Compare commits
18 Commits
e4970c738f
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design
| Author | SHA1 | Date | |
|---|---|---|---|
| 38b73f731f | |||
| 4b8e4c69f5 | |||
| e086bedb19 | |||
| 13300e885b | |||
| a73f75ffa4 | |||
| a04ce40779 | |||
| 94a40e3d14 | |||
| eeaf092780 | |||
| fc22d4f544 | |||
| 3b36d53b39 | |||
| b1fc3ac24a | |||
| 655d378dbb | |||
| 39b42e1e90 | |||
| 0cb7d4b64d | |||
| 1c103a1496 | |||
| 1618ecd432 | |||
| ed6347e6bc | |||
| 59b6708437 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -186,7 +186,6 @@ StyleCopReport.xml
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|||||||
*_p.c
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*_p.c
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*_h.h
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*_h.h
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||||||
*.ilk
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*.ilk
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||||||
*.meta
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*.obj
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*.obj
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*.iobj
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*.iobj
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*.pch
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*.pch
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|||||||
5
.vscode/extensions.json
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5
.vscode/extensions.json
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@@ -1,5 +0,0 @@
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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}
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10
.vscode/launch.json
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10
.vscode/launch.json
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@@ -1,10 +0,0 @@
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{
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"name": "Attach to Unity",
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"type": "vstuc",
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"request": "attach"
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}
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]
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}
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60
.vscode/settings.json
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60
.vscode/settings.json
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},
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"dotnet.defaultSolution": "NegrBagrJaromirJagr_git.sln"
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6
.vsconfig
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6
.vsconfig
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}
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Binary file not shown.
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using UnityEngine;
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{
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public TimingWheelShooter owner;
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Assets/ClientSDK.meta
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Assets/ClientSDK.meta
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userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
285
Assets/ClientSDK/Encryption.cs
Normal file
285
Assets/ClientSDK/Encryption.cs
Normal file
@@ -0,0 +1,285 @@
|
|||||||
|
using System;
|
||||||
|
using System.IO;
|
||||||
|
using System.Security.Cryptography;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace GeoSus.Client
|
||||||
|
{
|
||||||
|
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
|
||||||
|
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
|
||||||
|
public class ClientEncryption : IDisposable
|
||||||
|
{
|
||||||
|
private byte[] _sessionKey;
|
||||||
|
private byte[] _sessionIv;
|
||||||
|
private long _nonceCounter;
|
||||||
|
private readonly object _lock = new object();
|
||||||
|
|
||||||
|
// Kontrola, zda je session key nastaven
|
||||||
|
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
|
||||||
|
|
||||||
|
// Generuje nový session key a IV
|
||||||
|
public void GenerateSessionKey()
|
||||||
|
{
|
||||||
|
_sessionKey = new byte[32]; // AES-256
|
||||||
|
_sessionIv = new byte[16]; // CBC IV (16 bytes)
|
||||||
|
|
||||||
|
using (var rng = RandomNumberGenerator.Create())
|
||||||
|
{
|
||||||
|
rng.GetBytes(_sessionKey);
|
||||||
|
rng.GetBytes(_sessionIv);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
|
||||||
|
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
|
||||||
|
|
||||||
|
// Zašifruje session key pomocí RSA public key serveru
|
||||||
|
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
|
||||||
|
{
|
||||||
|
if (_sessionKey == null || _sessionIv == null)
|
||||||
|
throw new InvalidOperationException("Session key not generated");
|
||||||
|
|
||||||
|
using (var rsa = RSA.Create())
|
||||||
|
{
|
||||||
|
// Parse PEM - extrahuj Base64 obsah
|
||||||
|
var pemLines = rsaPublicKeyPem.Split('\n');
|
||||||
|
var base64 = new StringBuilder();
|
||||||
|
foreach (var line in pemLines)
|
||||||
|
{
|
||||||
|
var trimmed = line.Trim();
|
||||||
|
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
|
||||||
|
{
|
||||||
|
base64.Append(trimmed);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var keyBytes = Convert.FromBase64String(base64.ToString());
|
||||||
|
|
||||||
|
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
|
||||||
|
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
|
||||||
|
|
||||||
|
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
|
||||||
|
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
|
||||||
|
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
|
||||||
|
|
||||||
|
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
|
||||||
|
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
|
||||||
|
{
|
||||||
|
// SubjectPublicKeyInfo ::= SEQUENCE {
|
||||||
|
// algorithm AlgorithmIdentifier,
|
||||||
|
// subjectPublicKey BIT STRING }
|
||||||
|
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
|
||||||
|
|
||||||
|
int index = 0;
|
||||||
|
|
||||||
|
// Outer SEQUENCE
|
||||||
|
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||||
|
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
|
||||||
|
ReadLength(subjectPublicKeyInfo, ref index);
|
||||||
|
|
||||||
|
// AlgorithmIdentifier SEQUENCE - skip it
|
||||||
|
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||||
|
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
|
||||||
|
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
|
||||||
|
index += algLen;
|
||||||
|
|
||||||
|
// BIT STRING containing RSAPublicKey
|
||||||
|
if (subjectPublicKeyInfo[index++] != 0x03)
|
||||||
|
throw new InvalidOperationException("Invalid BIT STRING");
|
||||||
|
ReadLength(subjectPublicKeyInfo, ref index);
|
||||||
|
index++; // Skip unused bits byte (should be 0)
|
||||||
|
|
||||||
|
// RSAPublicKey SEQUENCE
|
||||||
|
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||||
|
throw new InvalidOperationException("Invalid RSAPublicKey");
|
||||||
|
ReadLength(subjectPublicKeyInfo, ref index);
|
||||||
|
|
||||||
|
// Modulus INTEGER
|
||||||
|
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||||
|
|
||||||
|
// Exponent INTEGER
|
||||||
|
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||||
|
|
||||||
|
var parameters = new RSAParameters
|
||||||
|
{
|
||||||
|
Modulus = modulus,
|
||||||
|
Exponent = exponent
|
||||||
|
};
|
||||||
|
rsa.ImportParameters(parameters);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int ReadLength(byte[] data, ref int index)
|
||||||
|
{
|
||||||
|
int length = data[index++];
|
||||||
|
if ((length & 0x80) != 0)
|
||||||
|
{
|
||||||
|
int numBytes = length & 0x7F;
|
||||||
|
length = 0;
|
||||||
|
for (int i = 0; i < numBytes; i++)
|
||||||
|
{
|
||||||
|
length = (length << 8) | data[index++];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return length;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static byte[] ReadInteger(byte[] data, ref int index)
|
||||||
|
{
|
||||||
|
if (data[index++] != 0x02)
|
||||||
|
throw new InvalidOperationException("Expected INTEGER");
|
||||||
|
int length = ReadLength(data, ref index);
|
||||||
|
|
||||||
|
// Skip leading zero if present (used for positive sign in DER)
|
||||||
|
int originalLength = length;
|
||||||
|
int start = index;
|
||||||
|
if (length > 1 && data[start] == 0x00)
|
||||||
|
{
|
||||||
|
start++;
|
||||||
|
length--;
|
||||||
|
}
|
||||||
|
|
||||||
|
byte[] result = new byte[length];
|
||||||
|
Buffer.BlockCopy(data, start, result, 0, length);
|
||||||
|
index += originalLength;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Šifruje zprávu pomocí AES-256-CBC s HMAC
|
||||||
|
public byte[] Encrypt(byte[] plaintext)
|
||||||
|
{
|
||||||
|
if (_sessionKey == null || _sessionIv == null)
|
||||||
|
throw new InvalidOperationException("Session key not set");
|
||||||
|
|
||||||
|
lock (_lock)
|
||||||
|
{
|
||||||
|
// Generuj unikátní IV pro tuto zprávu
|
||||||
|
var iv = GetNextIV();
|
||||||
|
|
||||||
|
using (var aes = Aes.Create())
|
||||||
|
{
|
||||||
|
aes.Key = _sessionKey;
|
||||||
|
aes.IV = iv;
|
||||||
|
aes.Mode = CipherMode.CBC;
|
||||||
|
aes.Padding = PaddingMode.PKCS7;
|
||||||
|
|
||||||
|
byte[] ciphertext;
|
||||||
|
using (var encryptor = aes.CreateEncryptor())
|
||||||
|
using (var ms = new MemoryStream())
|
||||||
|
{
|
||||||
|
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
|
||||||
|
{
|
||||||
|
cs.Write(plaintext, 0, plaintext.Length);
|
||||||
|
}
|
||||||
|
ciphertext = ms.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compute HMAC pro integritu
|
||||||
|
byte[] hmac;
|
||||||
|
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||||
|
{
|
||||||
|
var toSign = new byte[iv.Length + ciphertext.Length];
|
||||||
|
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
|
||||||
|
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
|
||||||
|
hmac = hmacSha.ComputeHash(toSign);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
|
||||||
|
var result = new byte[16 + 32 + ciphertext.Length];
|
||||||
|
Buffer.BlockCopy(iv, 0, result, 0, 16);
|
||||||
|
Buffer.BlockCopy(hmac, 0, result, 16, 32);
|
||||||
|
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
|
||||||
|
public byte[] Decrypt(byte[] encrypted)
|
||||||
|
{
|
||||||
|
if (_sessionKey == null)
|
||||||
|
throw new InvalidOperationException("Session key not set");
|
||||||
|
|
||||||
|
