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| 59b6708437 |
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- {fileID: 7055327180212611754}
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
7
Assets/ArenaRoot.prefab.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5091877278b8b6a47a9afa6f50d6b2a6
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Build Profiles.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d781b4c807a1e42499c4f584952647d2
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
18
Assets/CenterButtonTarget.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class CenterButtonTarget : MonoBehaviour
|
||||
{
|
||||
public TimingWheelShooter owner;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (owner == null)
|
||||
owner = FindFirstObjectByType<TimingWheelShooter>();
|
||||
}
|
||||
|
||||
public void NotifyHit(ProjectileBehaviour projectile)
|
||||
{
|
||||
if (owner != null)
|
||||
owner.NotifyButtonHit(projectile);
|
||||
}
|
||||
}
|
||||
2
Assets/CenterButtonTarget.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7bc9c797f71ebf4c84a6c6698a8dfd9
|
||||
8
Assets/ClientSDK.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50a0b21c151e150428fd2803d6b95db0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc06bb57786c7e142b06ec231e5cf709
|
||||
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
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d2251b279edb0147bd274a884ac878b
|
||||
682
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,682 @@
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tears down the socket and crypto session. When `transient` is true
|
||||
/// (network drop, decrypt-failure cascade, anything we expect to retry),
|
||||
/// the lobby/role/task/state caches are preserved so the post-reconnect
|
||||
/// flow can re-associate via Reconnect(LobbyId). Default false matches
|
||||
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
|
||||
///
|
||||
/// Critical for the P9 reconnect bug: previously every Disconnect path
|
||||
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
|
||||
/// fired, the client had no idea which lobby it had been in - the
|
||||
/// post-handshake Reconnect call had nothing to send and the server
|
||||
/// answered the next vote/action with NOT_IN_LOBBY.
|
||||
/// </summary>
|
||||
public void Disconnect(string reason = "User disconnected", bool transient = false)
|
||||
{
|
||||
_cts?.Cancel();
|
||||
_tcpClient?.Close();
|
||||
_tcpClient = null;
|
||||
_stream = null;
|
||||
_encryption?.Dispose();
|
||||
_encryption = null;
|
||||
|
||||
if (!transient)
|
||||
{
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
CurrentLobbyState = null;
|
||||
MyRole = null;
|
||||
MyTasks.Clear();
|
||||
PlayerPositions.Clear();
|
||||
Bodies.Clear();
|
||||
}
|
||||
// PlayerPositions are stale anyway after a drop, but we keep them so
|
||||
// the UI doesn't blink avatars off-map mid-meeting; the next position
|
||||
// broadcast overwrites them. LastEventId is intentionally preserved
|
||||
// so the Reconnect message can ask the server for missed events.
|
||||
|
||||
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)
|
||||
{
|
||||
// Transient: keep LobbyId for the reconnect coroutine.
|
||||
Disconnect("Too many decryption failures", transient: true);
|
||||
return;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
decryptFailures = 0;
|
||||
|
||||
var message = MessageSerializer.Deserialize(decrypted);
|
||||
if (message != null)
|
||||
{
|
||||
ProcessMessage(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||
{
|
||||
// Transient: TCP RST / read failure is exactly what reconnect was
|
||||
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
|
||||
Disconnect($"Connection error: {ex.Message}", transient: true);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
// Ensure we always have a valid lobby state with the creator as owner
|
||||
if (r.LobbyState != null)
|
||||
{
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
|
||||
CurrentLobbyState.OwnerId = ClientUuid;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentLobbyState = new LobbyState
|
||||
{
|
||||
LobbyId = r.LobbyId ?? "",
|
||||
JoinCode = r.JoinCode ?? "",
|
||||
OwnerId = ClientUuid
|
||||
};
|
||||
}
|
||||
// Make sure creator appears in the player list
|
||||
if (CurrentLobbyState.Players == null)
|
||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
||||
{
|
||||
CurrentLobbyState.Players.Insert(0, new PlayerInfo
|
||||
{
|
||||
ClientUuid = ClientUuid,
|
||||
DisplayName = DisplayName,
|
||||
IsOwner = true,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case JoinLobbyResponse r:
|
||||
if (r.Success)
|
||||
{
|
||||
LobbyId = r.LobbyId;
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
JoinCode = r.LobbyState?.JoinCode;
|
||||
// Ensure self is in the player list
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
if (CurrentLobbyState.Players == null)
|
||||
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
|
||||
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
|
||||
{
|
||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = ClientUuid,
|
||||
DisplayName = DisplayName,
|
||||
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
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)
|
||||
{
|
||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||
if (!exists)
|
||||
{
|
||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = joinedPayload.ClientUuid,
|
||||
DisplayName = joinedPayload.DisplayName,
|
||||
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
|
||||
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, GameSettingsOverrides? settings = null)
|
||||
{
|
||||
// DisplayName is sent on every CreateLobby/JoinLobby so the server
|
||||
// picks up the live nickname (typed into the input field after the
|
||||
// ClientHello handshake fired). Without this the server uses the
|
||||
// ClientHello-time name, which is the GameManager prefab default
|
||||
// for any user who immediately created/joined a lobby.
|
||||
Send(new CreateLobby
|
||||
{
|
||||
PlayAreaCenter = center,
|
||||
PlayAreaRadius = playAreaRadius,
|
||||
ImpostorCount = impostorCount,
|
||||
TaskCount = taskCount,
|
||||
Password = password,
|
||||
Settings = settings,
|
||||
DisplayName = DisplayName
|
||||
});
|
||||
}
|
||||
|
||||
public void JoinLobby(string joinCode, string? password = null)
|
||||
{
|
||||
Send(new JoinLobby
|
||||
{
|
||||
JoinCode = joinCode.ToUpperInvariant(),
|
||||
Password = password,
|
||||
DisplayName = DisplayName
|
||||
});
|
||||
}
|
||||
|
||||
public void LeaveLobby()
|
||||
{
|
||||
Send(new LeaveLobby());
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
CurrentLobbyState = 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;
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}
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}
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return null;
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}
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{
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foreach (var (uuid, info) in PlayerPositions)
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{
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if (aliveOnly && info.State != PlayerState.Alive) continue;
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{
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}
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}
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return null;
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{
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{
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// Volat z Unity Update() pro zpracování callbacků
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757
Assets/GameManager/GameManager.cs
Normal file
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using UnityEngine;
|
||||
using GeoSus.Client;
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||||
using Subsystems;
|
||||
using System.Collections;
|
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using System;
|
||||
using TMPro;
|
||||
using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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{
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// Singleton
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public static GameManager Instance { get; private set; }
|
||||
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[Header("Subsystems")]
|
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public GameManager_Network networkSubsystem;
|
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public GameManager_UI uiSubsystem;
|
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public GameManager_Map mapSubsystem;
|
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public GameManager_Input inputSubsystem;
|
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public GameManager_Tasks taskSubsystem;
|
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public GameClient gameClient;
|
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|
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[Header("Player Info")]
|
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public string displayName;
|
||||
|
||||
[Header("Scene Management")]
|
||||
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
|
||||
|
||||
[Header("UI Elements (Client.unity)")]
|
||||
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
|
||||
private const string CanvasNameJoinCreate = "LobbySelector";
|
||||
private const string CanvasNameInLobby = "InLobby";
|
||||
private const string CanvasNameLoading = "LoadingScreen";
|
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private const string CanvasNameGame = "InGame";
|
||||
|
||||
[Header("Map")]
|
||||
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
|
||||
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
|
||||
public BuildingSettings buildingSettings;
|
||||
public PathwaySettings pathwaySettings;
|
||||
public AreaSettings areaSettings;
|
||||
|
||||
[Header("Lobby Settings")]
|
||||
public double pendingRadius = 500;
|
||||
public int pendingImpostorCount = 1;
|
||||
public int pendingTaskCount = 5;
|
||||
/// <summary>
|
||||
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
|
||||
/// host taps "Create". Null = host didn't change anything beyond the three
|
||||
/// flat fields above; server falls through to its current defaults for
|
||||
/// every field. Each field is independently nullable so the host can
|
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/// opt into changing only what they care about.
|
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/// </summary>
|
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public GameSettingsOverrides pendingSettings;
|
||||
|
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[Header("Task Minigames (round-robin)")]
|
||||
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
|
||||
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
|
||||
// will silently fail and the task button will appear dead.
|
||||
[SerializeField] public string[] minigameScenes = {
|
||||
"MiniGame-Kabely",
|
||||
"ButtonsMemoryMinigame",
|
||||
"Happywheelminigamescene",
|
||||
"MiniGame-KeyInsert",
|
||||
"MiniGame-FlappyBird",
|
||||
"MiniGame-Satelit",
|
||||
"MiniGame-ThrowInHole",
|
||||
"minihra cistici dira"
|
||||
};
|
||||
|
||||
[Header("Debug")]
|
||||
public bool testMode = false;
|
||||
/// <summary>
|
||||
/// When true, draw a small GPS status banner across the top of every
|
||||
/// screen. Useful for diagnosing why CreateLobby is blocked or why a
|
||||
/// joiner's position isn't updating - failures otherwise only show up
|
||||
/// in logcat which most users can't reach. Toggle off for release.
|
||||
/// </summary>
|
||||
public bool showGPSDebugOverlay = true;
|
||||
|
||||
/// <summary>
|
||||
/// Number of in-process test client bots to spawn alongside the host
|
||||
/// when testMode is on. Each gets its own GameClient + Network and
|
||||
/// joins the host's lobby automatically. Bots are switchable via
|
||||
/// number keys 1..N (host = 0). Default 3 keeps memory reasonable;
|
||||
/// bump for stress-testing voting / sabotage flows.
|
||||
/// </summary>
|
||||
public int testClientCount = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Per-bot network + display-name + sim-position state. The active slot
|
||||
/// (host = 0, bots = 1..N) gets WASD on the next tick.
|
||||
/// </summary>
|
||||
private class TestBot
|
||||
{
|
||||
public GameClient Client;
|
||||
public GameManager_Network Network;
|
||||
public string DisplayName;
|
||||
public GeoSus.Client.Position SimPosition;
|
||||
public bool Joined;
|
||||
public float LastSendTime;
|
||||
}
|
||||
private System.Collections.Generic.List<TestBot> _testBots = new System.Collections.Generic.List<TestBot>();
|
||||
/// <summary>Slot 0 = host (real player), 1..N = test bot index.</summary>
|
||||
private int _activeClientSlot = 0;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Keep the screen on while the player is in the app. A geographic
|
||||
// social-deduction game asks the user to walk around for 5-15 minutes
|
||||
// staring at the map; default Android sleep timeout (15-60s) blacks
|
||||
// the screen out mid-round, drops GPS updates, and requires the
|
||||
// player to re-unlock the phone. Two layers of belt-and-suspenders:
|
||||
// (1) Unity's Screen.sleepTimeout, which works on most devices and
|
||||
// is one line, but is overridden by some MIUI/EMUI ROMs.
|
||||
// (2) Android FLAG_KEEP_SCREEN_ON on the activity window, harder for
|
||||
// OEM ROMs to override and the standard pattern for navigation/maps
|
||||
// apps. Wrapped in #if UNITY_ANDROID so editor/iOS skip it.
|
||||
Screen.sleepTimeout = SleepTimeout.NeverSleep;
|
||||
AcquireAndroidWakelock();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set FLAG_KEEP_SCREEN_ON on the Unity activity's window. This is the
|
||||
/// standard navigation/maps-app pattern and survives ROM-level overrides
|
||||
/// of Unity's Screen.sleepTimeout. No-op on non-Android platforms.
