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1 Commits
e0a4cf31b2
...
MapaBrasko
| Author | SHA1 | Date | |
|---|---|---|---|
| 38b73f731f |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -303,6 +303,8 @@ PublishScripts/
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*.nupkg
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*.nupkg
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# NuGet Symbol Packages
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# NuGet Symbol Packages
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*.snupkg
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*.snupkg
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||||||
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# The packages folder can be ignored because of Package Restore
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**/[Pp]ackages/*
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||||||
# except build/, which is used as an MSBuild target.
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# except build/, which is used as an MSBuild target.
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||||||
!**/[Pp]ackages/build/
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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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# Uncomment if necessary however generally it will be regenerated when needed
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@@ -1,8 +0,0 @@
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assetBundleVariant:
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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userData:
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assetBundleVariant:
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: bc06bb57786c7e142b06ec231e5cf709
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guid: f31e52f13a8e8484b820e2b6b7887f69
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 91e0f647c37b0b94b83f53bb854db28c
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guid: 2f935cf2d6d3599488acc86676c0f9ea
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@@ -9,39 +9,38 @@ namespace GeoSus.Client
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{
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{
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#region Základní typy
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#region Základní typy
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public struct Position
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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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{
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{
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[JsonProperty("lat")]
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Lat = lat;
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public double Lat { get; set; }
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Lon = lon;
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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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}
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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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[JsonConverter(typeof(StringEnumConverter))]
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[JsonConverter(typeof(StringEnumConverter))]
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public enum PlayerRole { Crew, Impostor }
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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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@@ -1,2 +1,2 @@
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@@ -1,92 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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@@ -1,8 +1,10 @@
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|||||||
using UnityEngine;
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using UnityEngine;
|
||||||
using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using Subsystems;
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using Subsystems;
|
||||||
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using System.Threading;
|
||||||
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using System.Threading.Tasks;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System;
|
using System.Collections.Generic;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
/*
|
/*
|
||||||
GameManager - hlavní tøida pro správu hry
|
GameManager - hlavní tøida pro správu hry
|
||||||
@@ -11,67 +13,33 @@ using TMPro;
|
|||||||
GameManager_Map - subsystém pro správu mapy a prostøedí
|
GameManager_Map - subsystém pro správu mapy a prostøedí
|
||||||
GameManager_Input - subsystém pro správu vstupu od hráèe
|
GameManager_Input - subsystém pro správu vstupu od hráèe
|
||||||
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
||||||
GamaManager_Stats - subsystém pro správu statistik pro server
|
GamaManager_Stats - subsystém pro správu statistik pro server
|
||||||
*/
|
*/
|
||||||
public class GameManager : MonoBehaviour
|
public class GameManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Header("Subsystems")]
|
[Header("Subsystems")]
|
||||||
protected GameManager_Network networkSubsystem;
|
protected GameManager_Network networkSubsystem;
|
||||||
protected GameManager_UI uiSubsystem;
|
protected GameManager_UI uiSubsystem;
|
||||||
protected GameManager_Map mapSubsystem;
|
|
||||||
protected GameManager_Input inputSubsystem;
|
|
||||||
|
|
||||||
protected GameClient gameClient;
|
protected GameClient gameClient;
|
||||||
|
|
||||||
[Header("Player Info")]
|
