySettings.RoadMat;
|
||||
width = _pathwaySettings.RoadWidth;
|
||||
break;
|
||||
case PathType.Service:
|
||||
mat = _pathwaySettings.ServiceMat;
|
||||
width = _pathwaySettings.ServiceWidth;
|
||||
break;
|
||||
case PathType.Residential:
|
||||
mat = _pathwaySettings.ResidentialMat;
|
||||
width = _pathwaySettings.ResidentialWidth;
|
||||
break;
|
||||
case PathType.Track:
|
||||
mat = _pathwaySettings.TrackMat;
|
||||
width = _pathwaySettings.TrackWidth;
|
||||
break;
|
||||
default:
|
||||
mat = _pathwaySettings.DefaultMat;
|
||||
width = _pathwaySettings.DefaultWidth;
|
||||
break;
|
||||
}
|
||||
|
||||
line.material = mat;
|
||||
line.widthMultiplier = width;
|
||||
|
||||
// Nastavení bodů cesty
|
||||
line.positionCount = w.Points.Count;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = 0.1f; // Mírně nad zemí
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
GameObject BuildAreaMesh(MapArea a)
|
||||
{
|
||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||
area.tag = "Map";
|
||||
|
||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||
|
||||
// Vytvoření plochého mesh
|
||||
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
|
||||
Material mat;
|
||||
switch (a.AreaType)
|
||||
{
|
||||
case MapAreaType.Park:
|
||||
mat = _areaSettings.ParkMat;
|
||||
break;
|
||||
case MapAreaType.Garden:
|
||||
mat = _areaSettings.GardenMat;
|
||||
break;
|
||||
case MapAreaType.Playground:
|
||||
mat = _areaSettings.PlaygroundMat;
|
||||
break;
|
||||
case MapAreaType.Forest:
|
||||
mat = _areaSettings.ForestMat;
|
||||
break;
|
||||
case MapAreaType.Grass:
|
||||
mat = _areaSettings.GrassMat;
|
||||
break;
|
||||
case MapAreaType.Water:
|
||||
mat = _areaSettings.WaterMat;
|
||||
break;
|
||||
default:
|
||||
mat = _areaSettings.DefaultMat;
|
||||
break;
|
||||
}
|
||||
|
||||
meshRenderer.material = mat;
|
||||
|
||||
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||
|
||||
return area;
|
||||
}
|
||||
//TODO: POIs
|
||||
#endregion
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
{
|
||||
Vector3 center = Vector3.zero;
|
||||
foreach (var point in points)
|
||||
{
|
||||
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
}
|
||||
return center / points.Count;
|
||||
}
|
||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
|
||||
// Vertices - spodní a horní podstava
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
|
||||
// Triangles - jen boční stěny pro jednoduchost
|
||||
List<int> triangles = new List<int>();
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
int next = (i + 1) % vertexCount;
|
||||
|
||||
// Boční stěna - dva trojúhelníky
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next);
|
||||
|
||||
triangles.Add(next);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next + vertexCount);
|
||||
}
|
||||
|
||||
// Horní podstava - zjednodušená triangulace (fan)
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(vertexCount); // Střed (první bod horní)
|
||||
triangles.Add(vertexCount + i);
|
||||
triangles.Add(vertexCount + i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
Vector3[] vertices = new Vector3[vertexCount];
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||
}
|
||||
|
||||
// Triangulace - fan pattern
|
||||
List<int> triangles = new List<int>();
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
||||
@@ -2,6 +2,9 @@ using GeoSus.Client;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Subsystems;
|
||||
using System.Linq;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
@@ -10,6 +13,7 @@ namespace Subsystems
|
||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||
private const int _serverPort = 7777;
|
||||
private GameClient _gameClient;
|
||||
private GameManager_Map _mapSubsystem;
|
||||
public async void OpenConection()
|
||||
{
|
||||
while (true)
|
||||
@@ -78,14 +82,35 @@ namespace Subsystems
|
||||
}
|
||||
private void OnGameEvent(GameEvent gameEvent)
|
||||
{
|
||||
switch (gameEvent.Type)
|
||||
switch (gameEvent.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||
HandlePlayerJoined(gameEvent);
|
||||
break;
|
||||
case "PlayerLeft":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||
break;
|
||||
case "GameStarting":
|
||||
Debug.Log("Game is starting!");
|
||||
break;
|
||||
case "GameStarted":
|
||||
Debug.Log("Game started");
|
||||
break;
|
||||
case "MapDataReady":
|
||||
Debug.Log("Map data ready");
|
||||
break;
|
||||
case "PlayerMapDataReceived":
|
||||
Debug.Log("Player map data recieved");
|
||||
break;
|
||||
case "MapDataError":
|
||||
Debug.Log("Received MapData server error");
|
||||
break;
|
||||
case "SabotageStarted":
|
||||
Debug.Log("Sabotage started");
|
||||
HandleSabotageStarted(gameEvent);
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.Type);
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -111,23 +136,9 @@ namespace Subsystems
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
private void HandlePlayerJoined(GameEvent gameEvent)
|
||||
{
|
||||
var payload = gameEvent.GetPayload<PlayerJoinedPayload>();
|
||||
_gameClient.CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = payload.ClientUuid,
|
||||
DisplayName = payload.DisplayName,
|
||||
IsOwner = false,
|
||||
IsReady = false,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
public void CrateLobby(double lat, double lon)
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon));
|
||||
_gameClient.CreateLobby(new Position(lat, lon));
|
||||
}
|
||||
public void JoinLobby(string joinCode)
|
||||
{
|
||||
@@ -145,8 +156,41 @@ namespace Subsystems
|
||||
_gameClient.Disconnect();
|
||||
Application.Quit();
|
||||
}
|
||||
public void 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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||
guid: 9c2032ed1184ad7418cc415edf97b69e
|
||||
@@ -2,7 +2,7 @@ using UnityEngine;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.ComponentModel;
|
||||
|
||||
using System.Threading;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
@@ -11,25 +11,61 @@ namespace Subsystems
|
||||
private GameClient _gameClient;
|
||||
private Canvas _CreateJoinLobby;
|
||||
private Canvas _InLobby;
|
||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby)
|
||||
private Canvas _LoadingScreen;
|
||||
private Canvas _GameScreen;
|
||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_CreateJoinLobby = CreateJoinLobby;
|
||||
_LoadingScreen = LoadingScreen;
|
||||
_GameScreen = GameScreen;
|
||||
_InLobby = InLobby;
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
}
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
_InLobby.enabled = true;
|
||||
_CreateJoinLobby.enabled = false;
|
||||
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||
playerList.text = "";
|
||||
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||
