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7 Commits
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13
.claude/settings.local.json
Normal file
13
.claude/settings.local.json
Normal file
@@ -0,0 +1,13 @@
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||||
{
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"permissions": {
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"allow": [
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"Bash(nul)",
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"Bash(mkdir:*)",
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"Bash(dir:*)",
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"Bash(findstr:*)",
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"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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],
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"deny": [],
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4
.gitignore
vendored
4
.gitignore
vendored
@@ -186,7 +186,6 @@ StyleCopReport.xml
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*_p.c
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*_h.h
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*.ilk
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*.meta
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*.obj
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*.iobj
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*.pch
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@@ -305,7 +304,6 @@ PublishScripts/
|
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# NuGet Symbol Packages
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*.snupkg
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# The packages folder can be ignored because of Package Restore
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**/[Pp]ackages/*
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# except build/, which is used as an MSBuild target.
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!**/[Pp]ackages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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@@ -501,3 +499,5 @@ FodyWeavers.xsd
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# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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.utmp/
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5
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using UnityEngine;
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{
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}
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Assets/GameManager.meta
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8
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//using GeoSus.Client;
|
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using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum TaskType
|
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{
|
||||
Task
|
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Task //TODO: Typy úkolù
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}
|
||||
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public interface ITask
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{
|
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public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
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public TaskType TaskType { get; set; } // Typ úkolu
|
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public string TaskName { get; set; } // Viditelný název úkolu
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|
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public string TaskID { get; } // Unikátní ID úkolu pro server
|
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public TaskType TaskType { get; } // Typ úkolu
|
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public string TaskName { get; } // Viditelný název úkolu
|
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public (double, double) TaskLocation { get; } // Polohy na mapì
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public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||
|
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void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
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void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
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void Complete(); // Označit úkol jako dokončený
|
||||
}
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
||||
|
||||
}
|
||||
/* Ukázoková implementace ITask
|
||||
public class Wires : ITask{
|
||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||
public TaskType TaskType { get; set; } // Typ úkolu
|
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public string TaskName { get; set; } // Viditelný název úkolu
|
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public (double, double) TaskLocation { get; set; } // Poloha na mapì
|
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public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
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private Action<ITask> _onCompleted;
|
||||
|
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public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
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{
|
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IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
}
|
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public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
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{
|
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onExit?.Invoke(this);
|
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}
|
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public void Complete() // Dokonèení tasku a zavøení
|
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{
|
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IsCompleted = true;
|
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_onCompleted?.Invoke(this);
|
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ExitTask(null);
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}
|
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}
|
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*/
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2
Assets/GameManager/ITask.cs.meta
Normal file
2
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Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 743fed9d96a90254c88556de9fee92b0
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@@ -1,113 +0,0 @@
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using UnityEngine;
|
||||
|
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public class GlassPiece : MonoBehaviour
|
||||
{
|
||||
public int PieceIndex { get; private set; }
|
||||
public bool IsBroken { get; private set; }
|
||||
|
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[SerializeField] private float maxHealth = 1000f;
|
||||
|
||||
[Header("Damage Visuals")]
|
||||
[SerializeField] private float damagedAlpha = 0.85f;
|
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|
||||
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)
|
||||
{
|
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if (t == transform) continue;
|
||||
|
||||
Renderer rend = t.GetComponent<Renderer>();
|
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if (rend == null)
|
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rend = t.GetComponentInChildren<Renderer>();
|
||||
|
||||
if (rend == null)
|
||||
continue;
|
||||
|
||||
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|
||||
|
||||
bool invalidMeshCollider = false;
|
||||
MeshCollider existingMeshCollider = col as MeshCollider;
|
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if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
|
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{
|
||||
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);
|
||||
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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;
|
||||
if (impulseDir.sqrMagnitude < 0.0001f)
|
||||
impulseDir = piece.transform.position - transform.position;
|
||||
|
||||
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
|
||||
if (i == hitIndex)
|
||||
impulse *= projectile.directHitMultiplier;
|
||||
|
||||
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
|
||||
|
||||
anyHealthChanged = true;
|
||||
if (brokeNow)
|
||||
anyNewBreak = true;
|
||||
}
|
||||
|
||||
if (anyNewBreak)
|
||||
{
|
||||
PlayBreakSound();
|
||||
}
|
||||
else if (anyHealthChanged)
|
||||
{
|
||||
PlayDamageSound();
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayDamageSound()
|
||||
{
|
||||
if (audioSource != null && damageClip != null)
|
||||
audioSource.PlayOneShot(damageClip, damageVolume);
|
||||
}
|
||||
|
||||
private void PlayBreakSound()
|
||||
{
|
||||
if (audioSource != null && breakClip != null)
|
||||
audioSource.PlayOneShot(breakClip, breakVolume);
|
||||
}
|
||||
|
||||
private int CircularDistance(int a, int b, int count)
|
||||
{
|
||||
int raw = Mathf.Abs(a - b);
|
||||
return Mathf.Min(raw, count - raw);
|
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}
|
||||
}
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|
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text: This template sets up the right Project settings for developing a 3D game
|
||||
on mobile. Also it includes some of the recommended packages for developing
|
||||
on mobile.