[Header("Player Info")]
|
||||||
public string displayName;
|
public string displayName;
|
||||||
|
|
||||||
[Header("UI Elements")]
|
[Header("UI Elements")]
|
||||||
public Canvas JoinCreateLobby;
|
public Canvas JoinCreateLobby;
|
||||||
public Canvas InLobby;
|
public Canvas InLobby;
|
||||||
public Canvas LoadingScreen;
|
|
||||||
public Canvas GameScreen;
|
|
||||||
|
|
||||||
|
|
||||||
[Header("Map")]
|
|
||||||
public GameObject MapCenterPoint;
|
|
||||||
public BuildingSettings buildingSettings;
|
|
||||||
public PathwaySettings pathwaySettings;
|
|
||||||
public AreaSettings areaSettings;
|
|
||||||
|
|
||||||
[Header("GPS")]
|
|
||||||
public GameObject Player;
|
|
||||||
|
|
||||||
[Header("Debug")]
|
|
||||||
public bool testMode = false;
|
|
||||||
private GameClient _secondClient;
|
|
||||||
private GameClient _thirdClient;
|
|
||||||
private GameManager_Network _secondNetwork;
|
|
||||||
private GameManager_Network _thirdNetwork;
|
|
||||||
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
DontDestroyOnLoad(this);
|
DontDestroyOnLoad(this);
|
||||||
if (displayName == null || displayName == "")
|
if (displayName == null || displayName == "")
|
||||||
{
|
{
|
||||||
displayName = GenerateUsername();
|
displayName = "Player_" + Random.Range(1000, 9999).ToString();
|
||||||
}
|
}
|
||||||
if (testMode)
|
gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername());
|
||||||
{
|
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby);
|
||||||
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
|
||||||
_secondNetwork = new GameManager_Network(_secondClient);
|
|
||||||
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
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|
||||||
_thirdNetwork = new GameManager_Network(_thirdClient);
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|
||||||
|
|
||||||
_secondNetwork.OpenConection();
|
|
||||||
_thirdNetwork.OpenConection();
|
|
||||||
}
|
|
||||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
|
||||||
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
|
|
||||||
networkSubsystem = new GameManager_Network(gameClient);
|
networkSubsystem = new GameManager_Network(gameClient);
|
||||||
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
|
|
||||||
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
|
|
||||||
networkSubsystem.OpenConection();
|
networkSubsystem.OpenConection();
|
||||||
}
|
}
|
||||||
private void Update()
|
private void Update()
|
||||||
@@ -79,17 +47,8 @@ public class GameManager : MonoBehaviour
|
|||||||
if (gameClient.CurrentLobbyState != null)
|
if (gameClient.CurrentLobbyState != null)
|
||||||
{
|
{
|
||||||
uiSubsystem.UpdateLobbyUI();
|
uiSubsystem.UpdateLobbyUI();
|
||||||
|
|
||||||
}
|
}
|
||||||
try
|
|
||||||
{
|
|
||||||
if (gameClient.CurrentLobbyState.MapDataReady)
|
|
||||||
{
|
|
||||||
mapSubsystem.BuildMap();
|
|
||||||
gameClient.CurrentLobbyState.MapDataReady = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (NullReferenceException ex) { }
|
|
||||||
inputSubsystem.positionCheck();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -101,17 +60,13 @@ public class GameManager : MonoBehaviour
|
|||||||
}
|
}
|
||||||
protected string GenerateUsername()
|
protected string GenerateUsername()
|
||||||
{
|
{
|
||||||
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();
|
string Username = Random.Range(0,10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString();
|
||||||
Debug.Log(Username);
|
Debug.Log(Username);
|
||||||
return Username;
|
return Username;
|
||||||
}
|
}
|
||||||
public void CreateLobbyButton()
|
public void CreateLobbyButton()
|
||||||
{
|
{
|
||||||
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
networkSubsystem.CrateLobby(50.0755, 14.4378);
|
||||||
if (testMode)
|
|
||||||
{
|
|
||||||
StartCoroutine(ConnectTestClients());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
public void JoinLobbyButton()
|
public void JoinLobbyButton()
|
||||||
{
|
{
|
||||||
@@ -129,20 +84,8 @@ public class GameManager : MonoBehaviour
|
|||||||
{
|
{
|
||||||
networkSubsystem.LeaveLobby();
|
networkSubsystem.LeaveLobby();
|
||||||
}
|
}
|
||||||
public void StartGameButton()
|
|
||||||
{
|
|
||||||
networkSubsystem.StartGame();
|
|
||||||
}
|
|
||||||
void OnApplicationQuit()
|
void OnApplicationQuit()
|
||||||
{
|
{
|
||||||
gameClient.Disconnect();
|
gameClient.Disconnect();
|
||||||
_secondClient?.Disconnect();
|
|
||||||
_thirdClient?.Disconnect();
|
|
||||||
}
|
|
||||||
IEnumerator ConnectTestClients()
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(2f);
|
|
||||||
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
|
||||||
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,926 +0,0 @@
|
|||||||
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
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <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 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;
|
|
||||||
|
|
||||||
// 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 float _speed = 0.00001f;
|
|
||||||
private Position _mapCenter;
|
|
||||||
private CoroutineHost _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)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_player = player;
|
|
||||||
_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()
|
|
||||||
{
|
|
||||||
var state = _gameClient?.CurrentLobbyState;
|
|
||||||
if (state == null || state.Phase != GamePhase.Playing)
|
|
||||||
return;
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
if (_currentSource == PositionSource.EditorWasd)
|
|
||||||
{
|
|
||||||
if (_currentPosition == new Position(0, 0))
|
|
||||||
{
|
|
||||||
if (state.MapData == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
//Init blok
|
|
||||||
_currentPosition = state.MapData.Center;