|
||||
/// </summary>
|
||||
private static void AcquireAndroidWakelock()
|
||||
{
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
try
|
||||
{
|
||||
using (var player = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
||||
using (var activity = player.GetStatic<AndroidJavaObject>("currentActivity"))
|
||||
{
|
||||
// addFlags must run on the UI thread. Capture activity into a
|
||||
// local for the closure - AndroidJavaObject can be reused.
|
||||
var act = activity;
|
||||
act.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
using (var window = act.Call<AndroidJavaObject>("getWindow"))
|
||||
{
|
||||
// WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON
|
||||
const int FLAG_KEEP_SCREEN_ON = 0x00000080;
|
||||
window.Call("addFlags", FLAG_KEEP_SCREEN_ON);
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("[Wakelock] addFlags failed: " + ex.Message);
|
||||
}
|
||||
}));
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("[Wakelock] Android JNI bridge failed: " + ex.Message);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// The prefab default in SampleScene.unity is "Hrac" (Czech for
|
||||
// "player"). Treat it as equivalent to "no name set" so users who
|
||||
// never customize their name don't all show up identically. This
|
||||
// override only fires at startup; users who explicitly type "Hrac"
|
||||
// into the nickname field will still send "Hrac" via the live
|
||||
// DisplayName payload field.
|
||||
if (string.IsNullOrEmpty(displayName) || displayName == "Hrac")
|
||||
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
|
||||
|
||||
gameClient = new GameClient(GenerateUUID(), displayName);
|
||||
networkSubsystem = new GameManager_Network(gameClient, this);
|
||||
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
|
||||
uiSubsystem = new GameManager_UI(gameClient);
|
||||
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
|
||||
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
|
||||
|
||||
if (testMode)
|
||||
{
|
||||
int n = Mathf.Max(0, testClientCount);
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
var bot = new TestBot
|
||||
{
|
||||
DisplayName = "TestBot" + (i + 1),
|
||||
};
|
||||
bot.Client = new GameClient(GenerateUUID(), bot.DisplayName);
|
||||
bot.Network = new GameManager_Network(bot.Client, null);
|
||||
bot.Network.OpenConnection();
|
||||
_testBots.Add(bot);
|
||||
}
|
||||
}
|
||||
|
||||
networkSubsystem.OpenConnection();
|
||||
|
||||
// Start GPS immediately at app launch. Acquiring a fix on a cold
|
||||
// device can take 5-30 seconds; if we wait until CreateLobby is
|
||||
// pressed, the lobby will be seeded with bad coords. Starting here
|
||||
// means the user's normal navigation through the menus gives the
|
||||
// GPS subsystem time to settle.
|
||||
inputSubsystem?.EnsureGPSStarted();
|
||||
|
||||
// Load main menu after GameManager is ready
|
||||
if (!string.IsNullOrEmpty(firstMenuScene))
|
||||
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws a GPS status banner across the top of every screen. We use OnGUI
|
||||
/// rather than a uGUI Canvas element because OnGUI works without any
|
||||
/// scene wiring - we want this visible from the very first frame, on
|
||||
/// every screen, even if the lobby canvas hasn't been bound yet. This is
|
||||
/// a debug overlay; toggle showGPSDebugOverlay off for release builds.
|
||||
/// </summary>
|
||||
private void OnGUI()
|
||||
{
|
||||
if (!showGPSDebugOverlay) return;
|
||||
if (inputSubsystem == null) return;
|
||||
|
||||
var diag = inputSubsystem.GpsDiagnostic;
|
||||
var label = "GPS: " + diag;
|
||||
|
||||
// Scale font size to screen so it's legible on phones (HDPI) and
|
||||
// editor (lower DPI) alike. Phones tend to have ~400dpi; the
|
||||
// editor game view runs at ~100dpi.
|
||||
int fontSize = Mathf.Max(14, Screen.width / 50);
|
||||
|
||||
var style = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
fontSize = fontSize,
|
||||
fontStyle = FontStyle.Bold,
|
||||
alignment = TextAnchor.MiddleLeft,
|
||||
wordWrap = false,
|
||||
normal = { textColor = Color.white }
|
||||
};
|
||||
|
||||
// Width covers most of the screen so longer error strings don't get
|
||||
// clipped. Height auto-fits the chosen font size.
|
||||
float pad = fontSize * 0.5f;
|
||||
float bannerH = fontSize * 2f;
|
||||
var rect = new Rect(pad, pad, Screen.width - pad * 2, bannerH);
|
||||
|
||||
// Translucent black background for legibility against the map.
|
||||
var prevColor = GUI.color;
|
||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
||||
GUI.Box(rect, GUIContent.none);
|
||||
GUI.color = prevColor;
|
||||
|
||||
// Indent the label inside the box.
|
||||
var textRect = new Rect(rect.x + pad, rect.y, rect.width - pad * 2, rect.height);
|
||||
GUI.Label(textRect, label, style);
|
||||
|
||||
// Second row: position-source picker (tap to cycle) + active client
|
||||
// indicator (testMode only). Both are diagnostic; the source picker
|
||||
// is the recovery path when one backend silently fails on a phone.
|
||||
float row2Y = rect.y + bannerH + pad * 0.5f;
|
||||
var btnStyle = new GUIStyle(GUI.skin.button)
|
||||
{
|
||||
fontSize = Mathf.Max(12, fontSize - 2),
|
||||
fontStyle = FontStyle.Bold,
|
||||
alignment = TextAnchor.MiddleCenter,
|
||||
};
|
||||
|
||||
// Source button: shows current source name + invites tap.
|
||||
string sourceLabel = "Source: " + inputSubsystem.CurrentSourceName + " [tap to cycle]";
|
||||
// Width sized to the text so the touch area matches the label.
|
||||
Vector2 sourceSize = btnStyle.CalcSize(new GUIContent(sourceLabel));
|
||||
float sourceW = Mathf.Min(Screen.width - pad * 2, sourceSize.x + pad * 2);
|
||||
var sourceRect = new Rect(pad, row2Y, sourceW, bannerH);
|
||||
if (GUI.Button(sourceRect, sourceLabel, btnStyle))
|
||||
{
|
||||
inputSubsystem.CycleNextPositionSource();
|
||||
}
|
||||
|
||||
// Active-client indicator (only when we have test bots).
|
||||
if (testMode && _testBots.Count > 0)
|
||||
{
|
||||
string slot = _activeClientSlot == 0 ? "Host" : ("Bot " + _activeClientSlot);
|
||||
string indicator = $"WASD: {slot} (0..{_testBots.Count} to switch)";
|
||||
var indStyle = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
fontSize = Mathf.Max(12, fontSize - 2),
|
||||
fontStyle = FontStyle.Bold,
|
||||
alignment = TextAnchor.MiddleLeft,
|
||||
normal = { textColor = new Color(0.9f, 1f, 0.4f) },
|
||||
};
|
||||
Vector2 indSize = indStyle.CalcSize(new GUIContent(indicator));
|
||||
var indRect = new Rect(sourceRect.xMax + pad, row2Y, indSize.x + pad * 2, bannerH);
|
||||
GUI.color = new Color(0f, 0f, 0f, 0.65f);
|
||||
GUI.Box(indRect, GUIContent.none);
|
||||
GUI.color = prevColor;
|
||||
GUI.Label(new Rect(indRect.x + pad, indRect.y, indRect.width, indRect.height), indicator, indStyle);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// Tick the SDK dispatcher so callbacks fire on main thread
|
||||
gameClient?.Update();
|
||||
if (testMode)
|
||||
{
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
_testBots[i].Client?.Update();
|
||||
HandleTestBotInput();
|
||||
}
|
||||
|
||||
if (gameClient?.CurrentLobbyState != null)
|
||||
{
|
||||
uiSubsystem?.UpdateLobbyUI();
|
||||
taskSubsystem?.UpdateProximity();
|
||||
}
|
||||
if (gameClient?.MyRole == PlayerRole.Impostor)
|
||||
UpdateKillCooldown();
|
||||
|
||||
inputSubsystem?.positionCheck();
|
||||
|
||||
if (testMode) StepActiveTestBot();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Number-key handling for slot switching. 0 = host, 1..N = test bot N.
|
||||
/// Suppress host WASD when a non-host bot is active so the host capsule
|
||||
/// doesn't drift while the user is moving a bot. Only fires when
|
||||
/// testMode is on; release builds never see this path.
|
||||
/// </summary>
|
||||
private void HandleTestBotInput()
|
||||
{
|
||||
// 0 = host. 1..9 = bots (capped by Unity KeyCode.Alpha9).
|
||||
if (Input.GetKeyDown(KeyCode.Alpha0)) _activeClientSlot = 0;
|
||||
for (int i = 1; i <= 9 && i <= _testBots.Count; i++)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Alpha0 + i)) _activeClientSlot = i;
|
||||
}
|
||||
|
||||
// Tell the host's input subsystem to ignore WASD when a bot is active.
|
||||
if (inputSubsystem != null)
|
||||
inputSubsystem.SuppressWasd = (_activeClientSlot != 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the active slot is a bot, step its sim position from WASD axes
|
||||
/// and send to the server. Idle bots get a periodic keep-alive so their
|
||||
/// avatars don't time out.
|
||||
/// </summary>
|
||||
private void StepActiveTestBot()
|
||||
{
|
||||
if (_testBots.Count == 0) return;
|
||||
var state = gameClient?.CurrentLobbyState;
|
||||
if (state == null || state.MapData == null) return;
|
||||
|
||||
// Lazy-init each bot's sim position to the lobby's map center on
|
||||
// first lobby state. Until the bot has joined a lobby it can't
|
||||
// send position updates.
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
{
|
||||
var bot = _testBots[i];
|
||||
if (!bot.Joined) continue;
|
||||
if (bot.SimPosition.Lat == 0 && bot.SimPosition.Lon == 0)
|
||||
{
|
||||
// Spawn each bot in a small ring around the map center so
|
||||
// they don't all stack on top of each other on frame one.
|
||||
double offsetLat = 0.00003 * Mathf.Cos(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
||||
double offsetLon = 0.00003 * Mathf.Sin(i * Mathf.PI * 2f / Mathf.Max(1, _testBots.Count));
|
||||
bot.SimPosition = new GeoSus.Client.Position(
|
||||
state.MapData.Center.Lat + offsetLat,
|
||||
state.MapData.Center.Lon + offsetLon);
|
||||
bot.Client.UpdatePosition(bot.SimPosition);
|
||||
bot.LastSendTime = Time.time;
|
||||
}
|
||||
}
|
||||
|
||||
// WASD only drives the active bot.
|
||||
if (_activeClientSlot >= 1 && _activeClientSlot <= _testBots.Count)
|
||||
{
|
||||
var bot = _testBots[_activeClientSlot - 1];
|
||||
if (bot.Joined)
|
||||
{
|
||||
float dx = Input.GetAxis("Horizontal");
|
||||
float dy = Input.GetAxis("Vertical");
|
||||
const double speed = 0.00001;
|
||||
bool moved = Mathf.Abs(dx) > 0.001f || Mathf.Abs(dy) > 0.001f;
|
||||
if (moved)
|
||||
{
|
||||
bot.SimPosition = new GeoSus.Client.Position(
|
||||
bot.SimPosition.Lat + dy * speed,
|
||||
bot.SimPosition.Lon + dx * speed);
|
||||
}
|
||||
// Send on movement OR on keep-alive cadence so the server
|
||||
// doesn't drop our presence.
|
||||
bool dueKeepAlive = (Time.time - bot.LastSendTime) >= 1.0f;
|
||||
if (moved || dueKeepAlive)
|
||||
{
|
||||
bot.Client.UpdatePosition(bot.SimPosition);
|
||||
bot.LastSendTime = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No bot is active. All bots get keep-alive only.