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text:
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|
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|
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text:
|
||||
linkText: Submit a report
|
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|
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text:
|
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linkText: Share your feedback on this template with us
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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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{
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432
Assets/Scenes/SampleScene.unity
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432
Assets/Scenes/SampleScene.unity
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- {fileID: 330585546}
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8ce5b30e6200134bae071db3ae43149
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27
Assets/Scripts/FollowPositionOnly.cs
Normal file
27
Assets/Scripts/FollowPositionOnly.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class FollowParentPositionOnly : MonoBehaviour
|
||||
{
|
||||
public Transform parent;
|
||||
private Quaternion initialRotation;
|
||||
private Vector3 worldOffset;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (parent == null)
|
||||
parent = transform.parent;
|
||||
|
||||
// Store offset in WORLD space
|
||||
worldOffset = transform.position - parent.position;
|
||||
initialRotation = transform.rotation;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (parent == null) return;
|
||||
|
||||
// Move child using stored world offset
|
||||
transform.position = parent.position + worldOffset;
|
||||
transform.rotation = initialRotation;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/FollowPositionOnly.cs.meta
Normal file
2
Assets/Scripts/FollowPositionOnly.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b159266533f64ba4eb30ef6112cc4611
|
||||
30
Assets/Scripts/GyroPlatformController.cs
Normal file
30
Assets/Scripts/GyroPlatformController.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class GyroPlatformController : MonoBehaviour
|
||||
{
|
||||
public Rigidbody ball;
|
||||
public float forceStrength = 30f;
|
||||
public float dampingPerSecond = 0.9f;
|
||||
void Start()
|
||||
{
|
||||
if (SystemInfo.supportsGyroscope)
|
||||
{
|
||||
Input.gyro.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (ball == null) return;
|
||||
|
||||
Vector3 g = Input.gyro.gravity;
|
||||
|
||||
Vector3 force = new Vector3(g.x, 0f, g.y);
|
||||
|
||||
ball.AddForce(force * forceStrength, ForceMode.Acceleration);
|
||||
|
||||
float frameDamping = Mathf.Pow(dampingPerSecond, Time.deltaTime);
|
||||
|
||||
ball.linearVelocity *= frameDamping;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GyroPlatformController.cs.meta
Normal file
2
Assets/Scripts/GyroPlatformController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d665da208a5a3ad408e85341263c60e5
|
||||
33
Assets/Scripts/HoleGoalTrigger.cs
Normal file
33
Assets/Scripts/HoleGoalTrigger.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class HoleGoalTrigger : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Optional: assign the ball rigidbody or leave empty to accept any Rigidbody with tag Ball.")]
|
||||
public Rigidbody ballRigidbody;
|
||||
|
||||
[Tooltip("If true, checks tag 'Ball' when ballRigidbody not assigned.")]
