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18 Commits

Author SHA1 Message Date
280002cdbf Merge pull request 'Itask' (#14) from DataTransfer-MiniGame into DataTransfer-Minigame
Reviewed-on: #14
2026-05-17 10:29:44 +02:00
61f39d9af1 Itask
implementace - itask
2026-05-15 20:46:45 +02:00
b2c77e1c7f malé úpravy data transfer minigame 2026-04-27 14:15:58 +02:00
3c885df783 KostraDataTransfer 2026-04-26 21:17:38 +02:00
bca7c930c2 optimalizace 2026-04-26 09:05:32 +02:00
375ccaf4f7 Přidány kostky 2026-03-28 14:49:47 +01:00
050e58e73c flakni krtka 2026-03-28 12:16:35 +01:00
6a7314ff4e data_transfer
další minihra - chybí desing
2026-03-28 10:59:23 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +01:00
11575ef9b1 scripty ve slozkach 2026-03-28 09:12:04 +01:00
76a38d741c minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
2026-03-28 09:07:10 +01:00
9defaa314a Added 2 minigames 2026-02-21 14:56:19 +01:00
4a84e729f3 Added packages 2026-02-21 13:18:55 +01:00
055e8aa426 Added Metas 2026-02-21 13:16:44 +01:00
1957d26b1f added cables 2026-02-21 13:07:16 +01:00
8f62dc8873 scena_minigame-kabely. ps pridat ui 2026-02-21 12:32:31 +01:00
197 changed files with 78856 additions and 53 deletions

2
.gitignore vendored
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@@ -186,7 +186,6 @@ StyleCopReport.xml
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
@@ -305,7 +304,6 @@ PublishScripts/
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed

6
.vsconfig Normal file
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@@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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//using GeoSus.Client;
using System;
using UnityEngine;
public enum TaskType
{
Task //TODO: Typy úkolù
}
public interface ITask
{
public string TaskID { get; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; } // Typ úkolu
public string TaskName { get; } // Viditelný název úkolu
public (double, double) TaskLocation { get; } // Polohy na mapì
public bool IsCompleted { get; } // Stav dokonèení úkolu
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
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);
}
}
*/

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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);
}
}

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using System;
using System.Collections;
using UnityEngine;
using TMPro;
public class GPSTaskManager : MonoBehaviour, ITask
{
[Header("Target Location")]
[SerializeField] private double targetLatitude = 48.8584;
[SerializeField] private double targetLongitude = 2.2945;
[Header("Task Settings")]
[SerializeField] private float completionRadius = 15f;
[SerializeField] private float updateInterval = 1f;
[Header("GPS Initialization")]
[SerializeField] private float gpsInitTimeout = 20f;
[SerializeField] private float desiredAccuracyMeters = 5f;
[SerializeField] private float updateDistanceMeters = 1f;
[Header("UI References")]
[SerializeField] private TMP_Text distanceText;
[SerializeField] private TMP_Text bearingText;
[SerializeField] private TMP_Text statusText;
public event Action OnTaskCompleted;
public event Action<float, float> OnLocationUpdated;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private bool _gpsInitialized = false;
private bool _taskCompleted = false;
private bool _isRunning = false;
private Coroutine _trackingCoroutine;
private const double EarthRadiusMeters = 6_371_000.0;
private void Start()
{
SetStatus("Initializing GPS…");
_trackingCoroutine = StartCoroutine(InitializeAndTrack());
}
private void OnDisable()
{
StopTracking();
}