if (encrypted.Length < 48) return null;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var iv = new byte[16];
|
||||||
|
var hmac = new byte[32];
|
||||||
|
var ciphertext = new byte[encrypted.Length - 48];
|
||||||
|
|
||||||
|
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
|
||||||
|
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
|
||||||
|
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
|
||||||
|
|
||||||
|
// Ověř HMAC
|
||||||
|
byte[] expectedHmac;
|
||||||
|
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||||
|
{
|
||||||
|
var toVerify = new byte[iv.Length + ciphertext.Length];
|
||||||
|
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
|
||||||
|
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
|
||||||
|
expectedHmac = hmacSha.ComputeHash(toVerify);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Constant-time compare
|
||||||
|
var diff = 0;
|
||||||
|
for (int i = 0; i < 32; i++)
|
||||||
|
{
|
||||||
|
diff |= hmac[i] ^ expectedHmac[i];
|
||||||
|
}
|
||||||
|
if (diff != 0) return null; // HMAC mismatch
|
||||||
|
|
||||||
|
using (var aes = Aes.Create())
|
||||||
|
{
|
||||||
|
aes.Key = _sessionKey;
|
||||||
|
aes.IV = iv;
|
||||||
|
aes.Mode = CipherMode.CBC;
|
||||||
|
aes.Padding = PaddingMode.PKCS7;
|
||||||
|
|
||||||
|
using (var decryptor = aes.CreateDecryptor())
|
||||||
|
using (var ms = new MemoryStream(ciphertext))
|
||||||
|
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
|
||||||
|
using (var output = new MemoryStream())
|
||||||
|
{
|
||||||
|
cs.CopyTo(output);
|
||||||
|
return output.ToArray();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (CryptographicException)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private byte[] GetNextIV()
|
||||||
|
{
|
||||||
|
if (_sessionIv == null)
|
||||||
|
throw new InvalidOperationException("Session IV not set");
|
||||||
|
|
||||||
|
var iv = new byte[16];
|
||||||
|
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
|
||||||
|
|
||||||
|
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
|
||||||
|
var counterBytes = BitConverter.GetBytes(counter);
|
||||||
|
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
|
||||||
|
|
||||||
|
return iv;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
if (_sessionKey != null)
|
||||||
|
{
|
||||||
|
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
||||||
|
_sessionKey = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f31e52f13a8e8484b820e2b6b7887f69
|
||||||
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Threading;
|
||||||
|
|
||||||
|
namespace GeoSus.Client
|
||||||
|
{
|
||||||
|
// Event dispatcher pro Unity main thread
|
||||||
|
// Unity může přidat SynchronizationContext, nebo polling z Update()
|
||||||
|
public class EventDispatcher
|
||||||
|
{
|
||||||
|
private readonly Queue<Action> _pendingActions = new Queue<Action>();
|
||||||
|
private readonly object _lock = new object();
|
||||||
|
private SynchronizationContext? _syncContext;
|
||||||
|
|
||||||
|
public EventDispatcher()
|
||||||
|
{
|
||||||
|
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
|
||||||
|
_syncContext = SynchronizationContext.Current;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Volat z networking vlákna - naplánuje callback na main thread
|
||||||
|
public void Post(Action action)
|
||||||
|
{
|
||||||
|
if (_syncContext != null)
|
||||||
|
{
|
||||||
|
_syncContext.Post(_ => action(), null);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Fallback - přidáme do fronty pro polling
|
||||||
|
lock (_lock)
|
||||||
|
{
|
||||||
|
_pendingActions.Enqueue(action);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Volat z Unity Update() pokud není SynchronizationContext
|
||||||
|
public void ProcessPendingActions()
|
||||||
|
{
|
||||||
|
Action[] actions;
|
||||||
|
lock (_lock)
|
||||||
|
{
|
||||||
|
if (_pendingActions.Count == 0) return;
|
||||||
|
actions = _pendingActions.ToArray();
|
||||||
|
_pendingActions.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var action in actions)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
action();
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"EventDispatcher error: {ex}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int PendingCount
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
lock (_lock)
|
||||||
|
{
|
||||||
|
return _pendingActions.Count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a76476a76b55281469f2e01d076f13ee
|
||||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Net.Sockets;
|
||||||
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace GeoSus.Client
|
||||||
|
{
|
||||||
|
// Hlavní klientská třída pro připojení k serveru
|
||||||
|
public class GameClient : IDisposable
|
||||||
|
{
|
||||||
|
private TcpClient? _tcpClient;
|
||||||
|
private NetworkStream? _stream;
|
||||||
|
private ClientEncryption? _encryption;
|
||||||
|
private CancellationTokenSource? _cts;
|
||||||
|
private Task? _receiveTask;
|
||||||
|
private int _clientSeq;
|
||||||
|
private readonly object _sendLock = new object();
|
||||||
|
private bool _handshakeComplete;
|
||||||
|
|
||||||
|
public string ClientUuid { get; }
|
||||||
|
public string DisplayName { get; set; }
|
||||||
|
public bool IsConnected => _tcpClient?.Connected ?? false;
|
||||||
|
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
||||||
|
public EventDispatcher Dispatcher { get; }
|
||||||
|
|
||||||
|
// Events - voláno na main thread přes dispatcher
|
||||||
|
public event Action? OnConnected;
|
||||||
|
public event Action<string>? OnDisconnected;
|
||||||
|
public event Action<string>? OnError;
|
||||||
|
public event Action<Message>? OnMessage;
|
||||||
|
public event Action<GameEvent>? OnGameEvent;
|
||||||
|
|
||||||
|
// Lobby state
|
||||||
|
public string? LobbyId { get; private set; }
|
||||||
|
public string? JoinCode { get; private set; }
|
||||||
|
public LobbyState? CurrentLobbyState { get; private set; }
|
||||||
|
public PlayerRole? MyRole { get; private set; }
|
||||||
|
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
||||||
|
public Position MyPosition { get; set; }
|
||||||
|
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
||||||
|
public List<Body> Bodies { get; } = new List<Body>();
|
||||||
|
public int Ping { get; private set; }
|
||||||
|
public long LastEventId { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>Returns true if this client is the current lobby owner</summary>
|
||||||
|
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
||||||
|
|
||||||
|
public GameClient(string clientUuid, string displayName)
|
||||||
|
{
|
||||||
|
ClientUuid = clientUuid;
|
||||||
|
DisplayName = displayName;
|
||||||
|
Dispatcher = new EventDispatcher();
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Connection
|
||||||
|
|
||||||
|
public async Task<bool> ConnectAsync(string host, int port)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_tcpClient = new TcpClient();
|
||||||
|
await _tcpClient.ConnectAsync(host, port);
|
||||||
|
_stream = _tcpClient.GetStream();
|
||||||
|
_encryption = new ClientEncryption();
|
||||||
|
_cts = new CancellationTokenSource();
|
||||||
|
|
||||||
|
// Handshake
|
||||||
|
if (!await PerformHandshakeAsync())
|
||||||
|
{
|
||||||
|
Disconnect("Handshake failed");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spustíme příjem zpráv
|
||||||
|
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnConnected?.Invoke());
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task<bool> PerformHandshakeAsync()
|
||||||
|
{
|
||||||
|
if (_stream == null || _encryption == null) return false;
|
||||||
|
|
||||||
|
// 1. ClientHello
|
||||||
|
var hello = new ClientHello
|
||||||
|
{
|
||||||
|
ClientUuid = ClientUuid,
|
||||||
|
DisplayName = DisplayName
|
||||||
|
};
|
||||||
|
await SendPlainAsync(hello);
|
||||||
|
|
||||||
|
// 2. ServerHello
|
||||||
|
var serverHelloData = await ReadMessageAsync();
|
||||||
|
if (serverHelloData == null) return false;
|
||||||
|
|
||||||
|
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
||||||
|
if (serverHello == null) return false;
|
||||||
|
|
||||||
|
// 3. Generujeme session key a šifrujeme RSA
|
||||||
|
_encryption.GenerateSessionKey();
|
||||||
|
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
||||||
|
|
||||||
|
var keyExchange = new KeyExchange
|
||||||
|
{
|
||||||
|
EncryptedSessionKey = encKey,
|
||||||
|
EncryptedIV = encIv
|
||||||
|
};
|
||||||
|
await SendPlainAsync(keyExchange);
|
||||||
|
|
||||||
|
// 4. KeyExchangeAck (šifrovaně)
|
||||||
|
var ackData = await ReadMessageAsync();
|
||||||
|
if (ackData == null) return false;
|
||||||
|
|
||||||
|
var decrypted = _encryption.Decrypt(ackData);
|
||||||
|
if (decrypted == null) return false;
|
||||||
|
|
||||||
|
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
||||||
|
if (ack?.Status == "success")
|
||||||
|
{
|
||||||
|
_handshakeComplete = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Disconnect(string reason = "User disconnected")
|
||||||
|
{
|
||||||
|
_cts?.Cancel();
|
||||||
|
_tcpClient?.Close();
|
||||||
|
_tcpClient = null;
|
||||||
|
_stream = null;
|
||||||
|
_encryption?.Dispose();
|
||||||
|
_encryption = null;
|
||||||
|
|
||||||
|
LobbyId = null;
|
||||||
|
JoinCode = null;
|
||||||
|
CurrentLobbyState = null;
|
||||||
|
MyRole = null;
|
||||||
|
MyTasks.Clear();
|
||||||
|
PlayerPositions.Clear();
|
||||||
|
Bodies.Clear();
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Sending
|
||||||
|
|
||||||
|
public void Send(Message message)
|
||||||
|
{
|
||||||
|
if (_stream == null || _encryption == null || !IsConnected) return;
|
||||||
|
|
||||||
|
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
||||||
|
if (string.IsNullOrEmpty(message.ActionId))
|
||||||
|
{
|
||||||
|
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
||||||
|
}
|
||||||
|
|
||||||
|
var plain = MessageSerializer.Serialize(message);
|
||||||
|
var encrypted = _encryption.Encrypt(plain);
|
||||||
|
|
||||||
|
lock (_sendLock)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
SendData(encrypted);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task SendPlainAsync(Message message)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
var data = MessageSerializer.Serialize(message);
|
||||||
|
await SendDataAsync(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendData(byte[] data)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
|
||||||
|
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
|
||||||
|
_stream.Write(lengthBuffer, 0, 4);
|
||||||
|
_stream.Write(data, 0, data.Length);
|
||||||
|
_stream.Flush();