|
||||
public bool requireBallTag = true;
|
||||
|
||||
public System.Action OnBallScored;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (ballRigidbody != null)
|
||||
{
|
||||
if (other.attachedRigidbody == ballRigidbody)
|
||||
{
|
||||
OnBallScored?.Invoke();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (other.attachedRigidbody == null) return;
|
||||
|
||||
if (requireBallTag)
|
||||
{
|
||||
if (!other.CompareTag("Ball")) return;
|
||||
}
|
||||
|
||||
OnBallScored?.Invoke();
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/HoleGoalTrigger.cs.meta
Normal file
2
Assets/Scripts/HoleGoalTrigger.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6bad0eb7441229448191433d8a9f758
|
||||
30
Assets/Scripts/PlayAudioOnCamera.cs
Normal file
30
Assets/Scripts/PlayAudioOnCamera.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayAudioOnCamera : MonoBehaviour
|
||||
{
|
||||
public AudioClip clip; // assign your audio file in the Inspector
|
||||
private AudioSource audioSource;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Get or add an AudioSource to this GameObject
|
||||
audioSource = gameObject.GetComponent<AudioSource>();
|
||||
if (audioSource == null)
|
||||
{
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// Assign the audio clip
|
||||
if (clip != null)
|
||||
{
|
||||
audioSource.clip = clip;
|
||||
audioSource.playOnAwake = false;
|
||||
audioSource.loop = false; // change to true if you want looping
|
||||
audioSource.Play();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("PlayAudioOnCamera: No audio clip assigned!");
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/PlayAudioOnCamera.cs.meta
Normal file
2
Assets/Scripts/PlayAudioOnCamera.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 37f33c8b63e5b384db6a385b909b27aa
|
||||
29
Assets/Scripts/TeleportOnTrigger.cs
Normal file
29
Assets/Scripts/TeleportOnTrigger.cs
Normal file
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class TeleportOnTrigger : MonoBehaviour
|
||||
{
|
||||
[Header("Teleport Target")]
|
||||
public Transform targetPosition;
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (targetPosition == null) return;
|
||||
|
||||
Rigidbody rb = other.attachedRigidbody;
|
||||
|
||||
if (rb != null)
|
||||
{
|
||||
// STOP ALL MOTION
|
||||
rb.linearVelocity = Vector3.zero;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
// TELEPORT
|
||||
rb.position = targetPosition.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-physics objects
|
||||
other.transform.position = targetPosition.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/TeleportOnTrigger.cs.meta
Normal file
2
Assets/Scripts/TeleportOnTrigger.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e101cb487f02244592e16548d98f0b5
|
||||
187
Assets/Scripts/TiltHoleMiniGameManager.cs
Normal file
187
Assets/Scripts/TiltHoleMiniGameManager.cs
Normal file
@@ -0,0 +1,187 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class TiltHoleMiniGameManager : MonoBehaviour, ITask
|
||||
{
|
||||
// =========================
|
||||
// ITask PROPERTIES
|
||||
// =========================
|
||||
|
||||
public string TaskID { get; private set; } = "TILT_HOLE_01";
|
||||
public TaskType TaskType { get; private set; } = TaskType.Task;
|
||||
public string TaskName { get; private set; } = "Tilt Ball Into Hole";
|
||||
public (double, double) TaskLocation { get; private set; } = (0, 0);
|
||||
public bool IsCompleted { get; private set; }
|
||||
|
||||
private Action<ITask> _onCompletedCallback;
|
||||
|
||||
// =========================
|
||||
// MINIGAME REFERENCES
|
||||
// =========================
|
||||
|
||||
[Header("References")]
|
||||
public GyroPlatformController platformController;
|
||||
public HoleGoalTrigger goalTrigger;
|
||||
public Rigidbody ball;
|
||||
|
||||
[Header("Audio")]
|
||||
public AudioClip startSound;
|
||||
public AudioClip winSound;
|
||||
|
||||
private AudioSource audioSource;
|
||||
|
||||
[Header("Game State")]
|
||||
public bool isActive = false;
|
||||
|
||||
[Header("Win Behavior")]
|
||||
public bool freezeOnWin = true;
|
||||
public bool disableBallOnWin = false;
|
||||
|
||||
// =========================
|
||||
// UNITY LIFECYCLE
|
||||
// =========================
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (platformController == null) platformController = FindFirstObjectByType<GyroPlatformController>();
|
||||
if (goalTrigger == null) goalTrigger = FindFirstObjectByType<HoleGoalTrigger>();
|
||||
|
||||
if (Camera.main != null)
|
||||
{
|
||||
audioSource = Camera.main.GetComponent<AudioSource>();
|
||||
if (audioSource == null)