|
|
||||||
_mapCenter = state.MapData.Center;
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!SuppressWasd)
|
|
||||||
TestPlayerPosition();
|
|
||||||
else
|
|
||||||
TrySendCurrentPosition(); // keep-alive only
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (_GPSState == GPSState.Uninitialized)
|
|
||||||
{
|
|
||||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_GPSState == GPSState.Initializing)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
else if (_GPSState == GPSState.Running)
|
|
||||||
{
|
|
||||||
EnsureMapCenter();
|
|
||||||
TrySendCurrentPosition();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.Log("GPS failed, trying again...");
|
|
||||||
if (_gpsRetryCount < _maxGpsRetries)
|
|
||||||
{
|
|
||||||
_gpsRetryCount++;
|
|
||||||
_GPSState = GPSState.Uninitialized;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
|
||||||
// Keep _GPSState = Failed so we stop retrying
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception ex)
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void EnsureMapCenter()
|
|
||||||
{
|
|
||||||
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void TestPlayerPosition()
|
|
||||||
{
|
|
||||||
double x = Input.GetAxis("Horizontal");
|
|
||||||
double y = Input.GetAxis("Vertical");
|
|
||||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
|
||||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
|
||||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
|
||||||
if (heading != null)
|
|
||||||
{
|
|
||||||
if (_player != null)
|
|
||||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
|
||||||
}
|
|
||||||
if (_player != null)
|
|
||||||
_player.transform.position = localCurrent;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
TrySendCurrentPosition();
|
|
||||||
}
|
|
||||||
catch
|
|
||||||
{
|
|
||||||
_gameClient.UpdatePosition(_currentPosition);
|
|
||||||
_lastSentPosition = _currentPosition;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
|
||||||
{
|
|
||||||
if ((first - second).magnitude < 0.0001f) return null;
|
|
||||||
float dx = second.x - first.x;
|
|
||||||
float dz = second.z - first.z;
|
|
||||||
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
|
||||||
if (heading < 0) heading += 360f;
|
|
||||||
return heading;
|
|
||||||
}
|
|
||||||
IEnumerator InitiallizeGPS()
|
|
||||||
{
|
|
||||||
_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)
|
|
||||||
{
|
|
||||||
_lastGpsError = "Location services not enabled by user";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
float desiredAccuracyInMeters = 5f;
|
|
||||||
float updateDistanceInMeters = 1f;
|
|
||||||
|
|
||||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
|
||||||
|
|
||||||
int maxWait = _gpsInitTimeoutSeconds;
|
|
||||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
|
||||||
{
|
|
||||||
yield return new WaitForSeconds(1);
|
|
||||||
maxWait--;
|
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
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;
|
|
||||||
_gpsRetryCount = 0;
|
|
||||||
_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()
|
|
||||||
{
|
|
||||||
while (_GPSState == GPSState.Running)
|
|
||||||
{
|
|
||||||
if (Input.location.status == LocationServiceStatus.Failed)
|
|
||||||
{
|
|
||||||
_lastGpsError = "Location service died after init (provider stopped)";
|
|
||||||
Debug.LogError("[GPS] " + _lastGpsError);
|
|
||||||
_GPSState = GPSState.Failed;
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
|
||||||
var data = Input.location.lastData;
|
|
||||||
_currentPosition = new Position(data.latitude, data.longitude);
|
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
|
||||||
@@ -1,808 +0,0 @@
|
|||||||
using GeoSus.Client;
|
|
||||||
using System;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Globalization;
|
|
||||||
using TMPro;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
|
|
||||||
namespace Subsystems{
|
|
||||||
[System.Serializable]
|
|
||||||
public class BuildingSettings
|
|
||||||
{
|
|
||||||
public Material ResidentialBuildingsMat;
|
|
||||||
public float ResidentialBuildingHeight;
|
|
||||||
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;
|
|
||||||
|
|
||||||
// ── Layer Y separation (single source of truth for vertical stacking) ───
|
|
||||||
// Areas at the bottom, paths above areas, buildings extruded upward from
|
|
||||||
// their own base, POIs floating well above everything else. Z-fighting
|
|
||||||
// happens when adjacent geometry shares a Y; these constants keep each
|
|
||||||
// logical layer at a distinct elevation.
|
|
||||||
private const float kAreaBaseY = 0.10f;
|
|
||||||
private const float kPathY = 0.30f;
|
|
||||||
private const float kBuildingBaseY = 0.50f;
|
|
||||||
private const float kPoiY = 2.00f;
|
|
||||||
|
|
||||||
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
|
|
||||||
// but turned out to be the cause of the "blank map in mobile game view,
|
|
||||||
// fine in scene view" regression: forcing transparent-class shaders
|
|
||||||
// (default queue 3000+) into the Geometry range (2000-2150) breaks
|
|
||||||
// their depth-write/blend assumptions on mobile shader paths. The
|
|
||||||
// editor's scene view masks it because it uses different render paths
|
|
||||||
// and post-process is off there. Queue forcing removed in P8;
|
|
||||||
// disambiguation is now via Y-layering + per-area Y-stagger alone,
|
|
||||||
// which the depth buffer resolves correctly even on weak mobile GPUs.
|
|
||||||
|
|
||||||
// ── Marker sizing (top-down camera, units = meters) ─────────────────
|
|
||||||
// The camera's orthographic size pushes "1 meter" to a small fraction
|
|
||||||
// of the screen. Markers need to be visibly larger than buildings'
|
|
||||||
// footprints for instant recognition.