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task SendDataAsync(byte[] data)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
|
||||||
|
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
|
||||||
|
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
||||||
|
await _stream.WriteAsync(data, 0, data.Length);
|
||||||
|
await _stream.FlushAsync();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Receiving
|
||||||
|
|
||||||
|
private async Task ReceiveLoopAsync(CancellationToken ct)
|
||||||
|
{
|
||||||
|
int decryptFailures = 0;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
while (!ct.IsCancellationRequested && IsConnected)
|
||||||
|
{
|
||||||
|
var data = await ReadMessageAsync();
|
||||||
|
if (data == null) break;
|
||||||
|
|
||||||
|
var decrypted = _encryption?.Decrypt(data);
|
||||||
|
if (decrypted == null)
|
||||||
|
{
|
||||||
|
decryptFailures++;
|
||||||
|
if (decryptFailures >= 3)
|
||||||
|
{
|
||||||
|
Disconnect("Too many decryption failures");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
decryptFailures = 0;
|
||||||
|
|
||||||
|
var message = MessageSerializer.Deserialize(decrypted);
|
||||||
|
if (message != null)
|
||||||
|
{
|
||||||
|
ProcessMessage(message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||||
|
{
|
||||||
|
Disconnect($"Connection error: {ex.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task<byte[]?> ReadMessageAsync()
|
||||||
|
{
|
||||||
|
if (_stream == null) return null;
|
||||||
|
|
||||||
|
var lengthBuffer = new byte[4];
|
||||||
|
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
||||||
|
if (read < 4) return null;
|
||||||
|
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
||||||
|
|
||||||
|
if (length <= 0 || length > 1048576) return null;
|
||||||
|
|
||||||
|
var buffer = new byte[length];
|
||||||
|
var totalRead = 0;
|
||||||
|
while (totalRead < length)
|
||||||
|
{
|
||||||
|
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
||||||
|
if (read == 0) return null;
|
||||||
|
totalRead += read;
|
||||||
|
}
|
||||||
|
|
||||||
|
return buffer;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessMessage(Message message)
|
||||||
|
{
|
||||||
|
// Zpracujeme speciální typy
|
||||||
|
switch (message)
|
||||||
|
{
|
||||||
|
case CreateLobbyResponse r:
|
||||||
|
if (r.Success)
|
||||||
|
{
|
||||||
|
LobbyId = r.LobbyId;
|
||||||
|
JoinCode = r.JoinCode;
|
||||||
|
CurrentLobbyState = r.LobbyState;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case JoinLobbyResponse r:
|
||||||
|
if (r.Success)
|
||||||
|
{
|
||||||
|
LobbyId = r.LobbyId;
|
||||||
|
CurrentLobbyState = r.LobbyState;
|
||||||
|
JoinCode = r.LobbyState?.JoinCode;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case PositionBroadcast b:
|
||||||
|
ProcessPositionBroadcast(b);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Pong p:
|
||||||
|
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||||
|
Ping = (int)(now - p.ClientTime);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GameEvent evt:
|
||||||
|
ProcessGameEvent(evt);
|
||||||
|
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
||||||
|
{
|
||||||
|
PlayerPositions.Clear();
|
||||||
|
foreach (var player in broadcast.Players)
|
||||||
|
{
|
||||||
|
PlayerPositions[player.ClientUuid] = player;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessGameEvent(GameEvent evt)
|
||||||
|
{
|
||||||
|
LastEventId = evt.EventId;
|
||||||
|
|
||||||
|
switch (evt.EventType)
|
||||||
|
{
|
||||||
|
case "PlayerJoined":
|
||||||
|
// Add player to lobby state
|
||||||
|
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||||
|
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||||
|
{
|
||||||
|
// Check if player already exists
|
||||||
|
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||||
|
if (!exists)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||||
|
{
|
||||||
|
ClientUuid = joinedPayload.ClientUuid,
|
||||||
|
DisplayName = joinedPayload.DisplayName,
|
||||||
|
IsOwner = false,
|
||||||
|
IsReady = false,
|
||||||
|
State = PlayerState.Alive
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "PlayerLeft":
|
||||||
|
// Remove player from lobby state
|
||||||
|
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
||||||
|
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "HostChanged":
|
||||||
|
// Update lobby owner
|
||||||
|
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
||||||
|
if (hostPayload != null && CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
||||||
|
// Update IsOwner flag on all players
|
||||||
|
foreach (var player in CurrentLobbyState.Players)
|
||||||
|
{
|
||||||
|
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameStarting":
|
||||||
|
// Game is entering loading phase - update lobby state if available
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Loading;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "MapDataReady":
|
||||||
|
// Map data received - store it and send confirmation
|
||||||
|
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
||||||
|
if (mapDataPayload != null && CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
||||||
|
CurrentLobbyState.MapDataReady = true;
|
||||||
|
}
|
||||||
|
// Send confirmation to server
|
||||||
|
Send(new MapDataReceived());
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameStarted":
|
||||||
|
// Game officially started - update phase
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "RoleAssigned":
|
||||||
|
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
||||||
|
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
||||||
|
{
|
||||||
|
MyRole = rolePayload.Role;
|
||||||
|
MyTasks.Clear();
|
||||||
|
if (rolePayload.Tasks != null)
|
||||||
|
{
|
||||||
|
MyTasks.AddRange(rolePayload.Tasks);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "PlayerKilled":
|
||||||
|
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
||||||
|
if (killPayload != null)
|
||||||
|
{
|
||||||
|
Bodies.Add(new Body
|
||||||
|
{
|
||||||
|
BodyId = killPayload.BodyId,
|
||||||
|
VictimId = killPayload.VictimId,
|
||||||
|
Location = killPayload.Location
|
||||||
|
});
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "MeetingStarted":
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Meeting;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "VotingClosed":
|
||||||
|
Bodies.Clear(); // Bodies zmizí po meetingu
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameEnded":
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Ended;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Game Actions
|
||||||
|
|
||||||
|
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||||
|
{
|
||||||
|
Send(new CreateLobby
|
||||||
|
{
|
||||||
|
PlayAreaCenter = center,
|
||||||
|
PlayAreaRadius = playAreaRadius,
|
||||||
|
ImpostorCount = impostorCount,
|
||||||
|
TaskCount = taskCount,
|
||||||
|
Password = password
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void JoinLobby(string joinCode, string? password = null)
|
||||||
|
{
|
||||||
|
Send(new JoinLobby
|
||||||
|
{
|
||||||
|
JoinCode = joinCode.ToUpperInvariant(),
|
||||||
|
Password = password
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LeaveLobby()
|
||||||
|
{
|
||||||
|
Send(new LeaveLobby());
|
||||||
|
LobbyId = null;
|
||||||
|
JoinCode = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
Send(new StartGame());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReturnToLobby()
|
||||||
|
{
|
||||||
|
Send(new ReturnToLobby());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdatePosition(Position position)
|
||||||
|
{
|
||||||
|
MyPosition = position;
|
||||||
|
Send(new UpdatePosition { Position = position });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Kill(string targetUuid)
|
||||||
|
{
|
||||||
|
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReportBody(string bodyId)
|
||||||
|
{
|
||||||
|
Send(new ReportBody { BodyId = bodyId });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CallEmergencyMeeting()
|
||||||
|
{
|
||||||
|
Send(new CallEmergencyMeeting());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Vote(string? targetUuid)
|
||||||
|
{
|
||||||
|
Send(new CastVote { TargetClientUuid = targetUuid });
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
||||||
|
/// </summary>
|
||||||
|
public void CompleteTask(string taskId)
|
||||||
|
{
|
||||||
|
Send(new TaskComplete { TaskId = taskId });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendPing()
|
||||||
|
{
|
||||||
|
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reconnect(string lobbyId)
|
||||||
|
{
|
||||||
|
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Helpers
|
||||||
|
|
||||||
|
public Body? FindNearbyBody(double maxDistance)
|
||||||
|
{
|
||||||
|
foreach (var body in Bodies)
|
||||||
|
{
|
||||||
|
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
||||||
|
{
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
||||||
|
{
|
||||||
|
foreach (var (uuid, info) in PlayerPositions)
|
||||||
|
{
|
||||||
|
if (uuid == ClientUuid) continue;
|
||||||
|
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
||||||
|
|
||||||
|
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
||||||
|
{
|
||||||
|
return uuid;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameTask? FindNearbyTask(double maxDistance)
|
||||||
|
{
|
||||||
|
foreach (var task in MyTasks)
|
||||||
|
{
|
||||||
|
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
||||||
|
{
|
||||||
|
return task;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Volat z Unity Update() pro zpracování callbacků
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
Dispatcher.ProcessPendingActions();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
Disconnect("Disposed");
|
||||||
|
_encryption?.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2f935cf2d6d3599488acc86676c0f9ea
|
||||||
1054
Assets/ClientSDK/Protocol.cs
Normal file
1054
Assets/ClientSDK/Protocol.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 35fdb54071ae2cf4c8d66418bb74112e
|
||||||
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7332169067fede94fa2ee10bc58dfcce
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!114 &11400000
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 0}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
||||||
m_Script: {fileID: 11500000, guid: 0863bf92b4fcc45b0b9267325249bf0f, type: 3}
|
|
||||||
m_Name: NotificationSettings
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
toolbarInt: 0
|
|
||||||
iOSNotificationEditorSettingsValues:
|
|
||||||
keys:
|
|
||||||
- UnityNotificationRequestAuthorizationOnAppLaunch
|
|
||||||
- UnityNotificationDefaultAuthorizationOptions
|
|