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
{
|
||||
var bot = _testBots[i];
|
||||
if (!bot.Joined) continue;
|
||||
if ((Time.time - bot.LastSendTime) >= 1.0f)
|
||||
{
|
||||
bot.Client.UpdatePosition(bot.SimPosition);
|
||||
bot.LastSendTime = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// After Client.unity loads, re-bind all canvas/HUD references because
|
||||
/// those GameObjects don't exist in the Art menu scenes.
|
||||
/// </summary>
|
||||
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
if (scene.name == "Client")
|
||||
{
|
||||
var roots = scene.GetRootGameObjects();
|
||||
|
||||
// Find a root or deep GameObject by name in the loaded scene
|
||||
GameObject FindGO(string n) {
|
||||
foreach (var go in roots) {
|
||||
if (go.name == n) return go;
|
||||
var found = go.transform.Find(n);
|
||||
if (found != null) return found.gameObject;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
Canvas FindCanvas(string n) {
|
||||
var go = FindGO(n);
|
||||
return go != null ? go.GetComponent<Canvas>() : null;
|
||||
}
|
||||
|
||||
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
|
||||
var inGameGO = FindGO("InGame");
|
||||
if (inGameGO != null)
|
||||
{
|
||||
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
|
||||
?? inGameGO.AddComponent<InGameHUDBuilder>();
|
||||
builder.BuildNow();
|
||||
}
|
||||
|
||||
// ── Wire canvases (after HUD is built) ──
|
||||
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
|
||||
// to every canvas in the scene before binding so layouts scale
|
||||
// identically across phones and tablets without per-device tweaks.
|
||||
var cJoin = FindCanvas(CanvasNameJoinCreate);
|
||||
var cLobby = FindCanvas(CanvasNameInLobby);
|
||||
var cLoad = FindCanvas(CanvasNameLoading);
|
||||
var cGame = FindCanvas(CanvasNameGame);
|
||||
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
|
||||
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
|
||||
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
|
||||
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
|
||||
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
|
||||
|
||||
// ── Wire map center point and player capsule ──
|
||||
var mapCenter = FindGO("MapCenterPoint");
|
||||
var player = FindGO("Capsule");
|
||||
mapSubsystem?.SetMapCenterPoint(mapCenter);
|
||||
inputSubsystem?.SetPlayerObject(player);
|
||||
|
||||
// ── Attach camera controller to Main Camera ──
|
||||
var mainCamGO = FindGO("Main Camera");
|
||||
if (mainCamGO != null)
|
||||
{
|
||||
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
|
||||
?? mainCamGO.AddComponent<MapCameraController>();
|
||||
camCtrl.SetTarget(player);
|
||||
}
|
||||
|
||||
// If MapDataReady arrived before Client scene finished loading,
|
||||
// this will build the map now that scene references are valid.
|
||||
networkSubsystem?.OnClientSceneReady();
|
||||
}
|
||||
else if (scene.name == "create" || scene.name == "join loading")
|
||||
{
|
||||
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
|
||||
// its Start() has run and registered itself (happens before Update).
|
||||
uiSubsystem?.NotifyLobbyChanged();
|
||||
}
|
||||
}
|
||||
|
||||
private float _killCooldownSeconds = 0f;
|
||||
private const float KillCooldownDuration = 20f;
|
||||
|
||||
private void UpdateKillCooldown()
|
||||
{
|
||||
if (_killCooldownSeconds > 0)
|
||||
{
|
||||
_killCooldownSeconds -= Time.deltaTime;
|
||||
// Mirror into GameState so UI reads from the single source of truth
|
||||
if (networkSubsystem?.State != null)
|
||||
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
|
||||
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
|
||||
}
|
||||
else
|
||||
{
|
||||
_killCooldownSeconds = 0f;
|
||||
if (networkSubsystem?.State != null)
|
||||
networkSubsystem.State.KillCooldownRemaining = 0;
|
||||
uiSubsystem?.SetKillCooldownText("");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
|
||||
/// depending on current proximity state.
|
||||
/// </summary>
|
||||
public void PerformAction()
|
||||
{
|
||||
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
|
||||
|
||||
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
|
||||
|
||||
// P13b: pull per-lobby distances from the server-snapshotted settings
|
||||
// instead of hardcoding 5m for every check. ?? fallback keeps the
|
||||
// pre-P13b behavior on old server builds that don't ship settings.
|
||||
var settings = networkSubsystem?.State?.Settings;
|
||||
double reportDist = settings?.ReportDistanceM ?? 5.0;
|
||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
|
||||
double killDist = settings?.KillDistanceM ?? 5.0;
|
||||
|
||||
// 1. Nearby task → USE
|
||||
var nearbyTask = taskSubsystem?.NearbyTask;
|
||||
if (nearbyTask != null && !isImpostor)
|
||||
{
|
||||
taskSubsystem.TriggerNearbyTask();
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. Nearby body → REPORT
|
||||
if (!uiSubsystem.IsCommsBlackout)
|
||||
{
|
||||
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
|
||||
if (nearbyBody != null)
|
||||
{
|
||||
gameClient.ReportBody(nearbyBody.BodyId);
|
||||
return;
|
||||
}
|
||||
|
||||
// 3. Near map centre → EMERGENCY
|
||||
if (gameClient?.CurrentLobbyState?.MapData != null)
|
||||
{
|
||||
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
|
||||
if (distToCenter <= emergencyDist)
|
||||
{
|
||||
gameClient.CallEmergencyMeeting();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Impostor kill
|
||||
if (isImpostor && _killCooldownSeconds <= 0)
|
||||
{
|
||||
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
|
||||
if (!string.IsNullOrEmpty(targetUuid))
|
||||
{
|
||||
gameClient.Kill(targetUuid);
|
||||
_killCooldownSeconds = KillCooldownDuration;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Called by Impostor sabotage buttons.</summary>
|
||||
public void StartSabotage(int typeIndex)
|
||||
{
|
||||
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
|
||||
}
|
||||
|
||||
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
|
||||
public void CastVote(string targetUuid)
|
||||
{
|
||||
gameClient?.Vote(targetUuid);
|
||||
}
|
||||
|
||||
protected string GenerateUUID()
|
||||
{
|
||||
return System.Guid.NewGuid().ToString();
|
||||
}
|
||||
protected string GenerateUsername()
|
||||
{
|
||||
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pull the nickname input field's current text into displayName +
|
||||
/// gameClient.DisplayName + PlayerPrefs before sending a network
|
||||
/// action. Defensive against any TMP_InputField / soft-keyboard race
|
||||
/// where the user types and immediately taps a button: onValueChanged
|
||||
/// normally fires before the click handler in the same frame, but
|
||||
/// some Android keyboards batch text events oddly. Call this at the
|
||||
/// top of any Create/Join/Rename flow. No-op if the input field
|
||||
/// doesn't exist in the current scene.
|
||||
/// </summary>
|
||||
private void CommitNicknameFromInput()
|
||||
{
|
||||
var nameGO = GameObject.Find("name");
|
||||
if (nameGO == null) return;
|
||||
var field = nameGO.GetComponent<TMPro.TMP_InputField>();
|
||||
if (field == null) return;
|
||||
// Force the InputField to flush any pending soft-keyboard text.
|
||||
// ForceLabelUpdate() is harmless if there's nothing pending.
|
||||
field.ForceLabelUpdate();
|
||||
string typed = (field.text ?? "").Trim();
|
||||
if (string.IsNullOrEmpty(typed)) return;
|
||||
if (typed == displayName) return; // already in sync, skip the writes
|
||||
displayName = typed;
|
||||
if (gameClient != null) gameClient.DisplayName = typed;
|
||||
PlayerPrefs.SetString("PlayerName", typed);
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
// Called by HostLobbyUI
|
||||
public void CreateLobbyButton()
|
||||
{
|
||||
CommitNicknameFromInput();
|
||||
// Refuse to create a lobby without a real GPS fix. The previous
|
||||
// behavior of silently using a hardcoded Czechia fallback meant the
|
||||
// game always started at the same place no matter where the host was,
|
||||
// and the player capsule would spawn miles away in coordinate space
|
||||
// because they're at their real GPS while the map was built around
|
||||
// the fallback. Both bugs share this single gate.
|
||||
if (inputSubsystem?.LastKnownPosition == null)
|
||||
{
|
||||
// testMode bypasses the GPS gate entirely so debug runs still work.
|
||||
if (!testMode)
|
||||
{
|
||||
// Surface the actual GPS state in both logs and the toast
|
||||
// instead of the generic "Waiting for GPS fix..." that hides
|
||||
// permission/timeout/device-disabled distinctions.
|
||||
string diag = inputSubsystem?.GpsDiagnostic ?? "no input subsystem";
|
||||
Debug.LogWarning("[GameManager] CreateLobby blocked. " + diag);
|
||||
uiSubsystem?.ShowToast("Cannot create lobby. " + diag);
|
||||
inputSubsystem?.EnsureGPSStarted();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var pos = inputSubsystem?.LastKnownPosition;
|
||||
double lat = pos?.Lat ?? 0;
|
||||
double lon = pos?.Lon ?? 0;
|
||||
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
|
||||
if (testMode) StartCoroutine(ConnectTestClients());
|
||||
}
|
||||
|
||||
// Called by JoinLobbyUI with the code from the input field
|
||||
public void JoinLobbyButton(string code)
|
||||
{
|
||||
CommitNicknameFromInput();
|
||||
if (!string.IsNullOrEmpty(code))
|
||||
networkSubsystem.JoinLobby(code);
|
||||
else
|
||||
Debug.LogWarning("Join code is empty!");
|
||||
}
|
||||
|
||||
public void LeaveLobbyButton()
|
||||
{
|
||||
networkSubsystem.LeaveLobby();
|
||||
}
|
||||
|
||||
public void StartGameButton()
|
||||
{
|
||||
networkSubsystem.StartGame();
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
gameClient?.Disconnect();
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
_testBots[i].Client?.Disconnect();
|
||||
}
|
||||
|
||||
IEnumerator ConnectTestClients()
|
||||
{
|
||||
if (_testBots.Count == 0) yield break;
|
||||
|
||||
// Wait until host lobby code exists
|
||||
float wait = 0f;
|
||||
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
|
||||
{
|
||||
wait += 0.25f;
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
}
|
||||
|
||||
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
|
||||
if (string.IsNullOrEmpty(joinCode))
|
||||
{
|
||||
Debug.LogWarning("[TestMode] Could not join test bots: join code not available.");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Wait until every bot's client has finished its TCP handshake.
|
||||
// IsReady flips once ClientHello + ClientHelloAck round-trip.
|
||||
wait = 0f;
|
||||
bool allReady;
|
||||
do
|
||||
{
|
||||
allReady = true;
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
{
|
||||
if (_testBots[i].Client == null || !_testBots[i].Client.IsReady)
|
||||
{
|
||||
allReady = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!allReady)
|
||||
{
|
||||
wait += 0.25f;
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
}
|
||||
} while (!allReady && wait < 20f);
|
||||
|
||||
if (!allReady)
|
||||
{
|
||||
Debug.LogWarning("[TestMode] Some test bots not ready, joining the ready ones only.");
|
||||
}
|
||||
|
||||
for (int i = 0; i < _testBots.Count; i++)
|
||||
{
|
||||
var bot = _testBots[i];
|
||||
if (bot.Client != null && bot.Client.IsReady)
|
||||
{
|
||||
bot.Network?.JoinLobby(joinCode);
|
||||
bot.Joined = true;
|
||||
}
|
||||
}
|
||||
Debug.Log($"[TestMode] {_testBots.Count} bot(s) joined lobby with code {joinCode}.");
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22bf82e679cf6e1419440d236360ba3b
|
||||
926
Assets/GameManager/GameManager_Input.cs
Normal file
@@ -0,0 +1,926 @@
|
||||
using UnityEngine;
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
internal class CoroutineHost : MonoBehaviour
|
||||
{
|
||||
public CoroutineHost() { }
|
||||
}
|
||||
internal enum GPSState
|
||||
{
|
||||
Uninitialized,
|
||||
Initializing,
|
||||
Running,
|
||||
Failed
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Position source backend. Selectable at runtime via the GPS overlay
|
||||
/// "Source" button so the user can recover when one path misbehaves on
|
||||
/// their phone:
|
||||
/// Auto - JNI: subscribe to gps + network, pick most recent fix.