|
|
||||||
private const float kMarkerHeight = 8f; // pillar height
|
|
||||||
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
|
|
||||||
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
|
|
||||||
private const float kLabelY = 9f; // text label sits above pillar top
|
|
||||||
private const float kLabelFontSize = 14f; // 3D text size in world units
|
|
||||||
|
|
||||||
// Runtime marker collections
|
|
||||||
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
|
|
||||||
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
|
|
||||||
private List<GameObject> _sabotageMarkers = new List<GameObject>();
|
|
||||||
|
|
||||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
|
||||||
{
|
|
||||||
_gameClient = gameClient;
|
|
||||||
_mapCenterPoint = mapCenterPoint;
|
|
||||||
_buildingSettings = buildingSettings;
|
|
||||||
_pathwaySettings = pathwaySettings;
|
|
||||||
_areaSettings = areaSettings;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsSceneReady => _mapCenterPoint != null;
|
|
||||||
|
|
||||||
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
|
|
||||||
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
|
|
||||||
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
|
|
||||||
public void BuildMap()
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (_gameClient?.CurrentLobbyState?.MapData == null)
|
|
||||||
{
|
|
||||||
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearChildren();
|
|
||||||
_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;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameObject poiRoot = new GameObject("POIs");
|
|
||||||
poiRoot.transform.parent = _mapCenterPoint.transform;
|
|
||||||
int poiCount = 0;
|
|
||||||
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
|
||||||
{
|
|
||||||
GameObject p = BuildPOIMarker(poi);
|
|
||||||
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
|
||||||
}
|
|
||||||
|
|
||||||
// Diagnostic - if the user reports "map missing in game view" but
|
|
||||||
// the counts here are non-zero, the bug is camera/culling related,
|
|
||||||
// not a build issue.
|
|
||||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
|
||||||
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
|
||||||
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
|
||||||
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
|
||||||
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
|
||||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
|
||||||
$"scale={_mapCenterPoint.transform.localScale}");
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
|
||||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
|
||||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
|
||||||
/// orthogonal top-down camera.
|
|
||||||
/// </summary>
|
|
||||||
private GameObject BuildPOIMarker(MapPOI poi)
|
|
||||||
{
|
|
||||||
if (poi == null) return null;
|
|
||||||
var color = ColorForPOI(poi.POIType);
|
|
||||||
string label = LabelForPOI(poi.POIType);
|
|
||||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
|
||||||
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Shared marker builder: tall colored cylinder pillar + 3D text label
|
|
||||||
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
|
|
||||||
/// they all share a visual language ("colored pillar with a name").
|
|
||||||
/// </summary>
|
|
||||||
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
|
|
||||||
{
|
|
||||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
|
||||||
go.name = name;
|
|
||||||
|
|
||||||
// Strip the auto-added collider - markers are visual only.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
go.transform.position = worldPos + Vector3.up * kMarkerY;
|
|
||||||
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
|
|
||||||
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
|
|
||||||
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr != null)
|
|
||||||
{
|
|
||||||
// One .material access -> single clone of the primitive's
|
|
||||||
// default mat. Don't touch renderQueue (P3 regression cause).
|
|
||||||
var inst = mr.material;
|
|
||||||
if (inst != null) inst.color = color;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3D text label - lays flat on top of the pillar facing up.
|
|
||||||
// Parented to the marker so it follows position changes.
|
|
||||||
var labelGO = new GameObject("Label");
|
|
||||||
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
|
|
||||||
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
|
|
||||||
// the cylinder primitive is 2 units tall in local space, so its
|
|
||||||
// top is at local +1. Label sits a hair above that.
|
|
||||||
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
|
|
||||||
// Rotate 90 around X so the text quad's normal points +Y (toward
|
|
||||||
// the top-down camera). The default TMP forward is +Z.
|
|
||||||
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
|
||||||
// Compensate for the cylinder's non-uniform parent scale so the
|
|
||||||
// text size in world units matches kLabelFontSize regardless of
|
|
||||||
// how the pillar was scaled.
|
|
||||||
labelGO.transform.localScale = new Vector3(
|
|
||||||
1f / kMarkerRadius,
|
|
||||||
1f / (kMarkerHeight * 0.5f),
|
|
||||||
1f / kMarkerRadius);
|
|
||||||
|
|
||||||
var tmp = labelGO.AddComponent<TextMeshPro>();
|
|
||||||
tmp.text = label;
|
|
||||||
tmp.fontSize = kLabelFontSize;
|
|
||||||
tmp.color = Color.white;
|
|
||||||
tmp.fontStyle = FontStyles.Bold;
|
|
||||||
tmp.alignment = TextAlignmentOptions.Center;
|
|
||||||
tmp.outlineColor = Color.black;
|
|
||||||
tmp.outlineWidth = 0.25f;
|
|
||||||
// Reasonable bounds so the text mesh isn't auto-clipped.