public void SetTarget(double latitude, double longitude)
{
targetLatitude = latitude;
targetLongitude = longitude;
_taskCompleted = false;
IsCompleted = false;
Debug.Log($"[GPS] New target → ({latitude:F6}, {longitude:F6})");
}
public void StopTracking()
{
_isRunning = false;
if (_trackingCoroutine != null)
{
StopCoroutine(_trackingCoroutine);
_trackingCoroutine = null;
}
Input.location.Stop();
Debug.Log("[GPS] Tracking stopped.");
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_onExit?.Invoke(this);
StopTracking();
}
private IEnumerator InitializeAndTrack()
{
if (!Input.location.isEnabledByUser)
{
SetStatus("ERROR: GPS disabled.");
yield break;
}
Input.location.Start(desiredAccuracyMeters, updateDistanceMeters);
SetStatus("Starting GPS…");
float elapsed = 0f;
while (Input.location.status == LocationServiceStatus.Initializing && elapsed < gpsInitTimeout)
{
elapsed += 0.5f;
yield return new WaitForSeconds(0.5f);
}
if (Input.location.status != LocationServiceStatus.Running)
{
SetStatus("ERROR: GPS failed.");
yield break;
}
_gpsInitialized = true;
_isRunning = true;
SetStatus("GPS Active ✓");
while (_isRunning)
{
LocationInfo loc = Input.location.lastData;
float distance = CalculateDistance(loc.latitude, loc.longitude,
targetLatitude, targetLongitude);
float bearing = CalculateBearing(loc.latitude, loc.longitude,
targetLatitude, targetLongitude);
UpdateUI(distance, bearing);
OnLocationUpdated?.Invoke(distance, bearing);
if (!_taskCompleted && distance <= completionRadius)
{
_taskCompleted = true;
HandleTaskCompleted(distance);
}
yield return new WaitForSeconds(updateInterval);
}
}
private void HandleTaskCompleted(float finalDistance)
{
Debug.Log($"[GPS] TASK COMPLETED ({finalDistance:F1}m)");
SetStatus($" Done ({finalDistance:F1}m)");
OnTaskCompleted?.Invoke();
Complete();
}
private float CalculateDistance(double lat1, double lon1, double lat2, double lon2)
{
double dLat = ToRadians(lat2 - lat1);
double dLon = ToRadians(lon2 - lon1);
double a = Math.Sin(dLat / 2) * Math.Sin(dLat / 2) +
Math.Cos(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) *
Math.Sin(dLon / 2) * Math.Sin(dLon / 2);
double c = 2 * Math.Atan2(Math.Sqrt(a), Math.Sqrt(1 - a));
return (float)(EarthRadiusMeters * c);
}
private float CalculateBearing(double lat1, double lon1, double lat2, double lon2)
{
double dLon = ToRadians(lon2 - lon1);
double y = Math.Sin(dLon) * Math.Cos(ToRadians(lat2));
double x = Math.Cos(ToRadians(lat1)) * Math.Sin(ToRadians(lat2)) -
Math.Sin(ToRadians(lat1)) * Math.Cos(ToRadians(lat2)) * Math.Cos(dLon);
double brng = ToDegrees(Math.Atan2(y, x));
return (float)((brng + 360) % 360);
}
private void UpdateUI(float distance, float bearing)
{
if (distanceText != null)
distanceText.text = $"Distance: {distance:F1} m";
if (bearingText != null)
bearingText.text = $"Bearing: {bearing:F1}°";
}
private void SetStatus(string message)
{
if (statusText != null)
statusText.text = message;
}
private static double ToRadians(double deg) => deg * Math.PI / 180.0;
private static double ToDegrees(double rad) => rad * 180.0 / Math.PI;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RevealObjects : MonoBehaviour
{
public List<GameObject> objects; // seznam objektů
public float delay = 1f; // čas mezi odkrýváním
void Start()
{
// nejdřív všechny skryjeme
foreach (GameObject obj in objects)
{
obj.SetActive(false);
}
// spustíme postupné odkrývání
StartCoroutine(Reveal());
}
IEnumerator Reveal()
{
foreach (GameObject obj in objects)
{
yield return new WaitForSeconds(delay);
obj.SetActive(true);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RevealObjectCopy : MonoBehaviour
{
public List<GameObject> objects; // seznam objekt?