if (_gameClient.CurrentLobbyState == null)
|
||||
{
|
||||
playerList.text += player.DisplayName + "\n";
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = false;
|
||||
return;
|
||||
}
|
||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
||||
{
|
||||
_CreateJoinLobby.enabled = false;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = false;
|
||||
_LoadingScreen.enabled = true;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Lobby)
|
||||
{
|
||||
_InLobby.enabled = true;
|
||||
_CreateJoinLobby.enabled = false;
|
||||
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||
playerList.text = "";
|
||||
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||
{
|
||||
playerList.text += player.DisplayName + "\n";
|
||||
}
|
||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||
return;
|
||||
}
|
||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Playing)
|
||||
{
|
||||
_CreateJoinLobby.enabled = false;
|
||||
_InLobby.enabled = false;
|
||||
_GameScreen.enabled = true;
|
||||
_LoadingScreen.enabled = false;
|
||||
_GameScreen.transform.Find("Role").GetComponent<TMPro.TMP_Text>().text = _gameClient.MyRole.ToString() ;
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
||||
guid: f575016e02384774d88b46ed7f09579f
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: feb806f8c9bbde347862d714c4e96c61
|
||||
@@ -2,20 +2,24 @@ using GeoSus.Client;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum TaskType
|
||||
/*public enum TaskType
|
||||
{
|
||||
Task //TODO: Typy úkolù
|
||||
}*/
|
||||
[System.Serializable]
|
||||
public class TaskData
|
||||
{
|
||||
//TaskType
|
||||
public GameObject TaskPrefab;
|
||||
}
|
||||
|
||||
|
||||
|
||||
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
|
||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||
public TaskType TaskType { get; set; } // Typ úkolu
|
||||
public string TaskName { get; set; } // Viditelný název úkolu
|
||||
public Position TaskLocation { get; set; } // Polohy na mapì
|
||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
||||
|
||||
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||
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 TaskType TaskType { get; set; } // Typ 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
|
||||
private Action<ITask> _onCompleted;
|
||||
|
||||
@@ -35,6 +39,7 @@ public class Wires : ITask{
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
|
||||
}
|
||||
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||
{
|
||||
@@ -50,4 +55,19 @@ 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
|
||||
}
|
||||
2
Assets/GameManager/Interfaces.cs.meta
Normal file
2
Assets/GameManager/Interfaces.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e926b313c00d4f48ad68750c88817bf
|
||||
83
Assets/GameManager/Stations.cs
Normal file
83
Assets/GameManager/Stations.cs
Normal file
@@ -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;
|
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}
|
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else
|
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{
|
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interfaceInstance = UnityEngine.Object.Instantiate(Interface); // Zobrazí interakèní UI
|
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}
|
||||
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||||
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}
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public Station(Position location, float interactionRange)
|
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{
|
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Location = location;
|
||||
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|
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|
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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)
|
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{
|
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Type = StationType.Task;
|
||||
ReqRole = PlayerRole.Crew;
|
||||
_gameClient = gameClient;
|
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}
|
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public ITask Task { get; set; }
|
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public override void Interact(PlayerRole role)
|
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{
|
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if(interfaceInstance != null)
|
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{
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ResumeTask();
|
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return;
|
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}
|
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base.Interact(role);
|
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Task = interfaceInstance.GetComponent<ITask>();
|
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Task.TaskID = TaskID;
|
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Task.Initialize(OnTaskCompleted);
|
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{
|
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interfaceInstance.SetActive(true); // Zobrazí interakèní UI
|
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|
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{
|
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_gameClient.CompleteTask(task.TaskID);
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task.ExitTask(OnTaskExit);
|
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Debug.Log($"Task {task.TaskName} completed and sent to server.");
|
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{
|
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if (task.IsCompleted)
|
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{
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|
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|
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|
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|
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{
|
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interfaceInstance.SetActive(false); // Skryje interakèní UI
|
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|
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using UnityEngine;
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//clankr
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public class RotaceZeme : MonoBehaviour
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{
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void Start()
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void Update()
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{
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user