|
|
||||||
var rt = tmp.rectTransform;
|
|
||||||
rt.sizeDelta = new Vector2(20, 4);
|
|
||||||
|
|
||||||
return go;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static Color ColorForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
|
|
||||||
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
|
|
||||||
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
|
|
||||||
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
|
|
||||||
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
|
|
||||||
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
|
|
||||||
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
|
|
||||||
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private static string LabelForPOI(MapPOIType type)
|
|
||||||
{
|
|
||||||
switch (type)
|
|
||||||
{
|
|
||||||
case MapPOIType.FoodDrink: return "FOOD";
|
|
||||||
case MapPOIType.Shop: return "SHOP";
|
|
||||||
case MapPOIType.Health: return "HEALTH";
|
|
||||||
case MapPOIType.Transport: return "TRANSIT";
|
|
||||||
case MapPOIType.Culture: return "CULTURE";
|
|
||||||
case MapPOIType.Landmark: return "LANDMARK";
|
|
||||||
case MapPOIType.Recreation: return "PARK";
|
|
||||||
default: return "POI";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void ClearChildren()
|
|
||||||
{
|
|
||||||
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. Lift the base above kPathY so building
|
|
||||||
// walls visibly extrude *upward* from above the road/area layer
|
|
||||||
// instead of starting at ground (which made them clip into paved
|
|
||||||
// areas that share their footprint).
|
|
||||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
|
||||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
|
||||||
|
|
||||||
// Vytvoření mesh pro budovu
|
|
||||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
|
||||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
|
||||||
|
|
||||||
float height;
|
|
||||||
Material mat;
|
|
||||||
switch (b.BuildingType.ToLower())
|
|
||||||
{
|
|
||||||
case "residential":
|
|
||||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
|
||||||
height = _buildingSettings.ResidentialBuildingHeight;
|
|
||||||
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;
|
|
||||||
|
|
||||||
//TODO: material by type
|
|
||||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
|
||||||
// the project's Material asset reference - no clone, no leak.
|
|
||||||
// Y-position alone disambiguates building geometry from area/path
|
|
||||||
// layers; we don't need renderQueue overrides (which broke mobile
|
|
||||||
// rendering for transparent-class shaders in P3).
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Přidání collideru pro interakci
|
|
||||||
building.AddComponent<MeshCollider>();
|
|
||||||
return building;
|
|
||||||
}
|
|
||||||
GameObject BuildPathwayMesh(MapPathway w)
|
|
||||||
{
|
|
||||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
// sharedMaterial avoids the LineRenderer cloning the project's
|
|
||||||
// shared path Material on every BuildMap call. Queue overrides
|
|
||||||
// dropped (P3 mobile-render regression cause).
|
|
||||||
line.sharedMaterial = mat;
|
|
||||||
line.widthMultiplier = width;
|
|
||||||
|
|
||||||
// Nastavení bodů cesty - kPathY sits above all area polygons but
|
|
||||||
// below building bases, so paths visibly run on top of areas.
|
|
||||||
line.positionCount = w.Points.Count;
|
|
||||||
for (int i = 0; i < w.Points.Count; i++)
|
|
||||||
{
|
|
||||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
|
||||||
pos.y = kPathY;
|
|
||||||
line.SetPosition(i, pos);
|
|
||||||
}
|
|
||||||
return path;
|
|
||||||
}
|
|
||||||
GameObject BuildAreaMesh(MapArea a)
|
|
||||||
{
|
|
||||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
// sharedMaterial: no per-area material clone. Render-queue forcing
|
|
||||||
// dropped in P8 (caused mobile-render regression). The Y-stagger
|
|
||||||
// below alone now drives "smaller polygon on top of larger one"
|
|
||||||
// depth ordering - which is what the depth buffer was always
|
|
||||||
// designed to do, and works on mobile GPUs with weak precision
|
|
||||||
// because the stagger spread (0.04 units) is well above any
|
|
||||||
// reasonable depth-buffer epsilon.
|
|
||||||
meshRenderer.sharedMaterial = mat;
|
|
||||||
|
|
||||||
// Y stagger: smaller polygons sit a hair higher than larger ones,
|
|
||||||
// so depth-test draws them on top of bigger area polygons they sit
|
|
||||||
// inside (e.g. a playground inside a park). Total spread is 0.04
|
|
||||||
// units - visually invisible but plenty for the depth buffer.
|
|
||||||
float yStagger = ComputeAreaYStagger(a.Outline);
|
|
||||||
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
|
|
||||||
|
|
||||||
return area;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a non-negative size proxy used to bucket areas by footprint.
|
|
||||||
/// Larger polygons return higher numbers; used inversely for queue/Y.
|
|
||||||
/// </summary>
|
|
||||||
private float AreaSizeBucket(List<Position> outline)
|
|
||||||
{
|
|
||||||
if (outline == null || outline.Count < 3) return 1f;
|
|
||||||
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
|
|
||||||
// monotonic ordering, not a real geographic area.
|
|
||||||
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
|
|
||||||
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
|
|
||||||
for (int i = 1; i < outline.Count; i++)
|
|
||||||
{
|
|
||||||
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
|
|
||||||
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
|
|
||||||
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
|
|
||||||
}
|
|
||||||
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
|
|
||||||
return (float)System.Math.Max(0.001, bbox);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Smaller areas get a higher Y so they render on top of any larger
|
|
||||||
/// area they overlap. Returns a value in [0, 0.04] units.