public float delay = 1f; // ?as mezi odkrýváním
void Start()
{
// nejd?ív všechny skryjeme
foreach (GameObject obj in objects)
{
obj.SetActive(false);
}
// spustíme postupné odkrývání
StartCoroutine(Reveal());
}
IEnumerator Reveal()
{
foreach (GameObject obj in objects)
{
yield return new WaitForSeconds(delay);
obj.SetActive(true);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WhackTheMoleTask : MonoBehaviour, ITask
{
[Header("Game Settings")]
public float moleAppearTime = 1.5f;
public float spawnInterval = 0.8f;
public int gameDuration = 30;
public int scoreThreshold = 5;
[Header("UI References")]
public List<Button> holes;
public TMP_Text scoreText;
public TMP_Text timerText;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
private int _score;
private float _timer;
private bool _gameRunning;
private Button _activeMole;
private int _lastHoleIndex = -1;
private Coroutine _hideMoleCoroutine;
private Coroutine _gameLoopCoroutine;
private void Start()
{
Initialize(null);
_gameLoopCoroutine = StartCoroutine(GameLoop());
}
private void OnDisable()
{
ExitTask(_onExit);
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
_score = 0;
_gameRunning = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
Debug.Log("[WhackTheMole] Task completed!");
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_gameRunning = false;
StopGameCoroutines();
SetAllHolesInactive();
_onExit?.Invoke(this);
}
private IEnumerator GameLoop()
{
_timer = gameDuration;
_score = 0;
_gameRunning = true;
RefreshScore();
RefreshTimer();
float nextSpawn = 0f;
while (_timer > 0f && _gameRunning)
{
_timer -= Time.deltaTime;
nextSpawn -= Time.deltaTime;
RefreshTimer();
if (nextSpawn <= 0f)
{
SpawnMole();
nextSpawn = spawnInterval;
}
yield return null;
}
_gameRunning = false;
EndGame();
}
private void SpawnMole()
{
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
if (_activeMole != null) _activeMole.gameObject.SetActive(false);
int index = PickHoleIndex();
_lastHoleIndex = index;
_activeMole = holes[index];
_activeMole.gameObject.SetActive(true);
Button thisHole = _activeMole;
_activeMole.onClick.RemoveAllListeners();
_activeMole.onClick.AddListener(() => OnMoleHit(thisHole));
_hideMoleCoroutine = StartCoroutine(AutoHideMole(thisHole, moleAppearTime));
}
private int PickHoleIndex()
{
if (holes.Count == 1) return 0;
int index;
int attempts = 0;
const int maxAttempts = 10;
do
{
index = UnityEngine.Random.Range(0, holes.Count);
attempts++;
} while (index == _lastHoleIndex && attempts < maxAttempts);
return index;
}
private IEnumerator AutoHideMole(Button mole, float delay)
{
yield return new WaitForSeconds(delay);
if (mole == _activeMole) mole.gameObject.SetActive(false);
_activeMole = null;
_hideMoleCoroutine = null;
}
private void OnMoleHit(Button mole)
{
if (!_gameRunning) return;
if (_hideMoleCoroutine != null) StopCoroutine(_hideMoleCoroutine);
mole.gameObject.SetActive(false);
if (mole == _activeMole) _activeMole = null;
_score++;
RefreshScore();
}
private void EndGame()
{
SetAllHolesInactive();
Debug.Log($"[WhackTheMole] Game ended. Score: {_score} / Threshold: {scoreThreshold}");
if (_score >= scoreThreshold) Complete();
}
private void StopGameCoroutines()
{
if (_hideMoleCoroutine != null) { StopCoroutine(_hideMoleCoroutine); _hideMoleCoroutine = null; }
if (_gameLoopCoroutine != null) { StopCoroutine(_gameLoopCoroutine); _gameLoopCoroutine = null; }
}
private void SetAllHolesInactive()
{
if (holes == null) return;
foreach (var hole in holes)
if (hole != null) hole.gameObject.SetActive(false);
_activeMole = null;
}
private void RefreshScore() { if (scoreText != null) scoreText.text = $"Score: {_score}"; }
private void RefreshTimer() { if (timerText != null) timerText.text = $"Time: {Mathf.CeilToInt(_timer)}"; }
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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class FlappyBirdAllInOne : MonoBehaviour, ITask
{
[Header("Player")]
public Rigidbody2D rb;
public float jumpForce = 5f;
public bool isDead = false;
[Header("Pipes")]
public GameObject pipePrefab;
public Transform spawnPoint;
public float spawnRate = 2f;
public float heightOffset = 2f;
public float pipeSpeed = 2f;
private float timer = 0;
[Header("UI")]