|
||||
/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
|
||||
/// fixes don't drown out the slower-but-precise gps fix).
|
||||
/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
|
||||
/// Useful indoors when no satellite lock is possible.
|
||||
/// UnityInput - Unity's Input.location wrapper. Verified to hang on
|
||||
/// Mi 9T / A20e (which is why JNI exists), but works on
|
||||
/// newer Android where the JNI streaming-callbacks path
|
||||
/// silently doesn't fire (MIUI/HyperOS battery saver,
|
||||
/// approximate-vs-precise permission split, minDistance
|
||||
/// gating on stationary phones).
|
||||
/// EditorWasd - WASD-driven simulated position. Available regardless
|
||||
/// of testMode flag so desktop builds and editor sessions
|
||||
/// can navigate the map without real GPS.
|
||||
/// </summary>
|
||||
public enum PositionSource
|
||||
{
|
||||
Auto,
|
||||
GpsOnly,
|
||||
NetworkOnly,
|
||||
UnityInput,
|
||||
EditorWasd,
|
||||
}
|
||||
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Bridges android.location.LocationListener to managed code. The method
|
||||
/// names here must match Java's LocationListener interface exactly so
|
||||
/// AndroidJavaProxy's reflection dispatcher can find them.
|
||||
/// </summary>
|
||||
internal class AndroidLocationProxy : AndroidJavaProxy
|
||||
{
|
||||
public AndroidLocationProvider Owner { get; set; }
|
||||
public AndroidLocationProxy() : base("android.location.LocationListener") { }
|
||||
|
||||
// Called by Android each time a new fix arrives from the registered provider.
|
||||
public void onLocationChanged(AndroidJavaObject location)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (location == null) return;
|
||||
double lat = location.Call<double>("getLatitude");
|
||||
double lon = location.Call<double>("getLongitude");
|
||||
long t = location.Call<long>("getTime");
|
||||
string provider = "";
|
||||
try { provider = location.Call<string>("getProvider"); } catch { }
|
||||
// Streaming callbacks are LIVE (never cached). The cached path
|
||||
// calls UpdateLocation directly with isCached=true.
|
||||
Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Required by the LocationListener interface even if we don't use them.
|
||||
// Missing methods cause java.lang.AbstractMethodError at runtime.
|
||||
public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
|
||||
public void onProviderEnabled(string provider) { }
|
||||
public void onProviderDisabled(string provider) { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Direct wrapper around android.location.LocationManager via JNI, used as
|
||||
/// a replacement for Unity's Input.location on Android when the user picks
|
||||
/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
|
||||
/// position-source picker can rewire live without restart.
|
||||
/// </summary>
|
||||
internal class AndroidLocationProvider
|
||||
{
|
||||
private AndroidJavaObject _activity;
|
||||
private AndroidJavaObject _locationManager;
|
||||
private AndroidLocationProxy _gpsListener;
|
||||
private AndroidLocationProxy _networkListener;
|
||||
private double _lat, _lon;
|
||||
private long _lastTimeMillis;
|
||||
private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
|
||||
private bool _hasFix;
|
||||
private bool _hasLiveFix; // True once any streaming callback fired.
|
||||
private string _activeProvider = "";
|
||||
|
||||
// Captured at Initialize() so the diagnostic can report
|
||||
// "GPS provider DISABLED, only network enabled" etc.
|
||||
private bool _gpsProviderEnabled;
|
||||
private bool _networkProviderEnabled;
|
||||
private bool _gpsLastKnownExists;
|
||||
private bool _networkLastKnownExists;
|
||||
private string _enabledProvidersList = "";
|
||||
|
||||
// Subscription scope - set in Initialize, used in Shutdown to know
|
||||
// which listeners we registered.
|
||||
private bool _subscribedGps;
|
||||
private bool _subscribedNetwork;
|
||||
|
||||
public bool HasFix => _hasFix;
|
||||
public bool HasLiveFix => _hasLiveFix;
|
||||
public long LastLiveTimeMillis => _lastLiveTimeMillis;
|
||||
public long LastTimeMillis => _lastTimeMillis;
|
||||
public double Lat => _lat;
|
||||
public double Lon => _lon;
|
||||
public string ActiveProvider => _activeProvider;
|
||||
public bool GpsProviderEnabled => _gpsProviderEnabled;
|
||||
public bool NetworkProviderEnabled => _networkProviderEnabled;
|
||||
public bool GpsLastKnownExists => _gpsLastKnownExists;
|
||||
public bool NetworkLastKnownExists => _networkLastKnownExists;
|
||||
public string EnabledProvidersList => _enabledProvidersList;
|
||||
public bool SubscribedGps => _subscribedGps;
|
||||
public bool SubscribedNetwork => _subscribedNetwork;
|
||||
|
||||
public bool Initialize(out string error, bool useGps, bool useNetwork)
|
||||
{
|
||||
error = "";
|
||||
try
|
||||
{
|
||||
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
||||
{
|
||||
_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
|
||||
}
|
||||
if (_activity == null) { error = "no current activity"; return false; }
|
||||
|
||||
_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
|
||||
if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
|
||||
|
||||
// Capture provider enable state up front so the diagnostic
|
||||
// can distinguish "provider disabled at OS level" from
|
||||
// "provider enabled but produced no fix yet".
|
||||
_gpsProviderEnabled = SafeIsProviderEnabled("gps");
|
||||
_networkProviderEnabled = SafeIsProviderEnabled("network");
|
||||
_enabledProvidersList = SafeGetEnabledProviders();
|
||||
|
||||
Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
|
||||
|
||||
// Try cached last-known fixes from the providers we're about
|
||||
// to subscribe to. If the OS already knows where we are
|
||||
// (e.g. from another app that recently used GPS), we get a
|
||||
// fix at zero cost and zero wait time. Tagged isCached so
|
||||
// the diagnostic can mark them and we know we still need
|
||||
// to wait for a streaming callback.
|
||||
if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
|
||||
if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
|
||||
|
||||
_subscribedGps = useGps;
|
||||
_subscribedNetwork = useNetwork;
|
||||
|
||||
if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
|
||||
if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
|
||||
|
||||
// requestLocationUpdates must be called on a thread with a
|
||||
// Looper. Use the Activity's UI thread, which always has one.
|
||||
// minTime=1000ms, minDistance=0f - we want updates on every
|
||||
// fix the OS produces. Previously this was 1f which gated
|
||||
// out updates from a stationary phone (MIUI/newer Android
|
||||
// are stricter about this and that's the suspected cause of
|
||||
// "via gps (cached)" sticking forever).
|
||||
_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
||||
{
|
||||
if (useGps)
|
||||
{
|
||||
try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
|
||||
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
|
||||
}
|
||||
if (useNetwork)
|
||||
{
|
||||
try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
|
||||
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
|
||||
}
|
||||
}));
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
error = "JNI init exception: " + ex.Message;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void TryLastKnown(string provider, out bool nonNullReturned)
|
||||
{
|
||||
nonNullReturned = false;
|
||||
try
|
||||
{
|
||||
var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
|
||||
if (loc != null)
|
||||
{
|
||||
nonNullReturned = true;
|
||||
double lat = loc.Call<double>("getLatitude");
|
||||
double lon = loc.Call<double>("getLongitude");
|
||||
long t = loc.Call<long>("getTime");
|
||||
UpdateLocation(lat, lon, t, provider, isCached: true);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
bool SafeIsProviderEnabled(string provider)
|
||||
{
|
||||
try
|
||||
{
|
||||
return _locationManager.Call<bool>("isProviderEnabled", provider);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Build a comma-separated list of currently-enabled providers via
|
||||
// LocationManager.getProviders(true). We iterate the returned
|
||||
// java.util.List by index because AndroidJavaObject does not
|
||||
// implement IEnumerable.
|
||||
string SafeGetEnabledProviders()
|
||||
{
|
||||
try
|
||||
{
|
||||
var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
|
||||
if (list == null) return "";
|
||||
int size = list.Call<int>("size");
|
||||
var parts = new System.Text.StringBuilder();
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
var name = list.Call<string>("get", i);
|
||||
if (i > 0) parts.Append(",");
|
||||
parts.Append(name);
|
||||
}
|
||||
return parts.ToString();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
|
||||
{
|
||||
// Ignore older fixes if a newer one is already in hand. This lets
|
||||
// both gps + network listeners feed us without ping-ponging
|
||||
// between stale and fresh data.
|
||||
if (timeMillis < _lastTimeMillis) return;
|
||||
_lat = lat;
|
||||
_lon = lon;
|
||||
_lastTimeMillis = timeMillis;
|
||||
// Active-provider name carries cached/live state in the diagnostic
|
||||
// banner so the user can see at a glance whether streaming has
|
||||
// kicked in or we're still on the initial cached snapshot.
|
||||
_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
|
||||
_hasFix = true;
|
||||
if (!isCached)
|
||||
{
|
||||
_hasLiveFix = true;
|
||||
_lastLiveTimeMillis = timeMillis;
|
||||
}
|
||||
}
|
||||
|
||||
public void Shutdown()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (_locationManager != null)
|
||||
{
|
||||
if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
|
||||
if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
|
||||
}
|
||||
_gpsListener = null;
|
||||
_networkListener = null;
|
||||
_locationManager = null;
|
||||
_activity = null;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
public static class PositonExtensions
|
||||
{
|
||||
public static Position ToLocal(this Position position, Position center)
|
||||
{
|
||||
double latDiff = position.Lat - center.Lat;
|
||||
double lonDiff = position.Lon - center.Lon;
|
||||
double metersPerDegreeLat = 111320.0;
|
||||
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
|
||||
float x = (float)(lonDiff * metersPerDegreeLon);
|
||||
float z = (float)(latDiff * metersPerDegreeLat);
|
||||
return new Position(z, x);
|
||||
}
|
||||
public static Vector3 ToLocalVector3(this Position position, Position center)
|
||||
{
|
||||
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static Vector3 ToVector3(this Position position)
|
||||
{
|
||||
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
|
||||
}
|
||||
public static double DistanceTo(this Vector3 pos, Vector3 other)
|
||||
{
|
||||
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class GameManager_Input
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Position _currentPosition;
|
||||
private Position _lastSentPosition;
|
||||
private GameObject _player;
|
||||
private bool _testMode;
|
||||
|
||||
// PlayerPrefs key for the user's chosen position source. Persists
|
||||
// across app restarts so a user who flipped to UnityInput because
|
||||
// their phone hated the JNI path doesn't have to flip again every
|
||||
// launch.
|
||||
private const string PrefsSourceKey = "PositionSource_v1";
|
||||
private PositionSource _currentSource = PositionSource.Auto;
|
||||
|
||||
// When the multi-client editor test mode picks a non-host bot as
|
||||
// active, we need the host's WASD path to NOT also move. Set true
|
||||
// by GameManager when active slot != 0.