|
|
||||||
/// </summary>
|
|
||||||
private float ComputeAreaYStagger(List<Position> outline)
|
|
||||||
{
|
|
||||||
float bucket = AreaSizeBucket(outline);
|
|
||||||
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
|
|
||||||
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
|
|
||||||
return t * 0.04f;
|
|
||||||
}
|
|
||||||
#endregion
|
|
||||||
#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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
|
|
||||||
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
|
|
||||||
/// negative = CW (downward-facing normal -> top face invisible from
|
|
||||||
/// above unless we reverse the winding before triangulating).
|
|
||||||
/// </summary>
|
|
||||||
private static float PolygonSignedAreaXZ(List<Vector3> verts)
|
|
||||||
{
|
|
||||||
float area = 0f;
|
|
||||||
int n = verts.Count;
|
|
||||||
for (int i = 0; i < n; i++)
|
|
||||||
{
|
|
||||||
var a = verts[i];
|
|
||||||
var b = verts[(i + 1) % n];
|
|
||||||
area += (b.x - a.x) * (a.z + b.z);
|
|
||||||
}
|
|
||||||
return area * 0.5f;
|
|
||||||
}
|
|
||||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
|
||||||
{
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
|
|
||||||
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
|
|
||||||
// outlines on broken ways. Empty mesh -> renderer draws nothing,
|
|
||||||
// safer than a malformed triangle list.
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
// Convert to local space first so we can run a winding check, then
|
|
||||||
// reverse if needed. Without this, CW outlines from Overpass yield
|
|
||||||
// downward-facing top normals and the building roof is invisible
|
|
||||||
// from the top-down map camera.
|
|
||||||
int vertexCount = outline.Count;
|
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
|
||||||
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
// Vertices - spodní a horní podstava
|
|
||||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
{
|
|
||||||
Vector3 pos = localVerts[i];
|
|
||||||
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();
|
|
||||||
|
|
||||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
|
||||||
if (outline == null || outline.Count < 3) return mesh;
|
|
||||||
|
|
||||||
int vertexCount = outline.Count;
|
|
||||||
var localVerts = new List<Vector3>(vertexCount);
|
|
||||||
Vector3 center = CalculatePolygonCenter(outline);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
|
||||||
|
|
||||||
// Force CCW so RecalculateNormals produces an upward-facing normal.
|
|
||||||
// CW polygons from Overpass would otherwise render as black voids
|
|
||||||
// when the top-down camera looks at their back face.
|
|
||||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
|
||||||
localVerts.Reverse();
|
|
||||||
|
|
||||||
Vector3[] vertices = localVerts.ToArray();
|
|
||||||
|
|
||||||
// Triangulace - fan pattern
|
|
||||||
List<int> triangles = new List<int>();
|
|
||||||
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
|
|
||||||
#region Markers
|
|
||||||
|
|
||||||
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
|
|
||||||
foreach (var task in tasks)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
|
||||||
var pos = task.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
|
|
||||||
go.transform.parent = _mapCenterPoint.transform;
|
|
||||||
|
|
||||||
// Pulsing point light so the task literally glows on the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = taskColor;
|
|
||||||
light.intensity = 3f;
|
|
||||||
light.range = 25f;
|
|
||||||
_taskMarkers[task.TaskId] = go;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RemoveTaskMarker(string taskId)
|
|
||||||
{
|
|
||||||
if (_taskMarkers.TryGetValue(taskId, out var go))
|
|
||||||
{
|
|
||||||
UnityEngine.Object.Destroy(go);
|
|
||||||
_taskMarkers.Remove(taskId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateBodyMarker(string bodyId, Position location)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_bodyMarkers.ContainsKey(bodyId)) return;
|
|
||||||
var pos = location.ToLocalVector3(_centerPosition);
|
|
||||||
// Bright red pillar with "BODY" label - players need to see this
|
|
||||||
// from across the map to call it in.
|
|
||||||
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
|
|
||||||
new Color(0.96f, 0.18f, 0.18f), "BODY");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
_bodyMarkers[bodyId] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearBodyMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _bodyMarkers.Values)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_bodyMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── Player avatar sizing ────────────────────────────────────────────
|
|
||||||
// The default Unity capsule primitive is 2m tall in local space. The
|
|
||||||
// map camera defaults to 150m orthographic-ish height (see
|
|
||||||
// MapCameraController), so anything smaller than ~3m world-size is a
|
|
||||||
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
|
|
||||||
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
|
|
||||||
// need to be visibly distinct from those AND from each other. The
|
|
||||||
// local player gets a halo light + larger scale so the user can find
|
|
||||||
// themselves on the map at a glance.