public TextMeshProUGUI scoreText;
public GameObject gameOverPanel;
private int score = 0;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start()
{
Time.timeScale = 1f;
score = 0;
UpdateScore();
}
void Update()
{
if (isDead) return;
HandleInput();
HandleSpawning();
}
void HandleInput()
{
if (Input.GetMouseButtonDown(0))
{
Jump();
}
}
void Jump()
{
rb.linearVelocity = Vector2.zero;
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
}
void HandleSpawning()
{
timer += Time.deltaTime;
if (timer >= spawnRate)
{
SpawnPipe();
timer = 0;
}
}
void SpawnPipe()
{
float yOffset = UnityEngine.Random.Range(-heightOffset, heightOffset);
GameObject pipe = Instantiate(
pipePrefab,
spawnPoint.position + new Vector3(0, yOffset, 0),
Quaternion.identity
);
pipe.AddComponent<PipeMover>().Init(pipeSpeed, this);
}
public void AddScore()
{
score++;
UpdateScore();
}
void UpdateScore()
{
scoreText.text = score.ToString();
}
public void GameOver()
{
isDead = true;
gameOverPanel.SetActive(true);
Time.timeScale = 0f;
}
public void Restart()
{
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
private void OnCollisionEnter2D(Collision2D collision)
{
GameOver();
}
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
}
public class PipeMover : MonoBehaviour
{
private float speed;
private FlappyBirdAllInOne game;
public void Init(float moveSpeed, FlappyBirdAllInOne gm)
{
speed = moveSpeed;
game = gm;
}
void Update()
{
transform.position += Vector3.left * speed * Time.deltaTime;
if (transform.position.x < -10f)
{
Destroy(gameObject);
}
}
}
public class ScoreTrigger : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D collision)
{
FlappyBirdAllInOne gm = FindObjectOfType<FlappyBirdAllInOne>();
if (collision.CompareTag("Player") && gm != null)
{
gm.AddScore();
}
}
}
// =====================
// navod pro desing t<>m
// =====================
/*
1. Player:
- Sprite + Rigidbody2D (Gravity ~2-3)
- BoxCollider2D
- PlayerController script
- Tag = Player
2. Pipes:
- Prefab se 2 kolidery (top/bottom)
- Mezera mezi nimi
- PipeMove script
3. Score Zone:
- Trigger collider mezi trubkami
- ScoreZone script
4. Spawner:
- Empty GameObject
- PipeSpawner script
5. UI:
- TextMeshPro pro score
- GameOver panel + restart button
6. Mobile:
- Input.GetMouseButtonDown funguje i na tap
*/

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using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
public class DraggableObject : MonoBehaviour
{
[Header("Přetahování")]
public float dragSmoothness = 15f;
[Header("Vizuální zpětná vazba")]
public SpriteRenderer spriteRenderer;
public Color normalColor = Color.white;
public Color dragColor = new Color(1f, 1f, 0.5f);
public float scaleOnDrag = 1.15f;
private Rigidbody2D rb;
private Camera mainCamera;
private bool isDragging = false;
private Vector3 targetPosition;
private Vector3 originalScale;
private bool hasBeenScored = false;
void Awake()
{
rb = GetComponent<Rigidbody2D>();
mainCamera = Camera.main;
originalScale = transform.localScale;
if (spriteRenderer == null)
spriteRenderer = GetComponent<SpriteRenderer>();
}
void Start()
{
rb.gravityScale = 0f;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
targetPosition = transform.position;
}
void Update()
{
HandleInput();
if (isDragging)
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * dragSmoothness);
}
void HandleInput()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(touch.position.x, touch.position.y, 10f));
if (touch.phase == TouchPhase.Began) TryStartDrag(worldPos);
else if (touch.phase == TouchPhase.Moved ||
touch.phase == TouchPhase.Stationary) { if (isDragging) targetPosition = worldPos; }
else if (touch.phase == TouchPhase.Ended ||
touch.phase == TouchPhase.Canceled) { if (isDragging) EndDrag(); }
}
// na twest pro myŠ
else
{
Vector3 worldPos = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f));
if (Input.GetMouseButtonDown(0)) TryStartDrag(worldPos);
else if (Input.GetMouseButton(0) && isDragging) targetPosition = worldPos;
else if (Input.GetMouseButtonUp(0) && isDragging) EndDrag();
}
}
void TryStartDrag(Vector3 worldPos)
{
if (GetComponent<Collider2D>().OverlapPoint(worldPos))
StartDrag(worldPos);
}
void StartDrag(Vector3 worldPos)
{
isDragging = true;