|
||||
public bool SuppressWasd = false;
|
||||
|
||||
private GPSState _GPSState = GPSState.Uninitialized;
|
||||
private float _speed = 0.00001f;
|
||||
private Position _mapCenter;
|
||||
private CoroutineHost _coroutineHost;
|
||||
|
||||
private int _gpsRetryCount = 0;
|
||||
private const int _maxGpsRetries = 5;
|
||||
private float _lastPositionSendTime;
|
||||
private const float _positionKeepAliveSeconds = 1.0f;
|
||||
|
||||
// Diagnostic state. We capture *why* GPS init failed so the UI can
|
||||
// surface it to the user without requiring logcat. Older Android
|
||||
// phones (Mi 9T, A20e) hit silent failure modes that are impossible
|
||||
// to distinguish from "still warming up" without this.
|
||||
private string _lastGpsError = "";
|
||||
private float _gpsInitStartTime = -1f;
|
||||
// Bump from the original 20s. Cold-start GPS on older Android can
|
||||
// easily exceed 20s indoors or under cloud cover - by the time the
|
||||
// user notices nothing is happening, we've already given up.
|
||||
private const int _gpsInitTimeoutSeconds = 60;
|
||||
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
|
||||
// UnityInput uses Input.location instead and leaves this null.
|
||||
private AndroidLocationProvider _androidProvider;
|
||||
#endif
|
||||
|
||||
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
|
||||
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
|
||||
|
||||
/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
|
||||
public string GpsStateName => _GPSState.ToString();
|
||||
|
||||
/// <summary>Last GPS error reason captured during init (empty if none).</summary>
|
||||
public string LastGpsError => _lastGpsError ?? "";
|
||||
|
||||
/// <summary>Retry count out of max (debug/diagnostic).</summary>
|
||||
public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
|
||||
|
||||
/// <summary>Currently selected position source (for UI cycle button).</summary>
|
||||
public PositionSource CurrentSource => _currentSource;
|
||||
|
||||
/// <summary>Display name for the current source (for UI label).</summary>
|
||||
public string CurrentSourceName
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (_currentSource)
|
||||
{
|
||||
case PositionSource.Auto: return "Auto (GPS+Net)";
|
||||
case PositionSource.GpsOnly: return "GPS only";
|
||||
case PositionSource.NetworkOnly: return "Network only";
|
||||
case PositionSource.UnityInput: return "Unity Input";
|
||||
case PositionSource.EditorWasd: return "WASD";
|
||||
default: return _currentSource.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Human-readable one-line GPS status for on-screen overlay. Designed
|
||||
/// to be visible without ADB so users can self-diagnose permission
|
||||
/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
|
||||
/// </summary>
|
||||
public string GpsDiagnostic
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_currentSource == PositionSource.EditorWasd)
|
||||
{
|
||||
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
||||
return "WASD: waiting for map center";
|
||||
return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
|
||||
}
|
||||
|
||||
switch (_GPSState)
|
||||
{
|
||||
case GPSState.Uninitialized:
|
||||
return "Uninitialized (will start on first lobby action)";
|
||||
case GPSState.Initializing:
|
||||
{
|
||||
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
|
||||
string providers = "";
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
|
||||
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
|
||||
#endif
|
||||
return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
|
||||
}
|
||||
case GPSState.Running:
|
||||
{
|
||||
string suffix = "";
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
string p = _androidProvider.ActiveProvider;
|
||||
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
|
||||
// Show how stale the most recent fix is (ms-level
|
||||
// resolution) so "stuck on cached" is obvious at
|
||||
// a glance: "via gps (cached) [no live, 47s old]".
|
||||
if (!_androidProvider.HasLiveFix)
|
||||
{
|
||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||
long ageMs = now - _androidProvider.LastTimeMillis;
|
||||
if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
|
||||
suffix += $" [no live, {ageMs / 1000}s old]";
|
||||
else
|
||||
suffix += " [no live]";
|
||||
}
|
||||
else
|
||||
{
|
||||
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||
long ageMs = now - _androidProvider.LastLiveTimeMillis;
|
||||
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
||||
return "Running but no fix yet (waiting for satellites)" + suffix;
|
||||
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
|
||||
}
|
||||
case GPSState.Failed:
|
||||
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
|
||||
default:
|
||||
return "?";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_player = player;
|
||||
_testMode = testMode;
|
||||
// CoroutineHost needs a MonoBehaviour on a real GameObject
|
||||
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
|
||||
UnityEngine.Object.DontDestroyOnLoad(hostGO);
|
||||
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
||||
|
||||
// Restore the user's last picked source. Default depends on
|
||||
// platform: editor defaults to EditorWasd (no GPS hardware in
|
||||
// editor anyway); device defaults to Auto.
|
||||
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
|
||||
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
|
||||
{
|
||||
_currentSource = parsed;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
_currentSource = PositionSource.EditorWasd;
|
||||
#else
|
||||
_currentSource = PositionSource.Auto;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Legacy testMode flag forces EditorWasd. New code paths should
|
||||
// use SwitchPositionSource(EditorWasd) instead, but we keep the
|
||||
// old behavior for backward compatibility with the inspector flag.
|
||||
if (_testMode) _currentSource = PositionSource.EditorWasd;
|
||||
}
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
||||
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetPlayerObject(GameObject player) { _player = player; }
|
||||
|
||||
/// <summary>
|
||||
/// Switch the active position source backend live. Tears down the
|
||||
/// current backend's listeners (JNI proxies, Input.location), resets
|
||||
/// the state machine, and kicks off init for the new source. Persists
|
||||
/// the choice to PlayerPrefs.
|
||||
/// </summary>
|
||||
public void SwitchPositionSource(PositionSource newSource)
|
||||
{
|
||||
if (_currentSource == newSource) return;
|
||||
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
|
||||
|
||||
// Tear down whatever's running.
|
||||
ShutdownCurrentBackend();
|
||||
|
||||
_currentSource = newSource;
|
||||
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
|
||||
PlayerPrefs.Save();
|
||||
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
_gpsRetryCount = 0;
|
||||
_lastGpsError = "";
|
||||
_gpsInitStartTime = -1f;
|
||||
// Don't clear _currentPosition - the user has presumably been
|
||||
// playing somewhere. Map markers/avatar position can stay until
|
||||
// the next fix arrives from the new source.
|
||||
|
||||
EnsureGPSStarted();
|
||||
}
|
||||
|
||||
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
|
||||
public void CycleNextPositionSource()
|
||||
{
|
||||
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
|
||||
int idx = Array.IndexOf(values, _currentSource);
|
||||
var next = values[(idx + 1) % values.Length];
|
||||
SwitchPositionSource(next);
|
||||
}
|
||||
|
||||
private void ShutdownCurrentBackend()
|
||||
{
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
#endif
|
||||
// Stop Unity Input.location too, in case it was running.
|
||||
try { Input.location.Stop(); } catch { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kick off GPS initialization if it hasn't started yet. Safe to call
|
||||
/// repeatedly. Hosts must call this from the lobby setup screen so
|
||||
/// that by the time they click "Create Lobby" we have a real GPS
|
||||
/// fix to use as the play-area center, instead of falling back to
|
||||
/// the hardcoded coordinates.
|
||||
/// </summary>
|
||||
public void EnsureGPSStarted()
|
||||
{
|
||||
if (_currentSource == PositionSource.EditorWasd) return;
|
||||
if (_coroutineHost == null) return;
|
||||
// Allow tapping "Create Lobby" again (or any caller of this
|
||||
// method) to retry from Failed up to _maxGpsRetries times.
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
}
|
||||
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
|
||||
{
|
||||
_gpsRetryCount++;
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
}
|
||||
}
|
||||
public void positionCheck()
|
||||
{
|
||||
var state = _gameClient?.CurrentLobbyState;
|
||||
if (state == null || state.Phase != GamePhase.Playing)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
if (_currentSource == PositionSource.EditorWasd)
|
||||
{
|
||||
if (_currentPosition == new Position(0, 0))
|
||||
{
|
||||
if (state.MapData == null)
|
||||
return;
|
||||
|
||||
//Init blok
|
||||
_currentPosition = state.MapData.Center;
|
||||
_mapCenter = state.MapData.Center;
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
|
||||
if (!SuppressWasd)
|
||||
TestPlayerPosition();
|
||||
else
|
||||
TrySendCurrentPosition(); // keep-alive only
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_GPSState == GPSState.Uninitialized)
|
||||
{
|
||||
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Initializing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else if (_GPSState == GPSState.Running)
|
||||
{
|
||||
EnsureMapCenter();
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("GPS failed, trying again...");
|
||||
if (_gpsRetryCount < _maxGpsRetries)
|
||||
{
|
||||
_gpsRetryCount++;
|
||||
_GPSState = GPSState.Uninitialized;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
||||
// Keep _GPSState = Failed so we stop retrying
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureMapCenter()
|
||||
{
|
||||
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
||||
return;
|
||||
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null)
|
||||
_mapCenter = md.Center;
|
||||
}
|
||||
|
||||
private void TrySendCurrentPosition()
|
||||
{
|
||||
bool moved = _currentPosition != _lastSentPosition;
|
||||
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
|
||||
if (!moved && !keepAliveDue)
|
||||
return;
|
||||
|
||||
var previous = _lastSentPosition;
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
_lastPositionSendTime = Time.time;
|
||||
|
||||
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
|
||||
return;
|
||||
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
_player.transform.position = localCurrent;
|
||||
|
||||
if (previous.Lat == 0 && previous.Lon == 0)
|
||||
return;
|
||||
|
||||
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading.HasValue)
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
|
||||
}
|
||||
|
||||
private void TestPlayerPosition()
|
||||
{
|
||||
double x = Input.GetAxis("Horizontal");
|
||||
double y = Input.GetAxis("Vertical");
|
||||
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||
if (heading != null)
|
||||
{
|
||||
if (_player != null)
|
||||
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||
}
|
||||
if (_player != null)
|
||||
_player.transform.position = localCurrent;
|
||||
try
|
||||
{
|
||||
TrySendCurrentPosition();
|
||||
}
|
||||
catch
|
||||
{
|
||||
_gameClient.UpdatePosition(_currentPosition);
|
||||
_lastSentPosition = _currentPosition;
|
||||
}
|
||||
}
|
||||
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||
{
|
||||
if ((first - second).magnitude < 0.0001f) return null;
|
||||
float dx = second.x - first.x;
|
||||
float dz = second.z - first.z;
|
||||
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
||||
if (heading < 0) heading += 360f;
|
||||
return heading;
|
||||
}
|
||||
IEnumerator InitiallizeGPS()
|
||||
{
|
||||
_GPSState = GPSState.Initializing;
|
||||
_gpsInitStartTime = Time.time;
|
||||
_lastGpsError = "";
|
||||
|
||||
#if UNITY_ANDROID
|
||||
// Request fine location permission if not already granted.
|
||||
// On Android 12+ a "precise" toggle exists separately from coarse,
|
||||
// but Unity's FineLocation request covers both for our purposes.
|
||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||
{
|
||||
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
|
||||
// Wait up to 10 seconds for user to respond to the permission dialog
|
||||
float waited = 0f;
|
||||
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
waited += 0.5f;
|
||||
}
|
||||
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||
{
|
||||
_lastGpsError = "Permission denied (fine location)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
// Choose subscription scope based on selected source. UnityInput
|
||||
// skips JNI entirely and falls through to the Input.location path
|
||||
// below (the same path iOS / editor use).