||||||
- UnityAddRemoteNotificationCapability
|
|
||||||
- UnityNotificationRequestAuthorizationForRemoteNotificationsOnAppLaunch
|
|
||||||
- UnityRemoteNotificationForegroundPresentationOptions
|
|
||||||
- UnityUseAPSReleaseEnvironment
|
|
||||||
- UnityUseLocationNotificationTrigger
|
|
||||||
values:
|
|
||||||
- True
|
|
||||||
- 7
|
|
||||||
- False
|
|
||||||
- False
|
|
||||||
- -1
|
|
||||||
- False
|
|
||||||
- False
|
|
||||||
AndroidNotificationEditorSettingsValues:
|
|
||||||
keys:
|
|
||||||
- UnityNotificationAndroidRescheduleOnDeviceRestart
|
|
||||||
- UnityNotificationAndroidUseCustomActivity
|
|
||||||
- UnityNotificationAndroidCustomActivityString
|
|
||||||
values:
|
|
||||||
- False
|
|
||||||
- False
|
|
||||||
- com.unity3d.player.UnityPlayerActivity
|
|
||||||
TrackedResourceAssets: []
|
|
||||||
8
Assets/GameManager.meta
Normal file
8
Assets/GameManager.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e5291ab52f18e6748ad9c472063c3706
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
91
Assets/GameManager/GameManager.cs
Normal file
91
Assets/GameManager/GameManager.cs
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using GeoSus.Client;
|
||||||
|
using Subsystems;
|
||||||
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
/*
|
||||||
|
GameManager - hlavní tøida pro správu hry
|
||||||
|
GameManager_Network - subsystém pro správu komunikace se serverem
|
||||||
|
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
||||||
|
GameManager_Map - subsystém pro správu mapy a prostøedí
|
||||||
|
GameManager_Input - subsystém pro správu vstupu od hráèe
|
||||||
|
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
||||||
|
GamaManager_Stats - subsystém pro správu statistik pro server
|
||||||
|
*/
|
||||||
|
public class GameManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Subsystems")]
|
||||||
|
protected GameManager_Network networkSubsystem;
|
||||||
|
protected GameManager_UI uiSubsystem;
|
||||||
|
|
||||||
|
|
||||||
|
protected GameClient gameClient;
|
||||||
|
[Header("Player Info")]
|
||||||
|
public string displayName;
|
||||||
|
|
||||||
|
[Header("UI Elements")]
|
||||||
|
public Canvas JoinCreateLobby;
|
||||||
|
public Canvas InLobby;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
DontDestroyOnLoad(this);
|
||||||
|
if (displayName == null || displayName == "")
|
||||||
|
{
|
||||||
|
displayName = "Player_" + Random.Range(1000, 9999).ToString();
|
||||||
|
}
|
||||||
|
gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername());
|
||||||
|
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby);
|
||||||
|
networkSubsystem = new GameManager_Network(gameClient);
|
||||||
|
networkSubsystem.OpenConection();
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (gameClient.CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
uiSubsystem.UpdateLobbyUI();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
protected string GenerateUUID()
|
||||||
|
{
|
||||||
|
string UUID = System.Guid.NewGuid().ToString();
|
||||||
|
Debug.Log(UUID);
|
||||||
|
return UUID;
|
||||||
|
}
|
||||||
|
protected string GenerateUsername()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
return Username;
|
||||||
|
}
|
||||||
|
public void CreateLobbyButton()
|
||||||
|
{
|
||||||
|
networkSubsystem.CrateLobby(50.0755, 14.4378);
|
||||||
|
}
|
||||||
|
public void JoinLobbyButton()
|
||||||
|
{
|
||||||
|
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
||||||
|
if (joinCode.text != null && joinCode.text != "")
|
||||||
|
{
|
||||||
|
networkSubsystem.JoinLobby(joinCode.text);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Join code is empty!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void LeaveLobbyButton()
|
||||||
|
{
|
||||||
|
networkSubsystem.LeaveLobby();
|
||||||
|
}
|
||||||
|
void OnApplicationQuit()
|
||||||
|
{
|
||||||
|
gameClient.Disconnect();
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager.cs.meta
Normal file
2
Assets/GameManager/GameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 22bf82e679cf6e1419440d236360ba3b
|
||||||
152
Assets/GameManager/GameManager_Network.cs
Normal file
152
Assets/GameManager/GameManager_Network.cs
Normal file
@@ -0,0 +1,152 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
public class GameManager_Network
|
||||||
|
{
|
||||||
|
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||||
|
private const int _serverPort = 7777;
|
||||||
|
private GameClient _gameClient;
|
||||||
|
public async void OpenConection()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||||
|
await state;
|
||||||
|
if (state.Result)
|
||||||
|
{
|
||||||
|
Debug.Log("Connected to server.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Failed to connect to server");
|
||||||
|
}
|
||||||
|
await Task.Delay(5000);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public GameManager_Network(GameClient gameClient)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
RegisterEventHandlers();
|
||||||
|
}
|
||||||
|
public void RegisterEventHandlers()
|
||||||
|
{
|
||||||
|
_gameClient.OnConnected += OnConnected;
|
||||||
|
_gameClient.OnDisconnected += OnDisconnected;
|
||||||
|
_gameClient.OnError += OnError;
|
||||||
|
_gameClient.OnMessage += OnMessage;
|
||||||
|
_gameClient.OnGameEvent += OnGameEvent;
|
||||||
|
}
|
||||||
|
private void OnConnected()
|
||||||
|
{
|
||||||
|
Debug.Log("Successfully connected to the server.");
|
||||||
|
}
|
||||||
|
private void OnDisconnected(string reason)
|
||||||
|
{
|
||||||
|
Debug.Log($"Host disconnected due to {reason}");
|
||||||
|
}
|
||||||
|
private void OnError(string error)
|
||||||
|
{
|
||||||
|
Debug.LogError($"Network error: {error}");
|
||||||
|
}
|
||||||
|
private void OnMessage(Message message)
|
||||||
|
{
|
||||||
|
switch (message.Type)
|
||||||
|
{
|
||||||
|
case "GameEvent":
|
||||||
|
OnGameEvent(message as GameEvent);
|
||||||
|
break;
|
||||||
|
case "CreateLobbyResponse":
|
||||||
|
Debug.Log("Received CreateLobbyResponse message");
|
||||||
|
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||||
|
break;
|
||||||
|
case "JoinLobbyResponse":
|
||||||
|
Debug.Log("Received JoinLobbyResponse message");
|
||||||
|
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||||
|
break;
|
||||||
|
case "Ack":
|
||||||
|
Debug.Log("Received Ack message");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.Log("Received message of type: " + message.Type);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void OnGameEvent(GameEvent gameEvent)
|
||||||
|
{
|
||||||
|
switch (gameEvent.Type)
|
||||||
|
{
|
||||||
|
case "PlayerJoined":
|
||||||
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||||
|
HandlePlayerJoined(gameEvent);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.Log("Received GameEvent of type: " + gameEvent.Type);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||||
|
{
|
||||||
|
if (message.Success)
|
||||||
|
{
|
||||||
|
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||||
|
{
|
||||||
|
if (message.Success)
|
||||||
|
{
|
||||||
|
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void HandlePlayerJoined(GameEvent gameEvent)
|
||||||
|
{
|
||||||
|
var payload = gameEvent.GetPayload<PlayerJoinedPayload>();
|
||||||
|
_gameClient.CurrentLobbyState.Players.Add(new PlayerInfo
|
||||||
|
{
|
||||||
|
ClientUuid = payload.ClientUuid,
|
||||||
|
DisplayName = payload.DisplayName,
|
||||||
|
IsOwner = false,
|
||||||
|
IsReady = false,
|
||||||
|
State = PlayerState.Alive
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void CrateLobby(double lat, double lon)
|
||||||
|
{
|
||||||
|
_gameClient.CreateLobby(new Position(lat, lon));
|
||||||
|
}
|
||||||
|
public void JoinLobby(string joinCode)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_gameClient.JoinLobby(joinCode);
|
||||||
|
}
|
||||||
|
catch (System.Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogError("Error joining lobby: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void LeaveLobby()
|
||||||
|
{
|
||||||
|
_gameClient.Disconnect();
|
||||||
|
Application.Quit();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||||
35
Assets/GameManager/GameManager_UI.cs
Normal file
35
Assets/GameManager/GameManager_UI.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Subsystems;
|
||||||
|
using GeoSus.Client;
|
||||||
|
using System.ComponentModel;
|
||||||
|
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
public class GameManager_UI
|
||||||
|
{
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private Canvas _CreateJoinLobby;
|
||||||
|
private Canvas _InLobby;
|
||||||
|
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
_CreateJoinLobby = CreateJoinLobby;
|
||||||
|
_InLobby = InLobby;
|
||||||
|
_CreateJoinLobby.enabled = true;
|
||||||
|
_InLobby.enabled = false;
|
||||||
|
}
|
||||||
|
public void UpdateLobbyUI()
|
||||||
|
{
|
||||||
|
_InLobby.enabled = true;
|
||||||
|
_CreateJoinLobby.enabled = false;
|
||||||
|
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||||
|
playerList.text = "";
|
||||||
|
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||||
|
{
|
||||||
|
playerList.text += player.DisplayName + "\n";
|
||||||
|
}
|
||||||
|
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
||||||
@@ -1,21 +1,53 @@
|
|||||||
//using GeoSus.Client;
|
using GeoSus.Client;
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum TaskType
|
public enum TaskType
|
||||||
{
|
{
|
||||||
Task
|
Task //TODO: Typy úkolù
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public interface ITask
|
public interface ITask
|
||||||
{
|
{
|
||||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
public string TaskID { get; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; set; } // Typ úkolu
|
public TaskType TaskType { get; } // Typ úkolu
|
||||||
public string TaskName { get; set; } // Viditelný název úkolu
|
public string TaskName { get; } // Viditelný název úkolu
|
||||||
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
public (double, double) TaskLocation { get; } // Polohy na mapì
|
||||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||||
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||||
void Complete(); // Označit úkol jako dokončený
|
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
||||||
}
|
|
||||||
|
}
|
||||||
|
/* Ukázoková implementace ITask
|
||||||
|
public class Wires : ITask{
|
||||||
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
|
public (double, double) TaskLocation { get; set; } // Poloha na mapì
|
||||||
|
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
||||||
|
private Action<ITask> _onCompleted;
|
||||||
|
|
||||||
|
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