rb.linearVelocity = Vector2.zero;
targetPosition = worldPos;
transform.localScale = originalScale * scaleOnDrag;
if (spriteRenderer != null)
{
spriteRenderer.color = dragColor;
spriteRenderer.sortingOrder = 10;
}
}
void EndDrag()
{
isDragging = false;
transform.localScale = originalScale;
if (spriteRenderer != null)
{
spriteRenderer.color = normalColor;
spriteRenderer.sortingOrder = 0;
}
}
public void OnScored()
{
if (hasBeenScored) return;
hasBeenScored = true;
isDragging = false;
StartCoroutine(SinkIntoHole());
}
System.Collections.IEnumerator SinkIntoHole()
{
float duration = 0.35f;
float elapsed = 0f;
Vector3 startScale = transform.localScale;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
transform.localScale = Vector3.Lerp(startScale, Vector3.zero, t);
if (spriteRenderer != null)
spriteRenderer.color = new Color(normalColor.r, normalColor.g, normalColor.b, 1f - t);
yield return null;
}
gameObject.SetActive(false);
LevelManager.Instance?.RegisterItem();
}
}

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using UnityEngine;
using System.Collections;
public class Hole : MonoBehaviour
{
[Header("Nastavení")]
[Tooltip("Poloměr zachycení do kolika jednotek od středu se item 'vtáhne'")]
public float catchRadius = 0.6f;
[Tooltip("Síla vtahování itemu k díře")]
public float pullForce = 4f;
[Header("Pohyb díry (volitelné)")]
public bool hasMovement = false;
public float moveSpeed = 2f;
public Vector2 moveRange = new Vector2(1.5f, 0f);
[Header("Vizuál")]
public SpriteRenderer glowRenderer;
private Vector3 startPosition;
private bool isGlowing = false;
void Awake()
{
startPosition = transform.position;
CircleCollider2D col = GetComponent<CircleCollider2D>();
if (col != null)
{
col.isTrigger = true;
col.radius = catchRadius;
}
}
void Update()
{
if (hasMovement)
{
float x = startPosition.x + Mathf.Sin(Time.time * moveSpeed) * moveRange.x;
float y = startPosition.y + Mathf.Cos(Time.time * moveSpeed * 0.7f) * moveRange.y;
transform.position = new Vector3(x, y, transform.position.z);
}
}
void OnTriggerStay2D(Collider2D other)
{
DraggableObject draggable = other.GetComponent<DraggableObject>();
if (draggable == null) return;
float dist = Vector2.Distance(transform.position, other.transform.position);
Rigidbody2D rb = other.GetComponent<Rigidbody2D>();
if (rb != null)
{
Vector2 dir = ((Vector2)transform.position - rb.position).normalized;
rb.AddForce(dir * pullForce * Time.fixedDeltaTime, ForceMode2D.Impulse);
}
if (dist < catchRadius * 0.4f)
{
draggable.OnScored();
SetGlow(false);
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(true);
}
void OnTriggerExit2D(Collider2D other)
{
if (other.GetComponent<DraggableObject>() != null) SetGlow(false);
}
void SetGlow(bool active)
{
isGlowing = active;
if (glowRenderer == null) return;
glowRenderer.enabled = active;
if (active) StartCoroutine(PulseGlow());
}
IEnumerator PulseGlow()
{
while (isGlowing && glowRenderer != null)
{
float t = Mathf.PingPong(Time.time * 3f, 1f);
Color c = glowRenderer.color;
glowRenderer.color = new Color(c.r, c.g, c.b, Mathf.Lerp(0.3f, 0.9f, t));
yield return null;
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(transform.position, catchRadius);
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, catchRadius * 0.4f);
}
}

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using UnityEngine;
using UnityEngine.Events;
public class LevelManager : MonoBehaviour
{
public static LevelManager Instance;
[Header("Nastavení levelu")]
[Tooltip("Kolik itemů musí hráč trefit pro splnění levelu")]
public int itemsToScore = 3;
[Header("Event vyvolá se po trefení všech itemů")]
public UnityEvent OnAllItemsScored;
private int scoredCount = 0;
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
public void RegisterItem()
{
scoredCount++;
Debug.Log($"Trefeno: {scoredCount} / {itemsToScore}");
if (scoredCount >= itemsToScore)
{
OnAllItemsScored?.Invoke();
}
}
public void ResetCounter()
{
scoredCount = 0;
}
public int GetScoredCount() => scoredCount;
public int GetTotalCount() => itemsToScore;
}

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using UnityEngine;
using System.Collections.Generic;
public class ObjectSpawner : MonoBehaviour
{
public static ObjectSpawner Instance;