|
||||
if (_currentSource == PositionSource.Auto ||
|
||||
_currentSource == PositionSource.GpsOnly ||
|
||||
_currentSource == PositionSource.NetworkOnly)
|
||||
{
|
||||
bool useGps = (_currentSource != PositionSource.NetworkOnly);
|
||||
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
|
||||
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
_androidProvider = new AndroidLocationProvider();
|
||||
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
|
||||
{
|
||||
_lastGpsError = "Native LocationManager failed: " + initError;
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Fast-fail if neither subscribed provider is enabled at OS
|
||||
// level. Waiting 60s for fixes from disabled providers is
|
||||
// pointless - tell the user immediately what's wrong.
|
||||
bool anyUsableEnabled =
|
||||
(useGps && _androidProvider.GpsProviderEnabled) ||
|
||||
(useNetwork && _androidProvider.NetworkProviderEnabled);
|
||||
if (!anyUsableEnabled)
|
||||
{
|
||||
string which = useGps && useNetwork ? "gps + network"
|
||||
: useGps ? "gps"
|
||||
: "network";
|
||||
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Wait for the first fix (cached or live).
|
||||
int maxWaitJni = _gpsInitTimeoutSeconds;
|
||||
while (!_androidProvider.HasFix && maxWaitJni > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWaitJni--;
|
||||
}
|
||||
|
||||
if (!_androidProvider.HasFix)
|
||||
{
|
||||
string enabled = _androidProvider.EnabledProvidersList ?? "";
|
||||
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
|
||||
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
|
||||
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
|
||||
|
||||
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||
_GPSState = GPSState.Running;
|
||||
_gpsRetryCount = 0;
|
||||
_coroutineHost.StartCoroutine(AndroidGPSService());
|
||||
yield break;
|
||||
}
|
||||
|
||||
// _currentSource == UnityInput on Android: fall through to the
|
||||
// Input.location path below. This is the recovery path for
|
||||
// newer Android phones where JNI's streaming-callbacks don't
|
||||
// fire (MIUI/HyperOS background restrictions, approximate-vs-
|
||||
// precise permission, minDistance gating on stationary phones).
|
||||
#endif
|
||||
|
||||
// iOS / editor / non-Android / Android-with-UnityInput-source:
|
||||
// use Unity's Input.location.
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
_lastGpsError = "Location services not enabled by user";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
float desiredAccuracyInMeters = 5f;
|
||||
float updateDistanceInMeters = 1f;
|
||||
|
||||
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||
|
||||
int maxWait = _gpsInitTimeoutSeconds;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait--;
|
||||
}
|
||||
|
||||
if (maxWait < 1)
|
||||
{
|
||||
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
_lastGpsError = "Unity Input.location reported Failed status";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
_GPSState = GPSState.Running;
|
||||
_gpsRetryCount = 0;
|
||||
_coroutineHost.StartCoroutine(GPSService());
|
||||
}
|
||||
|
||||
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// Mirrors the JNI provider's most recent fix into _currentPosition
|
||||
/// every 0.5s so the rest of the game (which polls _currentPosition
|
||||
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
|
||||
/// working unchanged. Replaces GPSService on Android.
|
||||
/// </summary>
|
||||
IEnumerator AndroidGPSService()
|
||||
{
|
||||
while (_GPSState == GPSState.Running && _androidProvider != null)
|
||||
{
|
||||
if (_androidProvider.HasFix)
|
||||
{
|
||||
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||
}
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
|
||||
// Loop ended (state != Running or provider disposed). Clean up
|
||||
// listeners so we don't leak across retries.
|
||||
if (_androidProvider != null)
|
||||
{
|
||||
_androidProvider.Shutdown();
|
||||
_androidProvider = null;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
IEnumerator GPSService()
|
||||
{
|
||||
while (_GPSState == GPSState.Running)
|
||||
{
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
_lastGpsError = "Location service died after init (provider stopped)";
|
||||
Debug.LogError("[GPS] " + _lastGpsError);
|
||||
_GPSState = GPSState.Failed;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
||||
var data = Input.location.lastData;
|
||||
_currentPosition = new Position(data.latitude, data.longitude);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
||||
808
Assets/GameManager/GameManager_Map.cs
Normal file
@@ -0,0 +1,808 @@
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
namespace Subsystems{
|
||||
[System.Serializable]
|
||||
public class BuildingSettings
|
||||
{
|
||||
public Material ResidentialBuildingsMat;
|
||||
public float ResidentialBuildingHeight;
|
||||
public Material CommercialBuildingsMat;
|
||||
public float CommercialBuildingHeight;
|
||||
public Material IndustrialBuildingsMat;
|
||||
public float IndustrialBuildingHeight;
|
||||
public Material DefaultBuildingMat;
|
||||
public float DefaultBuildingHeight;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class PathwaySettings
|
||||
{
|
||||
public Material FootwayMat;
|
||||
public float FootwayWidth;
|
||||
public Material PathMat;
|
||||
public float PathWidth;
|
||||
public Material StepsMat;
|
||||
public float StepsWidth;
|
||||
public Material CyclewayMat;
|
||||
public float CyclewayWidth;
|
||||
public Material PedestrianMat;
|
||||
public float PedestrianWidth;
|
||||
public Material RoadMat;
|
||||
public float RoadWidth;
|
||||
public Material ServiceMat;
|
||||
public float ServiceWidth;
|
||||
public Material ResidentialMat;
|
||||
public float ResidentialWidth;
|
||||
public Material TrackMat;
|
||||
public float TrackWidth;
|
||||
public Material DefaultMat;
|
||||
public float DefaultWidth;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class AreaSettings
|
||||
{
|
||||
public Material ParkMat;
|
||||
public Material GardenMat;
|
||||
public Material PlaygroundMat;
|
||||
public Material ForestMat;
|
||||
public Material GrassMat;
|
||||
public Material WaterMat;
|
||||
public Material DefaultMat;
|
||||
}
|
||||
public class GameManager_Map
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private GameObject _mapCenterPoint;
|
||||
private Position _centerPosition;
|
||||
private BuildingSettings _buildingSettings;
|
||||
private PathwaySettings _pathwaySettings;
|
||||
private AreaSettings _areaSettings;
|
||||
private const float _metersPerUnit = 1f;
|
||||
|
||||
// ── Layer Y separation (single source of truth for vertical stacking) ───
|
||||
// Areas at the bottom, paths above areas, buildings extruded upward from
|
||||
// their own base, POIs floating well above everything else. Z-fighting
|
||||
// happens when adjacent geometry shares a Y; these constants keep each
|
||||
// logical layer at a distinct elevation.
|
||||
private const float kAreaBaseY = 0.10f;
|
||||
private const float kPathY = 0.30f;
|
||||
private const float kBuildingBaseY = 0.50f;
|
||||
private const float kPoiY = 2.00f;
|
||||
|
||||
// Render-queue forcing was tried in P3 to disambiguate same-Y geometry
|
||||
// but turned out to be the cause of the "blank map in mobile game view,
|
||||
// fine in scene view" regression: forcing transparent-class shaders
|
||||
// (default queue 3000+) into the Geometry range (2000-2150) breaks
|
||||
// their depth-write/blend assumptions on mobile shader paths. The
|
||||
// editor's scene view masks it because it uses different render paths
|
||||
// and post-process is off there. Queue forcing removed in P8;
|
||||
// disambiguation is now via Y-layering + per-area Y-stagger alone,
|
||||
// which the depth buffer resolves correctly even on weak mobile GPUs.
|
||||
|
||||
// ── Marker sizing (top-down camera, units = meters) ─────────────────
|
||||
// The camera's orthographic size pushes "1 meter" to a small fraction
|
||||
// of the screen. Markers need to be visibly larger than buildings'
|
||||
// footprints for instant recognition.
|
||||
private const float kMarkerHeight = 8f; // pillar height
|
||||
private const float kMarkerRadius = 3f; // pillar radius (cylinder X/Z)
|
||||
private const float kMarkerY = 4f; // base Y so pillar centers ~mid-height
|
||||
private const float kLabelY = 9f; // text label sits above pillar top
|
||||
private const float kLabelFontSize = 14f; // 3D text size in world units
|
||||
|
||||
// Runtime marker collections
|
||||
private Dictionary<string, GameObject> _taskMarkers = new Dictionary<string, GameObject>();
|
||||
private Dictionary<string, GameObject> _bodyMarkers = new Dictionary<string, GameObject>();
|
||||
private Dictionary<string, GameObject> _playerAvatars = new Dictionary<string, GameObject>();
|
||||
private List<GameObject> _sabotageMarkers = new List<GameObject>();
|
||||
|
||||
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_mapCenterPoint = mapCenterPoint;
|
||||
_buildingSettings = buildingSettings;
|
||||
_pathwaySettings = pathwaySettings;
|
||||
_areaSettings = areaSettings;
|
||||
}
|
||||
|
||||
public bool IsSceneReady => _mapCenterPoint != null;
|
||||
|
||||
/// <summary>Called from OnSceneLoaded when Client.unity is loaded so the
|
||||
/// MapCenterPoint (which lives in Client.unity) can be wired at runtime.</summary>
|
||||
public void SetMapCenterPoint(GameObject go) { _mapCenterPoint = go; }
|
||||
public void BuildMap()
|
||||
{
|
||||
if (_mapCenterPoint == null)
|
||||
{
|
||||
Debug.LogWarning("[Map] BuildMap skipped: MapCenterPoint is not yet bound.");
|
||||
return;
|
||||
}
|
||||
if (_gameClient?.CurrentLobbyState?.MapData == null)
|
||||
{
|
||||
Debug.LogWarning("[Map] BuildMap skipped: no MapData in CurrentLobbyState.");
|
||||
return;
|
||||
}
|
||||
|
||||
ClearChildren();
|
||||
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||
GameObject buildingsRoot = new GameObject("Buildings");
|
||||
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject pathRoot = new GameObject("Pathways");
|
||||
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
GameObject areaRoot = new GameObject("Areas");
|
||||
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||
{
|
||||
string buildingType = "Unknown";
|
||||
try
|
||||
{
|
||||
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
||||
}
|
||||
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
||||
building.Name = buildingType;
|
||||
GameObject b = BuildBuildingMesh(building);
|
||||
b.transform.parent = buildingsRoot.transform;
|
||||
}
|
||||
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
||||
{
|
||||
GameObject p = BuildPathwayMesh(path);
|
||||
p.transform.parent = pathRoot.transform;
|
||||
}
|
||||
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||
{
|
||||
GameObject a = BuildAreaMesh(area);
|
||||
a.transform.parent = areaRoot.transform;
|
||||
}
|
||||
|
||||
GameObject poiRoot = new GameObject("POIs");
|
||||
poiRoot.transform.parent = _mapCenterPoint.transform;
|
||||
int poiCount = 0;
|
||||
foreach (var poi in _gameClient.CurrentLobbyState.MapData.GetPOIs())
|
||||
{
|
||||
GameObject p = BuildPOIMarker(poi);
|
||||
if (p != null) { p.transform.parent = poiRoot.transform; poiCount++; }
|
||||
}
|
||||
|
||||
// Diagnostic - if the user reports "map missing in game view" but
|
||||
// the counts here are non-zero, the bug is camera/culling related,
|
||||
// not a build issue.
|
||||
int buildings = _gameClient.CurrentLobbyState.MapData.GetBuildings()?.Count ?? 0;
|
||||
int paths = _gameClient.CurrentLobbyState.MapData.GetPathways()?.Count ?? 0;
|
||||
int areas = _gameClient.CurrentLobbyState.MapData.GetAreas()?.Count ?? 0;
|
||||
Debug.Log($"[Map] BuildMap done: {buildings} buildings, {paths} paths, " +
|
||||
$"{areas} areas, {poiCount} POIs. MapCenterPoint={_mapCenterPoint.name} " +
|
||||
$"layer={_mapCenterPoint.layer} pos={_mapCenterPoint.transform.position} " +
|
||||
$"scale={_mapCenterPoint.transform.localScale}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a tall, brightly-colored pillar for a Point of Interest with
|
||||
/// a 3D text label above it (e.g. "FOOD", "SHOP"). The label is laid
|
||||
/// flat on the XZ plane facing UP so it reads correctly under the
|
||||
/// orthogonal top-down camera.