||||||
|
{
|
||||||
|
IsCompleted = false;
|
||||||
|
_onCompleted = onCompleted;
|
||||||
|
}
|
||||||
|
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||||
|
{
|
||||||
|
onExit?.Invoke(this);
|
||||||
|
}
|
||||||
|
public void Complete() // Dokonèení tasku a zavøení
|
||||||
|
{
|
||||||
|
IsCompleted = true;
|
||||||
|
_onCompleted?.Invoke(this);
|
||||||
|
ExitTask(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
*/
|
||||||
2
Assets/GameManager/ITask.cs.meta
Normal file
2
Assets/GameManager/ITask.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: feb806f8c9bbde347862d714c4e96c61
|
||||||
@@ -1,113 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class GlassPiece : MonoBehaviour
|
|
||||||
{
|
|
||||||
public int PieceIndex { get; private set; }
|
|
||||||
public bool IsBroken { get; private set; }
|
|
||||||
|
|
||||||
[SerializeField] private float maxHealth = 1000f;
|
|
||||||
|
|
||||||
[Header("Damage Visuals")]
|
|
||||||
[SerializeField] private float damagedAlpha = 0.85f;
|
|
||||||
|
|
||||||
private float currentHealth;
|
|
||||||
private Rigidbody rb;
|
|
||||||
private Renderer rend;
|
|
||||||
private Vector3 originalScale;
|
|
||||||
|
|
||||||
private Color intactColor = Color.white;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
rb = GetComponent<Rigidbody>();
|
|
||||||
rend = GetComponent<Renderer>();
|
|
||||||
|
|
||||||
if (rend == null)
|
|
||||||
rend = GetComponentInChildren<Renderer>();
|
|
||||||
|
|
||||||
originalScale = transform.localScale;
|
|
||||||
|
|
||||||
if (rend != null)
|
|
||||||
{
|
|
||||||
if (rend.material.HasProperty("_BaseColor"))
|
|
||||||
intactColor = rend.material.GetColor("_BaseColor");
|
|
||||||
else if (rend.material.HasProperty("_Color"))
|
|
||||||
intactColor = rend.material.color;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Initialize(int index, float startHealth)
|
|
||||||
{
|
|
||||||
PieceIndex = index;
|
|
||||||
maxHealth = startHealth;
|
|
||||||
currentHealth = startHealth;
|
|
||||||
IsBroken = false;
|
|
||||||
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
rb.isKinematic = true;
|
|
||||||
rb.useGravity = false;
|
|
||||||
rb.linearVelocity = Vector3.zero;
|
|
||||||
rb.angularVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
transform.localScale = originalScale;
|
|
||||||
UpdateVisual();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
|
||||||
{
|
|
||||||
if (IsBroken) return false;
|
|
||||||
|
|
||||||
currentHealth = Mathf.Max(0f, currentHealth - damage);
|
|
||||||
UpdateVisual();
|
|
||||||
|
|
||||||
if (currentHealth <= 0f)
|
|
||||||
{
|
|
||||||
Break(hitPoint, impulseDirection, impulseStrength);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateVisual()
|
|
||||||
{
|
|
||||||
if (rend == null) return;
|
|
||||||
|
|
||||||
float damage01 = 1f - (currentHealth / maxHealth);
|
|
||||||
float visualT = Mathf.Pow(damage01, 0.8f);
|
|
||||||
|
|
||||||
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
|
|
||||||
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
|
|
||||||
|
|
||||||
if (rend.material.HasProperty("_BaseColor"))
|
|
||||||
rend.material.SetColor("_BaseColor", finalColor);
|
|
||||||
else if (rend.material.HasProperty("_Color"))
|
|
||||||
rend.material.color = finalColor;
|
|
||||||
|
|
||||||
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
|
|
||||||
transform.localScale = originalScale * shrink;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
|
|
||||||
{
|
|
||||||
if (IsBroken) return;
|
|
||||||
|
|
||||||
IsBroken = true;
|
|
||||||
|
|
||||||
transform.SetParent(null, true);
|
|
||||||
|
|
||||||
if (rb != null)
|
|
||||||
{
|
|
||||||
rb.isKinematic = false;
|
|
||||||
rb.useGravity = true;
|
|
||||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
|
||||||
|
|
||||||
if (impulseDirection.sqrMagnitude < 0.0001f)
|
|
||||||
impulseDirection = transform.forward;
|
|
||||||
|
|
||||||
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,194 +0,0 @@
|
|||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class GlassRingController : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Header("Auto Setup")]
|
|
||||||
public bool autoCollectOnAwake = true;
|
|
||||||
public bool includeInactive = true;
|
|
||||||
public float pieceMaxHealth = 100f;
|
|
||||||
|
|
||||||
[Header("Rotation")]
|
|
||||||
public float rotationSpeedDegrees = 45f;
|
|
||||||
|
|
||||||
[Header("Audio")]
|
|
||||||
public AudioSource audioSource;
|
|
||||||
public AudioClip damageClip;
|
|
||||||
public AudioClip breakClip;
|
|
||||||
[Range(0f, 1f)] public float damageVolume = 0.7f;
|
|
||||||
[Range(0f, 1f)] public float breakVolume = 1f;
|
|
||||||
|
|
||||||
private GlassPiece[] pieces;
|
|
||||||
public GlassPiece[] Pieces => pieces;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
if (audioSource == null)
|
|
||||||
audioSource = GetComponent<AudioSource>();
|
|
||||||
|
|
||||||
if (audioSource == null)
|
|
||||||
audioSource = gameObject.AddComponent<AudioSource>();
|
|
||||||
|
|
||||||
if (Application.isPlaying && autoCollectOnAwake)
|
|
||||||
{
|
|
||||||
CollectPiecesFromChildren();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
|
|
||||||
}
|
|
||||||
|
|
||||||
[ContextMenu("Collect Pieces From Children")]
|
|
||||||
public void CollectPiecesFromChildren()
|
|
||||||
{
|
|
||||||
List<GlassPiece> foundPieces = new List<GlassPiece>();
|
|
||||||
|
|
||||||
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
|
|
||||||
|
|
||||||
foreach (Transform t in allChildren)
|
|
||||||
{
|
|
||||||
if (t == transform) continue;
|
|
||||||
|
|
||||||
Renderer rend = t.GetComponent<Renderer>();
|
|
||||||
if (rend == null)
|
|
||||||
rend = t.GetComponentInChildren<Renderer>();
|
|
||||||
|
|
||||||
if (rend == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
Collider col = t.GetComponent<Collider>();
|
|
||||||
|
|
||||||
bool invalidMeshCollider = false;
|
|
||||||
MeshCollider existingMeshCollider = col as MeshCollider;
|
|
||||||
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
|
||||||
{
|
|
||||||
invalidMeshCollider = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (col == null || invalidMeshCollider)
|
|
||||||
{
|
|
||||||
if (invalidMeshCollider)
|
|
||||||
Destroy(existingMeshCollider);
|
|
||||||
|
|
||||||
BoxCollider box = t.GetComponent<BoxCollider>();
|
|
||||||
if (box == null)
|
|
||||||
box = t.gameObject.AddComponent<BoxCollider>();
|
|
||||||
|
|
||||||
Bounds worldBounds = rend.bounds;
|
|
||||||
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
|
|
||||||
|
|
||||||
box.center = localCenter;
|
|
||||||
|
|
||||||
Vector3 lossy = t.lossyScale;
|
|
||||||
box.size = new Vector3(
|
|
||||||
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
|
|
||||||
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
|
|
||||||
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
|
|
||||||
);
|
|
||||||
|
|
||||||
col = box;
|
|
||||||
}
|
|
||||||
|
|
||||||
GlassPiece piece = t.GetComponent<GlassPiece>();
|
|
||||||
if (piece == null)
|
|
||||||
piece = t.gameObject.AddComponent<GlassPiece>();
|
|
||||||
|
|
||||||
Rigidbody rb = t.GetComponent<Rigidbody>();
|
|
||||||
if (rb == null)
|
|
||||||
rb = t.gameObject.AddComponent<Rigidbody>();
|
|
||||||
|
|
||||||
rb.isKinematic = true;
|
|
||||||
rb.useGravity = false;
|
|
||||||
|
|
||||||
foundPieces.Add(piece);
|
|
||||||
}
|
|
||||||
|
|
||||||
foundPieces.Sort((a, b) =>
|
|
||||||
{
|
|
||||||
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
|
|
||||||
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
|
|
||||||
return angleA.CompareTo(angleB);
|
|
||||||
});
|
|
||||||
|
|
||||||
pieces = foundPieces.ToArray();
|
|
||||||
|
|
||||||
for (int i = 0; i < pieces.Length; i++)
|
|
||||||
{
|
|
||||||
pieces[i].Initialize(i, pieceMaxHealth);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
|
|
||||||
{
|
|
||||||
if (pieces == null || pieces.Length == 0) return;
|
|
||||||
|
|
||||||
float sigma = Mathf.Max(0.01f, projectile.sigma);
|
|
||||||
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
|
|
||||||
|
|
||||||
bool anyHealthChanged = false;
|
|
||||||
bool anyNewBreak = false;
|
|
||||||
|
|
||||||
for (int i = 0; i < pieces.Length; i++)
|
|
||||||
{
|
|
||||||
GlassPiece piece = pieces[i];
|
|
||||||
if (piece == null || piece.IsBroken) continue;
|
|
||||||
|
|
||||||
int d = CircularDistance(i, hitIndex, pieces.Length);
|
|
||||||
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
|
|
||||||
|
|
||||||
if (gaussian < 0.005f) continue;
|
|
||||||
|
|
||||||
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
|
|
||||||
if (i == hitIndex)
|
|
||||||
damage *= projectile.directHitMultiplier;
|
|
||||||
|
|
||||||
Vector3 impulseDir = piece.transform.position - hitPoint;
|
|
||||||
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Assets/MainScreenUI/RotaceZeme.cs
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17
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Normal file
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using UnityEngine;
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//clankr
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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icon: {fileID: 2800000, guid: cbea0258d69fdef4ba73fa582f0e2004, type: 3}
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title: Universal Mobile 3D Template
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|
|
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- heading: Welcome to the Universal Mobile 3D Template
|
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text: This template sets up the right Project settings for developing a 3D game
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on mobile. Also it includes some of the recommended packages for developing
|
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on mobile.
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text:
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linkText: Share your feedback on this template with us
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url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_b8GWOIYxi4l6PDE?templatename=mobile3d
|
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loadedLayout: 1
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@@ -1,7 +0,0 @@
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using UnityEngine;
|
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// Old placeholder file kept only so the project compiles cleanly.
|
|
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// Actual gameplay now lives in TimingWheelShooter.