|
|
||||||
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
|
|
||||||
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
|
|
||||||
private const float kLocalPlayerHaloRange = 18f;
|
|
||||||
private const float kLocalPlayerHaloIntensity = 2.5f;
|
|
||||||
|
|
||||||
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
|
|
||||||
{
|
|
||||||
if (_mapCenterPoint == null) return;
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
|
||||||
{
|
|
||||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
|
||||||
if (md != null) _centerPosition = md.Center;
|
|
||||||
}
|
|
||||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
|
||||||
foreach (var kvp in positions)
|
|
||||||
{
|
|
||||||
string uuid = kvp.Key;
|
|
||||||
var info = kvp.Value;
|
|
||||||
bool isLocal = uuid == myUuid;
|
|
||||||
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
|
|
||||||
{
|
|
||||||
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
|
||||||
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
// Strip the auto-collider - avatars are visual only and the
|
|
||||||
// collider would interact with the map's MeshColliders.
|
|
||||||
var col = go.GetComponent<Collider>();
|
|
||||||
if (col != null) UnityEngine.Object.Destroy(col);
|
|
||||||
|
|
||||||
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
|
|
||||||
go.transform.localScale = Vector3.one * scale;
|
|
||||||
|
|
||||||
if (isLocal)
|
|
||||||
{
|
|
||||||
// Halo light around the local player so the user can
|
|
||||||
// find themselves at a glance even at the widest zoom.
|
|
||||||
// Range/intensity tuned so it reads as "this is me"
|
|
||||||
// without bleeding far enough to drown POI markers.
|
|
||||||
var halo = go.AddComponent<Light>();
|
|
||||||
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
|
|
||||||
halo.intensity = kLocalPlayerHaloIntensity;
|
|
||||||
halo.range = kLocalPlayerHaloRange;
|
|
||||||
}
|
|
||||||
|
|
||||||
_playerAvatars[uuid] = go;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Lift the avatar so the bottom of the capsule sits roughly at
|
|
||||||
// ground level despite the larger scale. Capsule's local pivot
|
|
||||||
// is at center, height = 2 * localScale.y world units, so we
|
|
||||||
// raise by half the local height.
|
|
||||||
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
|
|
||||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
|
|
||||||
+ Vector3.up * halfHeight;
|
|
||||||
|
|
||||||
var mr = go.GetComponent<MeshRenderer>();
|
|
||||||
if (mr)
|
|
||||||
{
|
|
||||||
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
|
|
||||||
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
|
|
||||||
else mr.material.color = Color.white;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
|
|
||||||
{
|
|
||||||
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
|
|
||||||
foreach (var station in stations)
|
|
||||||
{
|
|
||||||
var pos = station.Location.ToLocalVector3(_centerPosition);
|
|
||||||
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
|
|
||||||
color, "REPAIR");
|
|
||||||
go.transform.parent = _mapCenterPoint?.transform;
|
|
||||||
|
|
||||||
// Repair stations also pulse light so impostors and crew see
|
|
||||||
// the urgency from across the map.
|
|
||||||
var light = go.AddComponent<Light>();
|
|
||||||
light.color = color;
|
|
||||||
light.intensity = 4f;
|
|
||||||
light.range = 30f;
|
|
||||||
_sabotageMarkers.Add(go);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearSabotageMarkers()
|
|
||||||
{
|
|
||||||
foreach (var go in _sabotageMarkers)
|
|
||||||
if (go) UnityEngine.Object.Destroy(go);
|
|
||||||
_sabotageMarkers.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
|
||||||
@@ -2,9 +2,6 @@ using GeoSus.Client;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
|
||||||
using Subsystems;
|
|
||||||
using System.Linq;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
@@ -13,7 +10,6 @@ namespace Subsystems
|
|||||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||||
private const int _serverPort = 7777;
|
private const int _serverPort = 7777;
|
||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private GameManager_Map _mapSubsystem;
|
|
||||||
public async void OpenConection()
|
public async void OpenConection()
|
||||||
{
|
{
|
||||||
while (true)
|
while (true)
|
||||||
@@ -82,31 +78,14 @@ namespace Subsystems
|
|||||||
}
|
}
|
||||||
private void OnGameEvent(GameEvent gameEvent)
|
private void OnGameEvent(GameEvent gameEvent)
|
||||||
{
|
{
|
||||||
switch (gameEvent.EventType)
|
switch (gameEvent.Type)
|
||||||
{
|
{
|
||||||
case "PlayerJoined":
|
case "PlayerJoined":
|
||||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||||
break;
|
HandlePlayerJoined(gameEvent);
|
||||||
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;
|
break;
|
||||||
default:
|
default:
|
||||||
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
Debug.Log("Received GameEvent of type: " + gameEvent.Type);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -132,9 +111,23 @@ namespace Subsystems
|
|||||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
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)
|
public void CrateLobby(double lat, double lon)
|
||||||
{
|
{
|
||||||
_gameClient.CreateLobby(new Position(lat, lon));
|
_gameClient.CreateLobby(new Position(lat, lon));
|
||||||
}
|
}
|
||||||
public void JoinLobby(string joinCode)
|
public void JoinLobby(string joinCode)
|
||||||
{
|
{
|
||||||
@@ -152,11 +145,8 @@ namespace Subsystems
|
|||||||
_gameClient.Disconnect();
|
_gameClient.Disconnect();
|
||||||