[Header("Prefaby")]
public GameObject[] objectPrefabs;
public GameObject holePrefab;
[Header("Počty")]
[Tooltip("Kolik předmětů spawnovat")]
public int objectCount = 3;
[Tooltip("Kolik děr spawnovat")]
public int holeCount = 1;
[Header("Pohyb děr")]
public bool holesMove = false;
public float holeMoveSpeed = 2f;
[Header("Spawn hranice (odpovídají kameře)")]
public float minX = -3.5f;
public float maxX = 3.5f;
public float minY = -5f;
public float maxY = 4f;
[Header("Rodiče pro přehlednost (volitelné)")]
public Transform objectParent;
public Transform holeParent;
private List<GameObject> spawnedObjects = new List<GameObject>();
private List<GameObject> spawnedHoles = new List<GameObject>();
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
void Start()
{
Spawn();
}
public void Spawn()
{
Clear();
// LevelManager na aktuální počet
if (LevelManager.Instance != null)
{
LevelManager.Instance.itemsToScore = objectCount;
LevelManager.Instance.ResetCounter();
}
SpawnHoles();
SpawnObjects();
}
void SpawnHoles()
{
for (int i = 0; i < holeCount; i++)
{
Vector2 pos = RandomPos(1f);
GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
Hole h = hole.GetComponent<Hole>();
if (h != null && holesMove)
{
h.hasMovement = true;
h.moveSpeed = holeMoveSpeed;
h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
}
spawnedHoles.Add(hole);
}
}
void SpawnObjects()
{
for (int i = 0; i < objectCount; i++)
{
GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
Vector2 pos = RandomPos(0.5f);
GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
// Náhodná barva
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
if (sr != null)
sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
spawnedObjects.Add(obj);
}
}
public void Clear()
{
foreach (var o in spawnedObjects) if (o != null) Destroy(o);
foreach (var h in spawnedHoles) if (h != null) Destroy(h);
spawnedObjects.Clear();
spawnedHoles.Clear();
}
Vector2 RandomPos(float margin) =>
new Vector2(
Random.Range(minX + margin, maxX - margin),
Random.Range(minY + margin, maxY - margin)
);
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class DraggableKey : MonoBehaviour,
IBeginDragHandler, IDragHandler, IEndDragHandler, ITask
{
[Header("Key Settings")]
public string keyID;
public string correctSlotID;
public string previousSceneName;
[Header("Visual")]
public Color wrongAttemptColor = Color.red;
public float blinkDuration = 0.2f;
private RectTransform rectTransform;
private CanvasGroup canvasGroup;
private Vector2 startPosition;
private bool isOverCorrectSlot = false;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
// ===== UNITY =====
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvasGroup = GetComponent<CanvasGroup>();
}
public void OnBeginDrag(PointerEventData eventData)
{
startPosition = rectTransform.anchoredPosition;
canvasGroup.blocksRaycasts = false;
}
public void OnDrag(PointerEventData eventData)
{
rectTransform.anchoredPosition += eventData.delta;
}
public void OnEndDrag(PointerEventData eventData)
{
canvasGroup.blocksRaycasts = true;
if (isOverCorrectSlot)
{
Complete();
}
}
public void SetSlotMatch(bool value)
{
isOverCorrectSlot = value;
}
void ResetPosition()
{
rectTransform.anchoredPosition = startPosition;
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
public class KeySlot : MonoBehaviour, IDropHandler
{
public string correctKeyID;
public void OnDrop(PointerEventData eventData)
{
DraggableKey key = eventData.pointerDrag.GetComponent<DraggableKey>();
if (key != null)
{
if (key.keyID == correctKeyID)
{
key.transform.position = transform.position;
key.enabled = false;
KeyminigameManager.Instance.CheckWin();
}
else
{
KeyminigameManager.Instance.Fail();
}
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class KeyminigameManager : MonoBehaviour
{
public static KeyminigameManager Instance;
private int correctCount = 0;
public int totalKeys = 3;
private void Awake()
{
Instance = this;
}
public void CheckWin()
{
correctCount++;
if (correctCount >= totalKeys)
{
Debug.Log("WIN");
}
}
public void Fail()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class CableMiniGame : MonoBehaviour, ITask
{
[System.Serializable]
public class Cable
{
public string colorName;
public Button sourceButton;