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public class RingShooterMinigameController : MonoBehaviour
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{
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}
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@@ -1,11 +0,0 @@
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using UnityEngine;
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public class RotateDiamond : MonoBehaviour
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{
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}
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8
Assets/Scenes.meta
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8
Assets/Scenes.meta
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2245
Assets/Scenes/Client.unity
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2245
Assets/Scenes/Client.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/Client.unity.meta
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7
Assets/Scenes/Client.unity.meta
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914
Assets/Scenes/MainScreenUI.unity
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914
Assets/Scenes/MainScreenUI.unity
Normal file
@@ -0,0 +1,914 @@
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7
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7
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68
Assets/Scripts/GPSManager.cs
Normal file
68
Assets/Scripts/GPSManager.cs
Normal file
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|
using System.Collections;
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|
using UnityEngine;
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public class GPSManager : MonoBehaviour
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{
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[Header("GPS settings")]
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private double? LastTime;
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{
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StartCoroutine(UpdateGPS());
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}
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{
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||||||
|
if (LastCoords[0] == 0 && LastCoords[1] == 0) { return FailsafeCoords; }
|
||||||
|
return LastCoords;
|
||||||
|
}
|
||||||
|
IEnumerator UpdateGPS()
|
||||||
|
{
|
||||||
|
if (!Input.location.isEnabledByUser)
|
||||||
|
{
|
||||||
|
Debug.Log("GPS not enabled by user");
|
||||||
|
LastCoords = FailsafeCoords;
|
||||||
|
LastTime = null;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
Input.location.Start(Accuracy, UpdateDistance);
|
||||||
|
|
||||||
|
while (Input.location.status == LocationServiceStatus.Initializing && MaxWait > 0)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(1);
|
||||||
|
MaxWait--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MaxWait < 1)
|
||||||
|
{
|
||||||
|
Debug.Log("GPS timed out");
|
||||||
|
LastCoords = FailsafeCoords;
|
||||||
|
LastTime = null;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
if (Input.location.status == LocationServiceStatus.Failed)
|
||||||
|
{
|
||||||
|
Debug.Log("GPS failed to determine device location");
|
||||||
|
LastCoords = FailsafeCoords;
|
||||||
|
LastTime = null;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
LastCoords[0] = Input.location.lastData.latitude;
|
||||||
|
LastCoords[1] = Input.location.lastData.longitude;
|
||||||
|
LastTime = Input.location.lastData.timestamp;
|
||||||
|
|
||||||
|
Debug.Log("GPS location: " + LastCoords[0] + ", " + LastCoords[1] + " (time: " + LastTime + ")");
|
||||||
|
}
|
||||||
|
yield return StartCoroutine(UpdateGPS());
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/GPSManager.cs.meta
Normal file
2
Assets/Scripts/GPSManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9f23d4bd550984f49b2c2a8bcbe09106
|
||||||
8
Assets/Scripts/IMapDataCollector.cs
Normal file
8
Assets/Scripts/IMapDataCollector.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Net.Http;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
public interface IMapDataCollector
|
||||||
|
{
|
||||||
|
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
|
||||||
|
}
|
||||||
2
Assets/Scripts/IMapDataCollector.cs.meta
Normal file
2
Assets/Scripts/IMapDataCollector.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7013f170d8048394086d9eaefef0e9e5
|
||||||
500
Assets/Scripts/MapRenderer.cs
Normal file
500
Assets/Scripts/MapRenderer.cs
Normal file
@@ -0,0 +1,500 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Globalization;
|
||||||
|
using System.Text;
|
||||||
|
using System.Xml;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Networking;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
public class MapRenderer : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Overpass settings")]
|
||||||
|
public const string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
|
||||||
|
public float queryRadiusMeters = 200f; // radius around lat/lon to query
|
||||||
|
|
||||||
|
[Header("Location (lat, lon)")]
|
||||||
|
public GPSManager gpsManager;
|
||||||
|
private double latitude = 50.7727878;
|
||||||
|
private double longitude = 15.0718625;
|
||||||
|
|
||||||
|
[Header("Building settings")]
|
||||||
|
public Material buildingMaterial;
|
||||||
|
public float defaultFloorHeight = 3.0f; // meters per level
|
||||||
|
public float defaultBuildingHeight = 6.0f; // if no tags
|
||||||
|
|
||||||
|
[Header("Road settings")]
|
||||||
|
public Material roadMaterial;
|
||||||
|
public float defaultRoadWidth = 4.0f; // meters
|
||||||
|
public float motorwayWidth = 10.0f;
|
||||||
|
public float primaryWidth = 8.0f;
|
||||||
|
public float secondaryWidth = 6.0f;
|
||||||
|
public float tertiaryWidth = 5.0f;
|
||||||
|
|
||||||
|
|
||||||
|
[Header("Misc")]
|
||||||
|
public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
|
||||||
|
|
||||||
|
|
||||||
|
[Header("Storage")]
|
||||||
|
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
|
||||||
|
List<Way> parsedWays = new List<Way>();
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
StartCoroutine(RenderMap());
|
||||||
|
}
|
||||||
|
IEnumerator RenderMap()
|
||||||
|
{
|
||||||
|
ClearChildren();
|
||||||
|
|
||||||
|
double[] GPS = gpsManager.GetLastCoords();
|
||||||
|
latitude = GPS[0];
|
||||||
|
longitude = GPS[1];
|
||||||
|
|
||||||
|
string q = $"[out:xml][timeout:90];(way[\"building\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")});way[\"highway\"](around:{queryRadiusMeters.ToString().Replace(",", ".")},{latitude.ToString().Replace(",", ".")},{longitude.ToString().Replace(",", ".")}););(._;>;);out body;";
|
||||||
|
|
||||||
|
WWWForm form = new WWWForm();
|
||||||
|
form.AddField("data", q);
|
||||||
|
|
||||||
|
using (UnityWebRequest www = UnityWebRequest.Post(overpassUrl, form))
|
||||||
|
{
|
||||||
|
www.downloadHandler = new DownloadHandlerBuffer();
|
||||||
|
yield return www.SendWebRequest();
|
||||||
|
|
||||||
|
if (www.result != UnityWebRequest.Result.Success)
|
||||||
|
{
|
||||||
|
Debug.LogError("Overpass request failed: " + www.error);
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
string xml = www.downloadHandler.text;
|
||||||
|
ParseOverpassXml(xml);
|
||||||
|
|
||||||
|
GameObject buildingsRoot = new GameObject("Buildings");
|
||||||
|
buildingsRoot.transform.parent = this.transform;
|
||||||
|
|
||||||
|
GameObject roadsRoot = new GameObject("Roads");
|
||||||
|
roadsRoot.transform.parent = this.transform;
|
||||||
|
|
||||||
|
foreach (var w in parsedWays)
|
||||||
|
{
|
||||||
|
if (w.tags.ContainsKey("building"))
|
||||||
|
{
|
||||||
|
GameObject b = BuildBuildingMesh(w);
|
||||||
|
b.transform.parent = buildingsRoot.transform;
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("highway"))
|
||||||
|
{
|
||||||
|
GameObject r = BuildRoadMesh(w);
|
||||||
|
r.transform.parent = roadsRoot.transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("Map generation complete: " + parsedWays.Count + " ways, " + nodes.Count + " nodes.");
|
||||||
|
}
|
||||||
|
yield return StartCoroutine(RenderMap());
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClearChildren()
|
||||||
|
{
|
||||||
|
List<GameObject> toDestroy = new List<GameObject>();
|
||||||
|
foreach (Transform t in transform)
|
||||||
|
toDestroy.Add(t.gameObject);
|
||||||
|
foreach (var g in toDestroy)
|
||||||
|
DestroyImmediate(g);
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Overpass XML parsing
|
||||||
|
class Way
|
||||||
|
{
|
||||||
|
public long id;
|
||||||
|
public List<long> nodeRefs = new List<long>();
|
||||||
|
public Dictionary<string, string> tags = new Dictionary<string, string>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void ParseOverpassXml(string xmlText)
|
||||||
|
{
|
||||||
|
nodes.Clear();
|
||||||
|
parsedWays.Clear();
|
||||||
|
|
||||||
|
XmlDocument doc = new XmlDocument();
|
||||||
|
doc.LoadXml(xmlText);
|
||||||
|
|
||||||
|
XmlNode osm = doc.SelectSingleNode("/osm");
|
||||||
|
if (osm == null) return;
|
||||||
|
|
||||||
|
// parse nodes
|
||||||
|
foreach (XmlNode node in osm.SelectNodes("node"))
|
||||||
|
{
|
||||||
|
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||||
|
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
|
||||||
|
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
|
||||||
|
nodes[id] = new Vector2((float)lat, (float)lon);
|
||||||
|
}
|
||||||
|
|
||||||
|
// parse ways
|
||||||
|
foreach (XmlNode wayNode in osm.SelectNodes("way"))
|
||||||
|
{
|
||||||
|
Way w = new Way();
|
||||||
|
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||||
|
foreach (XmlNode child in wayNode.ChildNodes)
|
||||||
|
{
|
||||||
|
if (child.Name == "nd")
|
||||||
|
{
|
||||||
|
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
|
||||||
|
w.nodeRefs.Add(r);
|
||||||
|
}
|
||||||
|
else if (child.Name == "tag")
|
||||||
|
{
|
||||||
|
string k = child.Attributes["k"].Value;
|
||||||
|
string v = child.Attributes["v"].Value;
|
||||||
|
w.tags[k] = v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
parsedWays.Add(w);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Utilities: latlon to local meters
|
||||||
|
// Convert latitude/longitude to local XY meters relative to center point
|
||||||
|
Vector3 LatLonToLocal(double lat, double lon)
|
||||||
|
{
|
||||||
|
// Use simple equirectangular projection around center (latitude, longitude)
|
||||||
|
double lat0 = latitude;
|
||||||
|
double lon0 = longitude;
|
||||||
|
double dLat = (lat - lat0) * Mathf.Deg2Rad;
|
||||||
|
double dLon = (lon - lon0) * Mathf.Deg2Rad;
|
||||||
|
double R = 6378137.0; // Earth radius in meters
|
||||||
|
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
|
||||||
|
double y = R * dLat;
|
||||||
|
return new Vector3((float)x / metersPerUnit, 0f, (float)y / metersPerUnit);
|
||||||
|
}
|
||||||
|
Vector3 NodeIdToLocal(long nodeId)
|
||||||
|
{
|
||||||
|
if (!nodes.ContainsKey(nodeId))
|
||||||
|
return Vector3.zero;
|
||||||
|
Vector2 latlon = nodes[nodeId];
|
||||||
|
return LatLonToLocal(latlon.x, latlon.y);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Mesh builders
|
||||||
|
GameObject BuildBuildingMesh(Way w)
|
||||||
|
{
|
||||||
|
// gather polygon points
|
||||||
|
List<Vector3> poly = new List<Vector3>();
|
||||||
|
foreach (var id in w.nodeRefs)
|
||||||
|
{
|
||||||
|
Vector3 p = NodeIdToLocal(id);
|
||||||
|
poly.Add(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ensure closed
|
||||||
|
if (poly.Count < 3) return null;
|
||||||
|
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
|
||||||
|
poly.Add(poly[0]);
|
||||||
|
|
||||||
|
// determine height
|
||||||
|
float height = defaultBuildingHeight;
|
||||||
|
if (w.tags.ContainsKey("height"))
|
||||||
|
{
|
||||||
|
if (TryParseHeight(w.tags["height"], out float h)) height = h;
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("building:levels"))
|
||||||
|
{
|
||||||
|
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||||
|
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("levels"))
|
||||||
|
{
|
||||||
|