|
||||
audioSource = Camera.main.gameObject.AddComponent<AudioSource>();
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (goalTrigger != null)
|
||||
{
|
||||
goalTrigger.OnBallScored += HandleWin;
|
||||
}
|
||||
|
||||
if (ball != null && goalTrigger != null)
|
||||
{
|
||||
goalTrigger.ballRigidbody = ball;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (goalTrigger != null)
|
||||
goalTrigger.OnBallScored -= HandleWin;
|
||||
}
|
||||
|
||||
// =========================
|
||||
// TASK LIFECYCLE
|
||||
// =========================
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
Debug.Log("Initializing Tilt Hole Task");
|
||||
|
||||
IsCompleted = false;
|
||||
isActive = true;
|
||||
_onCompletedCallback = onCompleted;
|
||||
|
||||
if (platformController != null)
|
||||
platformController.enabled = true;
|
||||
|
||||
if (ball != null)
|
||||
{
|
||||
ball.isKinematic = false;
|
||||
ball.linearVelocity = Vector3.zero;
|
||||
ball.angularVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
if (startSound != null && audioSource != null)
|
||||
{
|
||||
audioSource.PlayOneShot(startSound);
|
||||
}
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
Debug.Log("Exiting Tilt Hole Task");
|
||||
|
||||
isActive = false;
|
||||
|
||||
if (platformController != null)
|
||||
platformController.enabled = false;
|
||||
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
Debug.Log("Task Complete: Tilt Hole");
|
||||
|
||||
IsCompleted = true;
|
||||
isActive = false;
|
||||
|
||||
if (winSound != null && audioSource != null)
|
||||
{
|
||||
audioSource.PlayOneShot(winSound);
|
||||
}
|
||||
|
||||
_onCompletedCallback?.Invoke(this);
|
||||
ExitTask(null);
|
||||
}
|
||||
|
||||
// =========================
|
||||
// MINIGAME WIN EVENT
|
||||
// =========================
|
||||
|
||||
private void HandleWin()
|
||||
{
|
||||
if (!isActive) return;
|
||||
|
||||
Debug.Log("Ball reached hole.");
|
||||
|
||||
if (freezeOnWin)
|
||||
{
|
||||
if (platformController != null)
|
||||
platformController.enabled = false;
|
||||
|
||||
if (ball != null)
|
||||
{
|
||||
ball.linearVelocity = Vector3.zero;
|
||||
ball.angularVelocity = Vector3.zero;
|
||||
ball.isKinematic = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (disableBallOnWin && ball != null)
|
||||
{
|
||||
ball.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
Complete(); // 🔥 THIS completes the task
|
||||
}
|
||||
|
||||
// =========================
|
||||
// DEBUG GUI
|
||||
// =========================
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUIStyle s = new GUIStyle(GUI.skin.label);
|
||||
s.fontSize = 24;
|
||||
|
||||
if (isActive)
|
||||
{
|
||||
s.normal.textColor = Color.white;
|
||||
GUI.Label(new Rect(10, 10, 700, 30),
|
||||
"Goal: Tilt platform to roll the ball into the hole.", s);
|
||||
}
|
||||
else if (IsCompleted)
|
||||
{
|
||||
s.normal.textColor = Color.yellow;
|
||||
GUI.Label(new Rect(10, 10, 700, 30),
|
||||
"Task Completed!", s);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/TiltHoleMiniGameManager.cs.meta
Normal file
2
Assets/Scripts/TiltHoleMiniGameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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||||
guid: 9f70c5a8e211b7142b26b4ea95bf2348
|
||||
51
Assets/Scripts/WindController.cs
Normal file
51
Assets/Scripts/WindController.cs
Normal file
@@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class WindController : MonoBehaviour
|
||||
{
|
||||
[Header("settings větru")]
|
||||
[Tooltip("Maximální síla větru (kladná i záporná)")]
|
||||
public float maxWindTorque = 8f;
|
||||
|
||||
[Tooltip("Jak rychle se větr mění směrem/sílou")]
|
||||
public float windChangeSpeed = 0.6f;
|
||||
|
||||
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
|
||||
public float gustInterval = 4f;
|
||||
|
||||
[Tooltip("Multiplier pro sílu vichřice")]
|
||||
public float gustMultiplier = 2.0f;
|
||||
|
||||
public float CurrentWindTorque { get; private set; }
|
||||
|
||||
private float targetTorque;
|
||||
private float gustTimer;
|
||||
|
||||
void Start()
|
||||
{
|
||||
PickNewTargetTorque();
|
||||
gustTimer = gustInterval;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Smoothly move wind toward target torque
|
||||
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
|
||||
|
||||
// Occasional gusts
|
||||
gustTimer -= Time.deltaTime;
|
||||
if (gustTimer <= 0f)
|
||||
{
|
||||
// Apply a short gust by shifting target torque more aggressively
|
||||
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
|
||||
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
|
||||