|
||||
/// </summary>
|
||||
private GameObject BuildPOIMarker(MapPOI poi)
|
||||
{
|
||||
if (poi == null) return null;
|
||||
var color = ColorForPOI(poi.POIType);
|
||||
string label = LabelForPOI(poi.POIType);
|
||||
var pos = poi.Location.ToLocalVector3(_centerPosition);
|
||||
return CreateMarkerWithLabel($"POI_{poi.POIType}_{poi.Id}", pos, color, label);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shared marker builder: tall colored cylinder pillar + 3D text label
|
||||
/// above it. Used by POIs, tasks, bodies, and sabotage stations so
|
||||
/// they all share a visual language ("colored pillar with a name").
|
||||
/// </summary>
|
||||
private GameObject CreateMarkerWithLabel(string name, Vector3 worldPos, Color color, string label)
|
||||
{
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
go.name = name;
|
||||
|
||||
// Strip the auto-added collider - markers are visual only.
|
||||
var col = go.GetComponent<Collider>();
|
||||
if (col != null) UnityEngine.Object.Destroy(col);
|
||||
|
||||
go.transform.position = worldPos + Vector3.up * kMarkerY;
|
||||
// Cylinder's default unit is 2 tall, 1 wide. Scale Y by half of
|
||||
// kMarkerHeight (built-in is 2 units), X/Z by kMarkerRadius.
|
||||
go.transform.localScale = new Vector3(kMarkerRadius, kMarkerHeight * 0.5f, kMarkerRadius);
|
||||
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr != null)
|
||||
{
|
||||
// One .material access -> single clone of the primitive's
|
||||
// default mat. Don't touch renderQueue (P3 regression cause).
|
||||
var inst = mr.material;
|
||||
if (inst != null) inst.color = color;
|
||||
}
|
||||
|
||||
// 3D text label - lays flat on top of the pillar facing up.
|
||||
// Parented to the marker so it follows position changes.
|
||||
var labelGO = new GameObject("Label");
|
||||
labelGO.transform.SetParent(go.transform, worldPositionStays: false);
|
||||
// Local Y offset: pillar's local scale Y is kMarkerHeight/2, but
|
||||
// the cylinder primitive is 2 units tall in local space, so its
|
||||
// top is at local +1. Label sits a hair above that.
|
||||
labelGO.transform.localPosition = new Vector3(0, 1.05f, 0);
|
||||
// Rotate 90 around X so the text quad's normal points +Y (toward
|
||||
// the top-down camera). The default TMP forward is +Z.
|
||||
labelGO.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
|
||||
// Compensate for the cylinder's non-uniform parent scale so the
|
||||
// text size in world units matches kLabelFontSize regardless of
|
||||
// how the pillar was scaled.
|
||||
labelGO.transform.localScale = new Vector3(
|
||||
1f / kMarkerRadius,
|
||||
1f / (kMarkerHeight * 0.5f),
|
||||
1f / kMarkerRadius);
|
||||
|
||||
var tmp = labelGO.AddComponent<TextMeshPro>();
|
||||
tmp.text = label;
|
||||
tmp.fontSize = kLabelFontSize;
|
||||
tmp.color = Color.white;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
tmp.outlineColor = Color.black;
|
||||
tmp.outlineWidth = 0.25f;
|
||||
// Reasonable bounds so the text mesh isn't auto-clipped.
|
||||
var rt = tmp.rectTransform;
|
||||
rt.sizeDelta = new Vector2(20, 4);
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
private static Color ColorForPOI(MapPOIType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case MapPOIType.FoodDrink: return new Color(1.00f, 0.55f, 0.00f); // orange
|
||||
case MapPOIType.Shop: return new Color(0.20f, 0.60f, 1.00f); // blue
|
||||
case MapPOIType.Health: return new Color(0.96f, 0.27f, 0.27f); // red
|
||||
case MapPOIType.Transport: return new Color(0.85f, 0.85f, 0.20f); // yellow
|
||||
case MapPOIType.Culture: return new Color(0.65f, 0.30f, 0.95f); // purple
|
||||
case MapPOIType.Landmark: return new Color(0.95f, 0.85f, 0.40f); // gold
|
||||
case MapPOIType.Recreation: return new Color(0.30f, 0.85f, 0.30f); // green
|
||||
default: return new Color(0.75f, 0.75f, 0.80f); // muted grey
|
||||
}
|
||||
}
|
||||
|
||||
private static string LabelForPOI(MapPOIType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case MapPOIType.FoodDrink: return "FOOD";
|
||||
case MapPOIType.Shop: return "SHOP";
|
||||
case MapPOIType.Health: return "HEALTH";
|
||||
case MapPOIType.Transport: return "TRANSIT";
|
||||
case MapPOIType.Culture: return "CULTURE";
|
||||
case MapPOIType.Landmark: return "LANDMARK";
|
||||
case MapPOIType.Recreation: return "PARK";
|
||||
default: return "POI";
|
||||
}
|
||||
}
|
||||
void ClearChildren()
|
||||
{
|
||||
List<GameObject> toDestroy = new List<GameObject>();
|
||||
foreach (Transform t in _mapCenterPoint.transform)
|
||||
toDestroy.Add(t.gameObject);
|
||||
foreach (var g in toDestroy)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(g);
|
||||
}
|
||||
}
|
||||
#region Mesh Building
|
||||
GameObject BuildBuildingMesh(MapBuilding b)
|
||||
{
|
||||
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||
|
||||
// Výpočet středu budovy. Lift the base above kPathY so building
|
||||
// walls visibly extrude *upward* from above the road/area layer
|
||||
// instead of starting at ground (which made them clip into paved
|
||||
// areas that share their footprint).
|
||||
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||
building.transform.position = center + Vector3.up * kBuildingBaseY;
|
||||
|
||||
// Vytvoření mesh pro budovu
|
||||
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||
|
||||
float height;
|
||||
Material mat;
|
||||
switch (b.BuildingType.ToLower())
|
||||
{
|
||||
case "residential":
|
||||
mat = _buildingSettings.ResidentialBuildingsMat;
|
||||
height = _buildingSettings.ResidentialBuildingHeight;
|
||||
break;
|
||||
case "commercial":
|
||||
mat = _buildingSettings.CommercialBuildingsMat;
|
||||
height = _buildingSettings.CommercialBuildingHeight;
|
||||
break;
|
||||
case "industrial":
|
||||
mat = _buildingSettings.IndustrialBuildingsMat;
|
||||
height = _buildingSettings.IndustrialBuildingHeight;
|
||||
break;
|
||||
default:
|
||||
mat = _buildingSettings.DefaultBuildingMat;
|
||||
height = _buildingSettings.DefaultBuildingHeight;
|
||||
break;
|
||||
}
|
||||
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
//TODO: material by type
|
||||
// Použijeme barvu podle typu budovy. Use sharedMaterial to keep
|
||||
// the project's Material asset reference - no clone, no leak.
|
||||
// Y-position alone disambiguates building geometry from area/path
|
||||
// layers; we don't need renderQueue overrides (which broke mobile
|
||||
// rendering for transparent-class shaders in P3).
|
||||
meshRenderer.sharedMaterial = mat;
|
||||
|
||||
// Přidání collideru pro interakci
|
||||
building.AddComponent<MeshCollider>();
|
||||
return building;
|
||||
}
|
||||
GameObject BuildPathwayMesh(MapPathway w)
|
||||
{
|
||||
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||
|
||||
// Použijeme LineRenderer pro jednoduchost
|
||||
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||
float width;
|
||||
Material mat;
|
||||
|
||||
switch (w.PathType)
|
||||
{
|
||||
case PathType.Footway:
|
||||
mat = _pathwaySettings.FootwayMat;
|
||||
width = _pathwaySettings.FootwayWidth;
|
||||
break;
|
||||
case PathType.Path:
|
||||
mat = _pathwaySettings.PathMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Steps:
|
||||
mat = _pathwaySettings.StepsMat;
|
||||
width = _pathwaySettings.PathWidth;
|
||||
break;
|
||||
case PathType.Cycleway:
|
||||
mat = _pathwaySettings.CyclewayMat;
|
||||
width = _pathwaySettings.CyclewayWidth;
|
||||
break;
|
||||
case PathType.Pedestrian:
|
||||
mat = _pathwaySettings.PedestrianMat;
|
||||
width = _pathwaySettings.PedestrianWidth;
|
||||
break;
|
||||
case PathType.Road:
|
||||
mat = _pathwaySettings.RoadMat;
|
||||
width = _pathwaySettings.RoadWidth;
|
||||
break;
|
||||
case PathType.Service:
|
||||
mat = _pathwaySettings.ServiceMat;
|
||||
width = _pathwaySettings.ServiceWidth;
|
||||
break;
|
||||
case PathType.Residential:
|
||||
mat = _pathwaySettings.ResidentialMat;
|
||||
width = _pathwaySettings.ResidentialWidth;
|
||||
break;
|
||||
case PathType.Track:
|
||||
mat = _pathwaySettings.TrackMat;
|
||||
width = _pathwaySettings.TrackWidth;
|
||||
break;
|
||||
default:
|
||||
mat = _pathwaySettings.DefaultMat;
|
||||
width = _pathwaySettings.DefaultWidth;
|
||||
break;
|
||||
}
|
||||
|
||||
// sharedMaterial avoids the LineRenderer cloning the project's
|
||||
// shared path Material on every BuildMap call. Queue overrides
|
||||
// dropped (P3 mobile-render regression cause).
|
||||
line.sharedMaterial = mat;
|
||||
line.widthMultiplier = width;
|
||||
|
||||
// Nastavení bodů cesty - kPathY sits above all area polygons but
|
||||
// below building bases, so paths visibly run on top of areas.
|
||||
line.positionCount = w.Points.Count;
|
||||
for (int i = 0; i < w.Points.Count; i++)
|
||||
{
|
||||
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
pos.y = kPathY;
|
||||
line.SetPosition(i, pos);
|
||||
}
|
||||
return path;
|
||||
}
|
||||
GameObject BuildAreaMesh(MapArea a)
|
||||
{
|
||||
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||
|
||||
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||
|
||||
// Vytvoření plochého mesh
|
||||
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
||||
meshFilter.mesh = mesh;
|
||||
|
||||
|
||||
Material mat;
|
||||
switch (a.AreaType)
|
||||
{
|
||||
case MapAreaType.Park:
|
||||
mat = _areaSettings.ParkMat;
|
||||
break;
|
||||
case MapAreaType.Garden:
|
||||
mat = _areaSettings.GardenMat;
|
||||
break;
|
||||
case MapAreaType.Playground:
|
||||
mat = _areaSettings.PlaygroundMat;
|
||||
break;
|
||||
case MapAreaType.Forest:
|
||||
mat = _areaSettings.ForestMat;
|
||||
break;
|
||||
case MapAreaType.Grass:
|
||||
mat = _areaSettings.GrassMat;
|
||||
break;
|
||||
case MapAreaType.Water:
|
||||
mat = _areaSettings.WaterMat;
|
||||
break;
|
||||
default:
|
||||
mat = _areaSettings.DefaultMat;
|
||||
break;
|
||||
}
|
||||
|
||||
// sharedMaterial: no per-area material clone. Render-queue forcing
|
||||
// dropped in P8 (caused mobile-render regression). The Y-stagger
|
||||
// below alone now drives "smaller polygon on top of larger one"
|
||||
// depth ordering - which is what the depth buffer was always
|
||||
// designed to do, and works on mobile GPUs with weak precision
|
||||
// because the stagger spread (0.04 units) is well above any
|
||||
// reasonable depth-buffer epsilon.