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||||
|
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
// create GameObject
|
||||||
|
GameObject go = new GameObject("Building_" + w.id);
|
||||||
|
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.material = buildingMaterial;
|
||||||
|
|
||||||
|
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.name = "BuildingMesh_" + w.id;
|
||||||
|
|
||||||
|
// Convert poly to 2D points (XZ plane)
|
||||||
|
List<Vector2> poly2D = new List<Vector2>();
|
||||||
|
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
|
||||||
|
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
|
||||||
|
|
||||||
|
// triangulate roof
|
||||||
|
List<int> roofTris = Triangulate(poly2D);
|
||||||
|
if (roofTris == null || roofTris.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Triangulation failed for building " + w.id);
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
|
||||||
|
int n = poly2D.Count;
|
||||||
|
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
|
||||||
|
List<Vector3> verts = new List<Vector3>();
|
||||||
|
List<int> triangles = new List<int>();
|
||||||
|
List<Vector2> uvs = new List<Vector2>();
|
||||||
|
|
||||||
|
// Roof triangles - each triangle gets its own vertices
|
||||||
|
for (int i = 0; i < roofTris.Count; i += 3)
|
||||||
|
{
|
||||||
|
int idx0 = roofTris[i];
|
||||||
|
int idx1 = roofTris[i + 1];
|
||||||
|
int idx2 = roofTris[i + 2];
|
||||||
|
|
||||||
|
Vector2 p0 = poly2D[idx0];
|
||||||
|
Vector2 p1 = poly2D[idx1];
|
||||||
|
Vector2 p2 = poly2D[idx2];
|
||||||
|
|
||||||
|
int baseIdx = verts.Count;
|
||||||
|
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y));
|
||||||
|
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y));
|
||||||
|
verts.Add(new Vector3(p2.x, height / metersPerUnit, p2.y));
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 1);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
|
||||||
|
uvs.Add(new Vector2(p0.x, p0.y));
|
||||||
|
uvs.Add(new Vector2(p1.x, p1.y));
|
||||||
|
uvs.Add(new Vector2(p2.x, p2.y));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Walls - each quad gets its own 4 vertices
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
int iNext = (i + 1) % n;
|
||||||
|
Vector2 p0 = poly2D[i];
|
||||||
|
Vector2 p1 = poly2D[iNext];
|
||||||
|
|
||||||
|
int baseIdx = verts.Count;
|
||||||
|
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y)); // top left
|
||||||
|
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
|
||||||
|
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
|
||||||
|
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y)); // top right
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 1);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
triangles.Add(baseIdx + 3);
|
||||||
|
|
||||||
|
uvs.Add(new Vector2(0, 1));
|
||||||
|
uvs.Add(new Vector2(0, 0));
|
||||||
|
uvs.Add(new Vector2(1, 0));
|
||||||
|
uvs.Add(new Vector2(1, 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.SetVertices(verts);
|
||||||
|
mesh.SetTriangles(triangles, 0);
|
||||||
|
mesh.SetUVs(0, uvs);
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
mf.mesh = mesh;
|
||||||
|
|
||||||
|
// Center object (using first roof vertex as reference)
|
||||||
|
Vector3 centroid = Vector3.zero;
|
||||||
|
for (int i = 0; i < roofTris.Count; i += 3)
|
||||||
|
{
|
||||||
|
centroid += verts[i];
|
||||||
|
}
|
||||||
|
centroid /= (roofTris.Count / 3);
|
||||||
|
go.transform.position = centroid * -1f;
|
||||||
|
|
||||||
|
// Move the roof/walls vertices back to local space
|
||||||
|
Vector3[] adjustedVerts = mesh.vertices;
|
||||||
|
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
|
||||||
|
mesh.vertices = adjustedVerts;
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject BuildRoadMesh(Way w)
|
||||||
|
{
|
||||||
|
// build polyline
|
||||||
|
List<Vector3> pts = new List<Vector3>();
|
||||||
|
foreach (var id in w.nodeRefs)
|
||||||
|
pts.Add(NodeIdToLocal(id));
|
||||||
|
if (pts.Count < 2) return null;
|
||||||
|
|
||||||
|
float width = defaultRoadWidth;
|
||||||
|
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
|
||||||
|
width = wv;
|
||||||
|
else if (w.tags.ContainsKey("highway"))
|
||||||
|
{
|
||||||
|
// simple heuristic
|
||||||
|
string h = w.tags["highway"];
|
||||||
|
if (h == "motorway") width = motorwayWidth;
|
||||||
|
else if (h == "primary") width = primaryWidth;
|
||||||
|
else if (h == "secondary") width = secondaryWidth;
|
||||||
|
else if (h == "tertiary") width = tertiaryWidth;
|
||||||
|
else width = defaultRoadWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject go = new GameObject("Road_" + w.id);
|
||||||
|
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.material = roadMaterial;
|
||||||
|
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.name = "RoadMesh_" + w.id;
|
||||||
|
|
||||||
|
List<Vector3> verts = new List<Vector3>();
|
||||||
|
List<int> tris = new List<int>();
|
||||||
|
List<Vector2> uvs = new List<Vector2>();
|
||||||
|
|
||||||
|
// build quad strip
|
||||||
|
for (int i = 0; i < pts.Count; i++)
|
||||||
|
{
|
||||||
|
Vector3 p = pts[i];
|
||||||
|
Vector3 dir;
|
||||||
|
if (i == 0) dir = (pts[i + 1] - p).normalized;
|
||||||
|
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
|
||||||
|
else dir = (pts[i + 1] - pts[i - 1]).normalized;
|
||||||
|
|
||||||
|
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
|
||||||
|
Vector3 left = p + normal * (width * 0.5f / metersPerUnit);
|
||||||
|
Vector3 right = p - normal * (width * 0.5f / metersPerUnit);
|
||||||
|
verts.Add(left);
|
||||||
|
verts.Add(right);
|
||||||
|
uvs.Add(new Vector2(0, i));
|
||||||
|
uvs.Add(new Vector2(1, i));
|
||||||
|
|
||||||
|
if (i > 0)
|
||||||
|
{
|
||||||
|
int baseIdx = verts.Count - 4;
|
||||||
|
tris.Add(baseIdx + 0);
|
||||||
|
tris.Add(baseIdx + 2);
|
||||||
|
tris.Add(baseIdx + 1);
|
||||||
|
|
||||||
|
tris.Add(baseIdx + 1);
|
||||||
|
tris.Add(baseIdx + 2);
|
||||||
|
tris.Add(baseIdx + 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.SetVertices(verts);
|
||||||
|
mesh.SetTriangles(tris, 0);
|
||||||
|
mesh.SetUVs(0, uvs);
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
mf.mesh = mesh;
|
||||||
|
go.transform.position = Vector3.zero;
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Helpers
|
||||||
|
bool TryParseHeight(string s, out float meters)
|
||||||
|
{
|
||||||
|
// try to parse heights like "12", "12.5m", "40 ft"
|
||||||
|
s = s.Trim();
|
||||||
|
meters = 0f;
|
||||||
|
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
|
||||||
|
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
|
||||||
|
{
|
||||||
|
meters = v;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
// fallback: try to extract number
|
||||||
|
StringBuilder num = new StringBuilder();
|
||||||
|
foreach (char c in s)
|
||||||
|
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
|
||||||
|
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
|
||||||
|
{
|
||||||
|
meters = v; return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Basic ear clipping triangulation for simple polygons (2D)
|
||||||
|
List<int> Triangulate(List<Vector2> poly)
|
||||||
|
{
|
||||||
|
List<int> indices = new List<int>();
|
||||||
|
int n = poly.Count;
|
||||||
|
if (n < 3) return indices;
|
||||||
|
|
||||||
|
List<int> V = new List<int>();
|
||||||
|
for (int i = 0; i < n; i++) V.Add(i);
|
||||||
|
|
||||||
|
int guard = 0;
|
||||||
|
while (V.Count > 3 && guard < 10000)
|
||||||
|
{
|
||||||
|
bool earFound = false;
|
||||||
|
for (int i = 0; i < V.Count; i++)
|
||||||
|
{
|
||||||
|
int prev = V[(i - 1 + V.Count) % V.Count];
|
||||||
|
int curr = V[i];
|
||||||
|
int next = V[(i + 1) % V.Count];
|
||||||
|
|
||||||
|
Vector2 a = poly[prev];
|
||||||
|
Vector2 b = poly[curr];
|
||||||
|
Vector2 c = poly[next];
|
||||||
|
|
||||||
|
if (!IsConvex(a, b, c)) continue;
|
||||||
|
|
||||||
|
bool hasPointInside = false;
|
||||||
|
for (int j = 0; j < V.Count; j++)
|
||||||
|
{
|
||||||
|
int vi = V[j];
|
||||||
|
if (vi == prev || vi == curr || vi == next) continue;
|
||||||
|
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
|
||||||
|
}
|
||||||
|
if (hasPointInside) continue;
|
||||||
|
|
||||||
|
// ear found
|
||||||
|
indices.Add(prev);
|
||||||
|
indices.Add(curr);
|
||||||
|
indices.Add(next);
|
||||||
|
V.RemoveAt(i);
|
||||||
|
earFound = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (!earFound) break;
|
||||||
|
guard++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (V.Count == 3)
|
||||||
|
{
|
||||||
|
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
return indices;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
|
||||||
|
}
|
||||||
|
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
float area = TriangleArea(a, b, c);
|
||||||
|
float area1 = TriangleArea(p, b, c);
|
||||||
|
float area2 = TriangleArea(a, p, c);
|
||||||
|
float area3 = TriangleArea(a, b, p);
|
||||||
|
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
2
Assets/Scripts/MapRenderer.cs.meta
Normal file
2
Assets/Scripts/MapRenderer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 54e66fbdb6a33134a934139bbf7252ef
|
||||||
@@ -7,8 +7,8 @@ Material:
|
|||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: bramboracolor1
|
m_Name: TestMaterial
|
||||||
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
|
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_Parent: {fileID: 0}
|
m_Parent: {fileID: 0}
|
||||||
m_ModifiedSerializedProperties: 0
|
m_ModifiedSerializedProperties: 0
|
||||||
m_ValidKeywords: []
|
m_ValidKeywords: []
|
||||||
@@ -17,18 +17,12 @@ Material:
|
|||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
m_CustomRenderQueue: -1
|
m_CustomRenderQueue: -1
|
||||||
stringTagMap:
|
stringTagMap: {}
|
||||||
RenderType: Opaque
|
disabledShaderPasses: []
|
||||||
disabledShaderPasses:
|
|
||||||
- MOTIONVECTORS
|
|
||||||
m_LockedProperties:
|
m_LockedProperties:
|
||||||
m_SavedProperties:
|
m_SavedProperties:
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
m_TexEnvs:
|
m_TexEnvs:
|
||||||
- _BaseMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- _BumpMap:
|
- _BumpMap:
|
||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
@@ -65,72 +59,26 @@ Material:
|
|||||||
m_Texture: {fileID: 0}
|
m_Texture: {fileID: 0}
|
||||||
m_Scale: {x: 1, y: 1}
|
m_Scale: {x: 1, y: 1}
|
||||||
m_Offset: {x: 0, y: 0}
|
m_Offset: {x: 0, y: 0}
|
||||||
- _SpecGlossMap:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- unity_Lightmaps:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- unity_LightmapsInd:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
- unity_ShadowMasks:
|
|
||||||
m_Texture: {fileID: 0}
|
|
||||||
m_Scale: {x: 1, y: 1}
|
|
||||||
m_Offset: {x: 0, y: 0}
|
|
||||||
m_Ints: []
|
m_Ints: []
|
||||||
m_Floats:
|
m_Floats:
|
||||||
- _AddPrecomputedVelocity: 0
|
|
||||||
- _AlphaClip: 0
|
|
||||||
- _AlphaToMask: 0
|
|
||||||
- _Blend: 0
|
|
||||||
- _BlendModePreserveSpecular: 1
|
|
||||||
- _BumpScale: 1
|
- _BumpScale: 1
|
||||||
- _ClearCoatMask: 0
|
|
||||||
- _ClearCoatSmoothness: 0
|
|
||||||
- _Cull: 2
|
|
||||||
- _Cutoff: 0.5
|
- _Cutoff: 0.5
|
||||||
- _DetailAlbedoMapScale: 1
|
|
||||||
- _DetailNormalMapScale: 1
|
- _DetailNormalMapScale: 1
|
||||||
- _DstBlend: 0
|
- _DstBlend: 0
|
||||||
- _DstBlendAlpha: 0
|
- _GlossMapScale: 1
|
||||||
- _EnvironmentReflections: 1
|
- _Glossiness: 0.5
|
||||||
- _GlossMapScale: 0
|
- _GlossyReflections: 1
|
||||||
- _Glossiness: 0
|
|
||||||
- _GlossyReflections: 0
|
|
||||||
- _Metallic: 0
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
- _OcclusionStrength: 1
|
- _OcclusionStrength: 1
|
||||||
- _Parallax: 0.005
|
- _Parallax: 0.02
|
||||||
- _QueueOffset: 0
|
|
||||||
- _ReceiveShadows: 1
|
|
||||||
- _Smoothness: 0.5
|
|
||||||
- _SmoothnessTextureChannel: 0
|
- _SmoothnessTextureChannel: 0
|
||||||
- _SpecularHighlights: 1
|
- _SpecularHighlights: 1
|
||||||
- _SrcBlend: 1
|
- _SrcBlend: 1
|
||||||
- _SrcBlendAlpha: 1
|
- _UVSec: 0
|
||||||
- _Surface: 0
|
|
||||||
- _WorkflowMode: 1
|
|
||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _BaseColor: {r: 0.735849, g: 0.38103268, b: 0.024296915, a: 1}