|
||||
gustTimer = gustInterval;
|
||||
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s
|
||||
}
|
||||
}
|
||||
|
||||
private void PickNewTargetTorque()
|
||||
{
|
||||
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/WindController.cs.meta
Normal file
2
Assets/Scripts/WindController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
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guid: a2d62d3ffa507924ab3a6fd97f185f3e
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8
Assets/Settings.meta
Normal file
8
Assets/Settings.meta
Normal file
@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: 3c41f51487bbe394b9b8568d1b254bd4
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externalObjects: {}
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userData:
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assetBundleName:
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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: bbad6d4e785a4584da7dda5f1bda30d5
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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55
Assets/Settings/Build Profiles/Android™ 1.asset
Normal file
55
Assets/Settings/Build Profiles/Android™ 1.asset
Normal file
@@ -0,0 +1,55 @@
|
||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 15003, guid: 0000000000000000e000000000000000, type: 0}
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m_EditorClassIdentifier: UnityEditor.dll::UnityEditor.Build.Profile.BuildProfile
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rid: 240730859082350731
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49
Assets/Settings/Build Profiles/iOS.asset
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49
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Assets/Settings/Mobile_RPAsset.asset.meta
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Normal file
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Binary file not shown.
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Load Diff
@@ -1,335 +0,0 @@
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using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class TimingWheelShooter : MonoBehaviour, ITask
|
||||
{
|
||||
[Header("Task Info")]
|
||||
[SerializeField] private string taskID = "RING_SHOOTER_01";
|
||||
[SerializeField] private string taskName = "Break the Ring";
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[SerializeField] private TaskType taskType = TaskType.Task;
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[SerializeField] private Vector2 taskLocation = Vector2.zero;
|
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public string TaskID
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{
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get => taskID;
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set => taskID = value;
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}
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public TaskType TaskType
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{
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get => taskType;
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set => taskType = value;
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}
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public string TaskName
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{
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get => taskName;
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set => taskName = value;
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}
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public (double, double) TaskLocation
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{
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get => (taskLocation.x, taskLocation.y);
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set => taskLocation = new Vector2((float)value.Item1, (float)value.Item2);
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}
|
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|
||||
public bool IsCompleted { get; private set; }
|
||||
|
||||
[Header("Wheel")]
|
||||
public Transform rotatingWheel;
|
||||
public float defaultAngle = 90f;
|
||||
public float sweepAngle = 90f;
|
||||
public float wheelSpeed = 120f;
|
||||
|
||||
[Header("Projectile")]
|
||||
public ProjectileBehaviour potatoPrefab;
|
||||
public Transform projectileSpawn;
|
||||
public Transform aimPoint;
|
||||
public GlassRingController ring;
|
||||
public float baseLaunchSpeed = 12f;
|
||||
|
||||
[Header("Audio")]
|