public Button targetButton;
public Image cableImage;
[HideInInspector] public bool connected;
}
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
[Header("MiniGame Settings")]
public Cable[] cables;
public string previousSceneName;
public Color wrongAttemptColor = Color.white;
public float blinkDuration = 0.2f;
private string selectedColor = null;
public void Initialize(Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
foreach (var cable in cables)
cable.connected = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(_onExit);
}
public void ExitTask(Action<ITask> onExit)
{
onExit?.Invoke(this);
}
void Start()
{
foreach (var cable in cables)
{
Cable localCable = cable;
cable.sourceButton.onClick.AddListener(() => OnSourceClicked(localCable));
cable.targetButton.onClick.AddListener(() => OnTargetClicked(localCable));
}
}
void OnSourceClicked(Cable cable)
{
if (cable.connected) return;
selectedColor = cable.colorName;
}
void OnTargetClicked(Cable cable)
{
if (selectedColor == null || cable.connected)
return;
if (selectedColor == cable.colorName)
{
cable.cableImage.color = GetColorFromName(selectedColor);
cable.connected = true;
CheckCompletion();
}
else
{
StartCoroutine(BlinkAndExit(cable.cableImage));
}
selectedColor = null;
}
void CheckCompletion()
{
foreach (var cable in cables)
{
if (!cable.connected)
return;
}
Complete();
}
Color GetColorFromName(string name)
{
switch (name.ToLower())
{
case "red": return Color.red;
case "blue": return Color.blue;
case "green": return Color.green;
case "yellow": return Color.yellow;
case "purple": return new Color(0.5f, 0, 0.5f);
default: return Color.white;
}
}
IEnumerator BlinkAndExit(Image img)
{
Color original = img.color;
img.color = wrongAttemptColor;
yield return new WaitForSeconds(blinkDuration);
img.color = original;
ExitTask(_onExit);
SceneManager.LoadScene(previousSceneName);
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
[Header("Kamery")]
public Camera kamera1;
public Camera kamera2;
public Camera kamera3;
[Header("Download animace")]
public List<GameObject> downloadObjects;
public float delay = 1f;
[Header("Kód")]
public Text feedbackText;
public InputField codeInput;
public Text successText;
private string generatedCode;
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
void Start()
{
kamera1.enabled = true;
kamera2.enabled = false;
kamera3.enabled = false;
StartCoroutine(DownloadAnimace());
}
// ───── KAMERA 1 animace + generování kódu ─────
IEnumerator DownloadAnimace()
{
foreach (GameObject obj in downloadObjects)
obj.SetActive(false);
foreach (GameObject obj in downloadObjects)
{
yield return new WaitForSeconds(delay);
obj.SetActive(true);
}
generatedCode = "CODE" + Random.Range(1000, 9999);
feedbackText.text = "Kód: " + generatedCode;
kamera1.enabled = false;
kamera2.enabled = true;
}
// ───── KAMERA 2 ověření kódu ─────
public void VerifyCode()
{
if (codeInput.text == generatedCode)
{
kamera2.enabled = false;
kamera3.enabled = true;
successText.text = "Úspěch!";
}
else
{
feedbackText.text = "Špatný kód, zkus znovu.";
}
}
}

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class WindController : MonoBehaviour, ITask
{
[Header("Settings větru")]
public float maxWindTorque = 8f;
public float windChangeSpeed = 0.6f;
public float gustInterval = 4f;
public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; }
private float targetTorque;
private float gustTimer;
private Action<ITask> _onCompleted;
private Action<ITask> _onExit;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
void Start()
{
PickNewTargetTorque();
gustTimer = gustInterval;
}
void Update()
{
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
gustTimer -= Time.deltaTime;
if (gustTimer <= 0f)
{
float gust = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f);
}
}
private void PickNewTargetTorque()
{
targetTorque = UnityEngine.Random.Range(-maxWindTorque, maxWindTorque);
}
public void Initialize(Action<ITask> onCompleted)
{
_onCompleted = onCompleted;
IsCompleted = false;
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
_onCompleted?.Invoke(this);
}
public void ExitTask(Action<ITask> onExit)
{
_onExit = onExit;
_onExit?.Invoke(this);
}
}

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