|
- _Color: {r: 0.1254902, g: 0.1254902, b: 0.1254902, a: 1}
|
||||||
- _Color: {r: 0.735849, g: 0.38103265, b: 0.024296915, a: 1}
|
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
m_AllowLocking: 1
|
m_AllowLocking: 1
|
||||||
--- !u!114 &6922828213143962760
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 11
|
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
|
|
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
|
||||||
m_Name:
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
version: 10
|
|
||||||
8
Assets/Scripts/TestMaterial.mat.meta
Normal file
8
Assets/Scripts/TestMaterial.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: d5784a22cabb71241a8c6ca4adf98770
|
||||||
|
NativeFormatImporter:
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|
externalObjects: {}
|
||||||
|
mainObjectFileID: 0
|
||||||
|
userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
8
Assets/Settings.meta
Normal file
8
Assets/Settings.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 148cdcfbaffe4a24b85ef92b75ce4ff7
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
8
Assets/Settings/Build Profiles.meta
Normal file
8
Assets/Settings/Build Profiles.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: 92df50b8fba934144a4c4dcaf506f9b4
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|
folderAsset: yes
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DefaultImporter:
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|
externalObjects: {}
|
||||||
|
userData:
|
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|
assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
55
Assets/Settings/Build Profiles/Android™.asset
Normal file
55
Assets/Settings/Build Profiles/Android™.asset
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
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|
m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 0}
|
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|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 15003, guid: 0000000000000000e000000000000000, type: 0}
|
||||||
|
m_Name: "Android\u2122"
|
||||||
|
m_EditorClassIdentifier: UnityEditor.dll::UnityEditor.Build.Profile.BuildProfile
|
||||||
|
m_AssetVersion: 1
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||||||
|
m_BuildTarget: 13
|
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|
m_Subtarget: 0
|
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|
m_PlatformId: b9b35072a6f44c2e863f17467ea3dc13
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|
m_PlatformBuildProfile:
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|
rid: 5796307965217079336
|
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|
m_OverrideGlobalSceneList: 0
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|
m_Scenes: []
|
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|
m_ScriptingDefines: []
|
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|
m_PlayerSettingsYaml:
|
||||||
|
m_Settings: []
|
||||||
|
references:
|
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|
version: 2
|
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|
RefIds:
|
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|
- rid: 5796307965217079336
|
||||||
|
type: {class: AndroidPlatformBuildSettings, ns: UnityEditor.Android, asm: UnityEditor.Android.Extensions}
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m_BuildSystem: 1
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m_DebugSymbolFormat: 5
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8
Assets/Settings/Build Profiles/Android™.asset.meta
Normal file
8
Assets/Settings/Build Profiles/Android™.asset.meta
Normal file
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m_ObjectHideFlags: 3
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--- !u!114 &853819529557874667
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m_ObjectHideFlags: 3
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8
Assets/Settings/DefaultVolumeProfile.asset.meta
Normal file
8
Assets/Settings/DefaultVolumeProfile.asset.meta
Normal file
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fileFormatVersion: 2
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guid: 45dce265e34e8484d8a0ac37bbb3f593
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m_FsrSharpness: 0.92
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m_EnableLODCrossFade: 1
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m_EnableLODCrossFade: 1
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@@ -78,11 +78,11 @@ MonoBehaviour:
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m_UseAdaptivePerformance: 1
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m_ColorGradingMode: 0
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m_ColorGradingLutSize: 32
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m_AllowPostProcessAlphaOutput: 0
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m_UseFastSRGBLinearConversion: 1
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m_UseFastSRGBLinearConversion: 1
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m_SupportDataDrivenLensFlare: 1
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m_SupportDataDrivenLensFlare: 1
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m_SupportScreenSpaceLensFlare: 1
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m_SupportScreenSpaceLensFlare: 1
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m_GPUResidentDrawerMode: 0
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m_GPUResidentDrawerEnableOcclusionCullingInCameras: 0
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m_ShadowType: 1
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@@ -100,24 +100,23 @@ MonoBehaviour:
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m_Keys: []
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m_PrefilteringModeMainLightShadows: 3
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m_PrefilteringModeDeferredRendering: 0
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m_PrefilteringModeScreenSpaceOcclusion: 0
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m_PrefilterDebugKeywords: 1
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m_PrefilterDebugKeywords: 1
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m_PrefilterWriteRenderingLayers: 1
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m_PrefilterHDROutput: 1
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m_PrefilterHDROutput: 1
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m_PrefilterAlphaOutput: 1
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m_PrefilterSSAODepthNormals: 1
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m_PrefilterSSAODepthNormals: 1
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m_PrefilterSSAOSourceDepthLow: 1
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m_PrefilterSSAOSourceDepthLow: 1
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m_PrefilterSSAOSourceDepthMedium: 1
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m_PrefilterSSAOSourceDepthMedium: 0
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m_PrefilterSSAOSourceDepthHigh: 1
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m_PrefilterSSAOSourceDepthHigh: 1
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m_PrefilterSSAOInterleaved: 1
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m_PrefilterSSAOInterleaved: 0
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m_PrefilterSSAOBlueNoise: 1
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m_PrefilterSSAOBlueNoise: 1
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m_PrefilterSSAOSampleCountLow: 1
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m_PrefilterSSAOSampleCountLow: 1
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m_PrefilterSSAOSampleCountMedium: 1
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m_PrefilterSSAOSampleCountHigh: 1
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m_PrefilterSSAOSampleCountHigh: 1
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m_PrefilterDBufferMRT1: 1
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m_PrefilterDBufferMRT1: 1
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m_PrefilterDBufferMRT2: 1
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m_PrefilterDBufferMRT2: 1
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8
Assets/Settings/Mobile_RPAsset.asset.meta
Normal file
8
Assets/Settings/Mobile_RPAsset.asset.meta
Normal file
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -45,22 +45,8 @@ MonoBehaviour:
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failOperation: 0
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zFailOperation: 0
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zFailOperation: 0
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m_ShadowTransparentReceive: 0
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m_RenderingMode: 0
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m_DepthPrimingMode: 0
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m_DepthPrimingMode: 0
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m_CopyDepthMode: 0
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m_CopyDepthMode: 0
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m_AccurateGbufferNormals: 0
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m_IntermediateTextureMode: 0
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m_IntermediateTextureMode: 0
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8
Assets/Settings/Mobile_Renderer.asset.meta
Normal file
8
Assets/Settings/Mobile_Renderer.asset.meta
Normal file
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assetBundleVariant:
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8
Assets/Settings/PC_RPAsset.asset.meta
Normal file
8
Assets/Settings/PC_RPAsset.asset.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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8
Assets/Settings/PC_Renderer.asset.meta
Normal file
8
Assets/Settings/PC_Renderer.asset.meta
Normal file
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fileFormatVersion: 2
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8
Assets/Settings/SampleSceneProfile.asset.meta
Normal file
8
Assets/Settings/SampleSceneProfile.asset.meta
Normal file
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m_List: []
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type: {class: PostProcessData/ShaderResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
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uberPostPS: {fileID: 4800000, guid: e7857e9d0c934dc4f83f270f8447b006, type: 3}
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finalPostPassPS: {fileID: 4800000, guid: c49e63ed1bbcb334780a3bd19dfed403, type: 3}
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type: {class: ScreenSpaceAmbientOcclusionPersistentResources, ns: UnityEngine.Rendering.Universal, asm: Unity.RenderPipelines.Universal.Runtime}
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data:
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data:
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Load Diff
8
Assets/TextMesh Pro.meta
Normal file
8
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fileFormatVersion: 2
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Assets/TextMesh Pro/Examples & Extras.meta
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8
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Assets/TextMesh Pro/Examples & Extras/Fonts.meta
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8
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Normal file
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 8cd13c09d91d4f74487e1489c3a8683c
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|
TextScriptImporter:
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|
externalObjects: {}
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userData:
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|
assetBundleName:
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|
assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user