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public AudioSource audioSource;
|
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public AudioClip startClip;
|
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[Range(0f, 1f)] public float startVolume = 1f;
|
||||
public AudioClip winClip;
|
||||
[Range(0f, 1f)] public float winVolume = 1f;
|
||||
|
||||
[Header("Finish Video")]
|
||||
public VideoPlayer videoPlayer;
|
||||
public VideoClip finishVideo;
|
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public AudioClip finishVideoAudio;
|
||||
[Range(0f, 1f)] public float finishVideoAudioVolume = 1f;
|
||||
public Camera targetCamera;
|
||||
|
||||
[Header("State")]
|
||||
public bool autoRestartAfterShot = true;
|
||||
public float restartDelay = 0.75f;
|
||||
|
||||
private bool isRunning = true;
|
||||
private bool finishSequenceStarted = false;
|
||||
private float currentAngle;
|
||||
private float direction = 1f;
|
||||
private Action<ITask> onCompletedCallback;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (audioSource == null)
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
||||
if (audioSource == null)
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
if (videoPlayer == null)
|
||||
videoPlayer = GetComponent<VideoPlayer>();
|
||||
|
||||
if (videoPlayer == null)
|
||||
videoPlayer = gameObject.AddComponent<VideoPlayer>();
|
||||
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
// Video setup
|
||||
videoPlayer.playOnAwake = false;
|
||||
videoPlayer.waitForFirstFrame = true;
|
||||
videoPlayer.skipOnDrop = true;
|
||||
videoPlayer.isLooping = false;
|
||||
videoPlayer.audioOutputMode = VideoAudioOutputMode.None;
|
||||
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
|
||||
|
||||
if (targetCamera != null)
|
||||
videoPlayer.targetCamera = targetCamera;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
currentAngle = defaultAngle;
|
||||
SetWheelAngle(currentAngle);
|
||||
|
||||
PlayStartSound();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
if (isRunning)
|
||||
UpdateWheelMotion();
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
StopAndShoot();
|
||||
|
||||
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
|
||||
StopAndShoot();
|
||||
}
|
||||
|
||||
private void UpdateWheelMotion()
|
||||
{
|
||||
float halfRange = sweepAngle * 0.5f;
|
||||
float minAngle = defaultAngle - halfRange;
|
||||
float maxAngle = defaultAngle + halfRange;
|
||||
|
||||
currentAngle += direction * wheelSpeed * Time.deltaTime;
|
||||
|
||||
if (currentAngle >= maxAngle)
|
||||
{
|
||||
currentAngle = maxAngle;
|
||||
direction = -1f;
|
||||
}
|
||||
else if (currentAngle <= minAngle)
|
||||
{
|
||||
currentAngle = minAngle;
|
||||
direction = 1f;
|
||||
}
|
||||
|
||||
SetWheelAngle(currentAngle);
|
||||
}
|
||||
|
||||
private void SetWheelAngle(float angle)
|
||||
{
|
||||
if (rotatingWheel == null) return;
|
||||
|
||||
Vector3 e = rotatingWheel.localEulerAngles;
|
||||
e.y = angle; // your current setup uses Y
|
||||
rotatingWheel.localEulerAngles = e;
|
||||
}
|
||||
|
||||
private float EvaluateMultiplier(float angle)
|
||||
{
|
||||
float halfRange = sweepAngle * 0.5f;
|
||||
float offset = Mathf.Abs(angle - defaultAngle);
|
||||
|
||||
float zone5 = halfRange / 2.5f;
|
||||
float zone2 = halfRange / 1.5f;
|
||||
|
||||
if (offset <= zone5) return 5f;
|
||||
if (offset <= zone2) return 2f;
|
||||
return 1f;
|
||||
}
|
||||
|
||||
public void StopAndShoot()
|
||||
{
|
||||
if (!isRunning || IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
isRunning = false;
|
||||
|
||||
float multiplier = EvaluateMultiplier(currentAngle);
|
||||
Shoot(multiplier);
|
||||
|
||||
Debug.Log($"Wheel stopped at {currentAngle:F1}°, multiplier = {multiplier}x");
|
||||
|
||||
if (autoRestartAfterShot)
|
||||
Invoke(nameof(RestartWheel), restartDelay);
|
||||
}
|
||||
|
||||
private void Shoot(float multiplier)
|
||||
{
|
||||
if (potatoPrefab == null || projectileSpawn == null || aimPoint == null)
|
||||
return;
|
||||
|
||||
Vector3 dir = (aimPoint.position - projectileSpawn.position).normalized;
|
||||
float speed = baseLaunchSpeed * multiplier;
|
||||
|
||||
ProjectileBehaviour p = Instantiate(
|
||||
potatoPrefab,
|
||||
projectileSpawn.position,
|
||||
Quaternion.LookRotation(dir, Vector3.up)
|
||||
);
|
||||
|
||||
p.baseDamage *= multiplier;
|
||||
p.breakImpulse *= multiplier;
|
||||
p.Launch(ring, dir * speed, 1f);
|
||||
}
|
||||
|
||||
private void RestartWheel()
|
||||
{
|
||||
if (!IsCompleted && !finishSequenceStarted)
|
||||
isRunning = true;
|
||||
}
|
||||
|
||||
public void NotifyButtonHit(ProjectileBehaviour projectile)