Application.Quit();
|
Application.Quit();
|
||||||
}
|
}
|
||||||
public void StartGame()
|
|
||||||
{
|
|
||||||
_gameClient.StartGame();
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ using UnityEngine;
|
|||||||
using Subsystems;
|
using Subsystems;
|
||||||
using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using System.ComponentModel;
|
using System.ComponentModel;
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace Subsystems
|
namespace Subsystems
|
||||||
{
|
{
|
||||||
@@ -11,61 +11,25 @@ namespace Subsystems
|
|||||||
private GameClient _gameClient;
|
private GameClient _gameClient;
|
||||||
private Canvas _CreateJoinLobby;
|
private Canvas _CreateJoinLobby;
|
||||||
private Canvas _InLobby;
|
private Canvas _InLobby;
|
||||||
private Canvas _LoadingScreen;
|
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby)
|
||||||
private Canvas _GameScreen;
|
|
||||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
|
||||||
{
|
{
|
||||||
_gameClient = gameClient;
|
_gameClient = gameClient;
|
||||||
_CreateJoinLobby = CreateJoinLobby;
|
_CreateJoinLobby = CreateJoinLobby;
|
||||||
_LoadingScreen = LoadingScreen;
|
|
||||||
_GameScreen = GameScreen;
|
|
||||||
_InLobby = InLobby;
|
_InLobby = InLobby;
|
||||||
_CreateJoinLobby.enabled = true;
|
_CreateJoinLobby.enabled = true;
|
||||||
_InLobby.enabled = false;
|
_InLobby.enabled = false;
|
||||||
_GameScreen.enabled = false;
|
|
||||||
_LoadingScreen.enabled = false;
|
|
||||||
}
|
}
|
||||||
public void UpdateLobbyUI()
|
public void UpdateLobbyUI()
|
||||||
{
|
{
|
||||||
if (_gameClient.CurrentLobbyState == null)
|
_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)
|
||||||
{
|
{
|
||||||
_CreateJoinLobby.enabled = true;
|
playerList.text += player.DisplayName + "\n";
|
||||||
_InLobby.enabled = false;
|
|
||||||
_GameScreen.enabled = false;
|
|
||||||
_LoadingScreen.enabled = false;
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||||
{
|
|
||||||
_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;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,10 +2,10 @@ using GeoSus.Client;
|
|||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
/*public enum TaskType
|
public enum TaskType
|
||||||
{
|
{
|
||||||
Task //TODO: Typy úkolù
|
Task //TODO: Typy úkolù
|
||||||
}*/
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -14,7 +14,7 @@ public interface ITask
|
|||||||
public string TaskID { get; } // Unikátní ID úkolu pro server
|
public string TaskID { get; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; } // Typ úkolu
|
public TaskType TaskType { get; } // Typ úkolu
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public string TaskName { get; } // Viditelný název úkolu
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public (double, double) TaskLocation { get; } // Polohy na mapì
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public bool IsCompleted { get; } // Stav dokonèení úkolu
|
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||||
@@ -27,7 +27,7 @@ public class Wires : ITask{
|
|||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
public TaskType TaskType { get; set; } // Typ úkolu
|
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public string TaskName { get; set; } // Viditelný název úkolu
|
public string TaskName { get; set; } // Viditelný název úkolu
|
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public Position TaskLocation { get; set; } // Poloha na mapì
|
public (double, double) 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;
|
||||||
|
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@@ -1,101 +0,0 @@
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NativeFormatImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
mainObjectFileID: 2100000
|
|
||||||
userData:
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|
||||||
assetBundleName:
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|
||||||
assetBundleVariant:
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|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 52bdfdf1d7e2c6c40a8cdd507da420a8
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
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|
||||||
externalObjects: {}
|
|
||||||
userData:
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|
||||||
assetBundleName:
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|
||||||
assetBundleVariant:
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|
||||||
Binary file not shown.
@@ -1,21 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: a173f2d64d95c1a4f804bea472fbde86
|
|
||||||
TrueTypeFontImporter:
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|
||||||
externalObjects: {}
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|
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serializedVersion: 4
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|
||||||
fontSize: 16
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|
||||||
forceTextureCase: -2
|
|
||||||
characterSpacing: 0
|
|
||||||
characterPadding: 1
|
|
||||||
includeFontData: 1
|
|
||||||
fontNames:
|
|
||||||
- Nunito
|
|
||||||
fallbackFontReferences: []
|
|
||||||
customCharacters:
|
|
||||||
fontRenderingMode: 0
|
|
||||||
ascentCalculationMode: 1
|
|
||||||
useLegacyBoundsCalculation: 0
|
|
||||||
shouldRoundAdvanceValue: 1
|
|
||||||
userData:
|
|
||||||
assetBundleName:
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|
||||||
assetBundleVariant:
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|
||||||
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user