|
||||
{
|
||||
if (IsCompleted || finishSequenceStarted) return;
|
||||
|
||||
Debug.Log("Diamond hit. Starting finish sequence.");
|
||||
StartCoroutine(PlayFinishSequenceThenComplete());
|
||||
}
|
||||
|
||||
private IEnumerator PlayFinishSequenceThenComplete()
|
||||
{
|
||||
finishSequenceStarted = true;
|
||||
isRunning = false;
|
||||
CancelInvoke();
|
||||
|
||||
if (ring != null)
|
||||
ring.enabled = false;
|
||||
|
||||
if (finishVideo == null)
|
||||
{
|
||||
if (audioSource != null && winClip != null)
|
||||
audioSource.PlayOneShot(winClip, winVolume);
|
||||
|
||||
Complete();
|
||||
yield break;
|
||||
}
|
||||
|
||||
videoPlayer.Stop();
|
||||
videoPlayer.clip = finishVideo;
|
||||
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
|
||||
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
if (targetCamera != null)
|
||||
videoPlayer.targetCamera = targetCamera;
|
||||
|
||||
bool finished = false;
|
||||
void OnVideoFinished(VideoPlayer vp) => finished = true;
|
||||
|
||||
videoPlayer.loopPointReached += OnVideoFinished;
|
||||
|
||||
videoPlayer.Prepare();
|
||||
while (!videoPlayer.isPrepared)
|
||||
yield return null;
|
||||
|
||||
videoPlayer.Play();
|
||||
|
||||
if (audioSource != null && finishVideoAudio != null)
|
||||
{
|
||||
audioSource.clip = finishVideoAudio;
|
||||
audioSource.volume = finishVideoAudioVolume;
|
||||
audioSource.Play();
|
||||
}
|
||||
else if (audioSource != null && winClip != null)
|
||||
{
|
||||
audioSource.PlayOneShot(winClip, winVolume);
|
||||
}
|
||||
|
||||
while (!finished)
|
||||
yield return null;
|
||||
|
||||
videoPlayer.loopPointReached -= OnVideoFinished;
|
||||
videoPlayer.Stop();
|
||||
|
||||
Complete();
|
||||
}
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted)
|
||||
{
|
||||
onCompletedCallback = onCompleted;
|
||||
IsCompleted = false;
|
||||
finishSequenceStarted = false;
|
||||
isRunning = true;
|
||||
direction = 1f;
|
||||
currentAngle = defaultAngle;
|
||||
SetWheelAngle(currentAngle);
|
||||
|
||||
CancelInvoke();
|
||||
|
||||
if (ring != null)
|
||||
ring.enabled = true;
|
||||
|
||||
if (audioSource != null)
|
||||
audioSource.Stop();
|
||||
|
||||
if (videoPlayer != null)
|
||||
videoPlayer.Stop();
|
||||
|
||||
PlayStartSound();
|
||||
}
|
||||
|
||||
public void ExitTask(Action<ITask> onExit)
|
||||
{
|
||||
isRunning = false;
|
||||
finishSequenceStarted = false;
|
||||
CancelInvoke();
|
||||
|
||||
if (audioSource != null)
|
||||
audioSource.Stop();
|
||||
|
||||
if (videoPlayer != null)
|
||||
videoPlayer.Stop();
|
||||
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
|
||||
public void Complete()
|
||||
{
|
||||
if (IsCompleted) return;
|
||||
|
||||
IsCompleted = true;
|
||||
isRunning = false;
|
||||
finishSequenceStarted = false;
|
||||
CancelInvoke();
|
||||
|
||||
onCompletedCallback?.Invoke(this);
|
||||
}
|
||||
|
||||
private void PlayStartSound()
|
||||
{
|
||||
if (audioSource != null && startClip != null)
|
||||
audioSource.PlayOneShot(startClip, startVolume);
|
||||
}
|
||||
}
|
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8
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8
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fileFormatVersion: 2
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guid: 2692316a8a73b434783a8c8c50c49ac0
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
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8
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Normal file
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fileFormatVersion: 2
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117
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
m_AllowLocking: 1
|
||||
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@@ -1,62 +0,0 @@
|
||||
# Blender MTL File: 'diamonds1.blend'
|
||||
# Material Count: 6
|
||||
|
||||
newmtl Material.003
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl blue
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl green
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl pink
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl red
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
|
||||
newmtl white
|
||||
Ns 96.078431
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.640000 0.640000 0.640000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
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|
Before Width: | Height: | Size: 154 KiB |
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|
Before Width: | Height: | Size: 392 KiB |
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Reference in New Issue
Block a user