|
||||
meshRenderer.sharedMaterial = mat;
|
||||
|
||||
// Y stagger: smaller polygons sit a hair higher than larger ones,
|
||||
// so depth-test draws them on top of bigger area polygons they sit
|
||||
// inside (e.g. a playground inside a park). Total spread is 0.04
|
||||
// units - visually invisible but plenty for the depth buffer.
|
||||
float yStagger = ComputeAreaYStagger(a.Outline);
|
||||
area.transform.position = new Vector3(0, kAreaBaseY + yStagger, 0);
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a non-negative size proxy used to bucket areas by footprint.
|
||||
/// Larger polygons return higher numbers; used inversely for queue/Y.
|
||||
/// </summary>
|
||||
private float AreaSizeBucket(List<Position> outline)
|
||||
{
|
||||
if (outline == null || outline.Count < 3) return 1f;
|
||||
// Cheap bbox area in lat-lon space scaled by 1e6 - we only need a
|
||||
// monotonic ordering, not a real geographic area.
|
||||
double minLat = outline[0].Lat, maxLat = outline[0].Lat;
|
||||
double minLon = outline[0].Lon, maxLon = outline[0].Lon;
|
||||
for (int i = 1; i < outline.Count; i++)
|
||||
{
|
||||
if (outline[i].Lat < minLat) minLat = outline[i].Lat;
|
||||
if (outline[i].Lat > maxLat) maxLat = outline[i].Lat;
|
||||
if (outline[i].Lon < minLon) minLon = outline[i].Lon;
|
||||
if (outline[i].Lon > maxLon) maxLon = outline[i].Lon;
|
||||
}
|
||||
double bbox = (maxLat - minLat) * (maxLon - minLon) * 1e6;
|
||||
return (float)System.Math.Max(0.001, bbox);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Smaller areas get a higher Y so they render on top of any larger
|
||||
/// area they overlap. Returns a value in [0, 0.04] units.
|
||||
/// </summary>
|
||||
private float ComputeAreaYStagger(List<Position> outline)
|
||||
{
|
||||
float bucket = AreaSizeBucket(outline);
|
||||
// Inverse mapping: huge area -> 0, tiny area -> 0.04.
|
||||
float t = Mathf.Clamp01(1f - bucket / (bucket + 50f));
|
||||
return t * 0.04f;
|
||||
}
|
||||
#endregion
|
||||
#region Polygon Utils
|
||||
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||
{
|
||||
Vector3 center = Vector3.zero;
|
||||
foreach (var point in points)
|
||||
{
|
||||
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
}
|
||||
return center / points.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signed XZ shoelace area for a polygon expressed in local Vector3.
|
||||
/// Positive = CCW (Unity left-handed Y-up: upward-facing normal),
|
||||
/// negative = CW (downward-facing normal -> top face invisible from
|
||||
/// above unless we reverse the winding before triangulating).
|
||||
/// </summary>
|
||||
private static float PolygonSignedAreaXZ(List<Vector3> verts)
|
||||
{
|
||||
float area = 0f;
|
||||
int n = verts.Count;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
var a = verts[i];
|
||||
var b = verts[(i + 1) % n];
|
||||
area += (b.x - a.x) * (a.z + b.z);
|
||||
}
|
||||
return area * 0.5f;
|
||||
}
|
||||
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
// Reject degenerates - Recast/Overpass can hand back 1-2 vertex
|
||||
// outlines on broken ways. Empty mesh -> renderer draws nothing,
|
||||
// safer than a malformed triangle list.
|
||||
if (outline == null || outline.Count < 3) return mesh;
|
||||
|
||||
// Convert to local space first so we can run a winding check, then
|
||||
// reverse if needed. Without this, CW outlines from Overpass yield
|
||||
// downward-facing top normals and the building roof is invisible
|
||||
// from the top-down map camera.
|
||||
int vertexCount = outline.Count;
|
||||
var localVerts = new List<Vector3>(vertexCount);
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
||||
|
||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
||||
localVerts.Reverse();
|
||||
|
||||
// Vertices - spodní a horní podstava
|
||||
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
Vector3 pos = localVerts[i];
|
||||
vertices[i] = pos; // Spodní
|
||||
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||
}
|
||||
|
||||
// Triangles - jen boční stěny pro jednoduchost
|
||||
List<int> triangles = new List<int>();
|
||||
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
{
|
||||
int next = (i + 1) % vertexCount;
|
||||
|
||||
// Boční stěna - dva trojúhelníky
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next);
|
||||
|
||||
triangles.Add(next);
|
||||
triangles.Add(i + vertexCount);
|
||||
triangles.Add(next + vertexCount);
|
||||
}
|
||||
|
||||
// Horní podstava - zjednodušená triangulace (fan)
|
||||
if (vertexCount >= 3)
|
||||
{
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(vertexCount); // Střed (první bod horní)
|
||||
triangles.Add(vertexCount + i);
|
||||
triangles.Add(vertexCount + i + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
||||
{
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
// Reject degenerates (matches CreateExtrudedPolygonMesh).
|
||||
if (outline == null || outline.Count < 3) return mesh;
|
||||
|
||||
int vertexCount = outline.Count;
|
||||
var localVerts = new List<Vector3>(vertexCount);
|
||||
Vector3 center = CalculatePolygonCenter(outline);
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
localVerts.Add(outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center);
|
||||
|
||||
// Force CCW so RecalculateNormals produces an upward-facing normal.
|
||||
// CW polygons from Overpass would otherwise render as black voids
|
||||
// when the top-down camera looks at their back face.
|
||||
if (PolygonSignedAreaXZ(localVerts) < 0f)
|
||||
localVerts.Reverse();
|
||||
|
||||
Vector3[] vertices = localVerts.ToArray();
|
||||
|
||||
// Triangulace - fan pattern
|
||||
List<int> triangles = new List<int>();
|
||||
for (int i = 1; i < vertexCount - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles.ToArray();
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
#endregion
|
||||
#region Markers
|
||||
|
||||
public void CreateTaskMarkers(List<GeoSus.Client.GameTask> tasks)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
||||
{
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null) _centerPosition = md.Center;
|
||||
}
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
||||
var taskColor = new Color(0.20f, 0.95f, 0.55f); // bright green - "GO HERE"
|
||||
foreach (var task in tasks)
|
||||
{
|
||||
if (_taskMarkers.ContainsKey(task.TaskId)) continue;
|
||||
var pos = task.Location.ToLocalVector3(_centerPosition);
|
||||
var go = CreateMarkerWithLabel($"Task_{task.TaskId}", pos, taskColor, "TASK");
|
||||
go.transform.parent = _mapCenterPoint.transform;
|
||||
|
||||
// Pulsing point light so the task literally glows on the map.
|
||||
var light = go.AddComponent<Light>();
|
||||
light.color = taskColor;
|
||||
light.intensity = 3f;
|
||||
light.range = 25f;
|
||||
_taskMarkers[task.TaskId] = go;
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveTaskMarker(string taskId)
|
||||
{
|
||||
if (_taskMarkers.TryGetValue(taskId, out var go))
|
||||
{
|
||||
UnityEngine.Object.Destroy(go);
|
||||
_taskMarkers.Remove(taskId);
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateBodyMarker(string bodyId, Position location)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_bodyMarkers.ContainsKey(bodyId)) return;
|
||||
var pos = location.ToLocalVector3(_centerPosition);
|
||||
// Bright red pillar with "BODY" label - players need to see this
|
||||
// from across the map to call it in.
|
||||
var go = CreateMarkerWithLabel($"Body_{bodyId}", pos,
|
||||
new Color(0.96f, 0.18f, 0.18f), "BODY");
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
_bodyMarkers[bodyId] = go;
|
||||
}
|
||||
|
||||
public void ClearBodyMarkers()
|
||||
{
|
||||
foreach (var go in _bodyMarkers.Values)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_bodyMarkers.Clear();
|
||||
}
|
||||
|
||||
// ── Player avatar sizing ────────────────────────────────────────────
|
||||
// The default Unity capsule primitive is 2m tall in local space. The
|
||||
// map camera defaults to 150m orthographic-ish height (see
|
||||
// MapCameraController), so anything smaller than ~3m world-size is a
|
||||
// pixel on screen. Original code used scale=0.4 (~0.8m capsule) which
|
||||
// was invisible. Markers (POIs/tasks/bodies) are 8m pillars; players
|
||||
// need to be visibly distinct from those AND from each other. The
|
||||
// local player gets a halo light + larger scale so the user can find
|
||||
// themselves on the map at a glance.
|
||||
private const float kLocalPlayerScale = 4f; // ~8m capsule (matches marker height)
|
||||
private const float kRemotePlayerScale = 2f; // ~4m capsule (smaller than markers)
|
||||
private const float kLocalPlayerHaloRange = 18f;
|
||||
private const float kLocalPlayerHaloIntensity = 2.5f;
|
||||
|
||||
public void UpdatePlayerAvatars(Dictionary<string, PlayerPositionInfo> positions, string myUuid)
|
||||
{
|
||||
if (_mapCenterPoint == null) return;
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0)
|
||||
{
|
||||
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||
if (md != null) _centerPosition = md.Center;
|
||||
}
|
||||
if (_centerPosition.Lat == 0 && _centerPosition.Lon == 0) return;
|
||||
foreach (var kvp in positions)
|
||||
{
|
||||
string uuid = kvp.Key;
|
||||
var info = kvp.Value;
|
||||
bool isLocal = uuid == myUuid;
|
||||
if (!_playerAvatars.TryGetValue(uuid, out var go) || go == null)
|
||||
{
|
||||
go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
go.name = $"Player_{uuid.Substring(0, Mathf.Min(8, uuid.Length))}";
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
// Strip the auto-collider - avatars are visual only and the
|
||||
// collider would interact with the map's MeshColliders.
|
||||
var col = go.GetComponent<Collider>();
|
||||
if (col != null) UnityEngine.Object.Destroy(col);
|
||||
|
||||
float scale = isLocal ? kLocalPlayerScale : kRemotePlayerScale;
|
||||
go.transform.localScale = Vector3.one * scale;
|
||||
|
||||
if (isLocal)
|
||||
{
|
||||
// Halo light around the local player so the user can
|
||||
// find themselves at a glance even at the widest zoom.
|
||||
// Range/intensity tuned so it reads as "this is me"
|
||||
// without bleeding far enough to drown POI markers.
|
||||
var halo = go.AddComponent<Light>();
|
||||
halo.color = new Color(0.30f, 1.00f, 0.55f); // matches green capsule color
|
||||
halo.intensity = kLocalPlayerHaloIntensity;
|
||||
halo.range = kLocalPlayerHaloRange;
|
||||
}
|
||||
|
||||
_playerAvatars[uuid] = go;
|
||||
}
|
||||
|
||||
// Lift the avatar so the bottom of the capsule sits roughly at
|
||||
// ground level despite the larger scale. Capsule's local pivot
|
||||
// is at center, height = 2 * localScale.y world units, so we
|
||||
// raise by half the local height.
|
||||
float halfHeight = (isLocal ? kLocalPlayerScale : kRemotePlayerScale);
|
||||
go.transform.position = info.Position.ToLocalVector3(_centerPosition)
|
||||
+ Vector3.up * halfHeight;
|
||||
|
||||
var mr = go.GetComponent<MeshRenderer>();
|
||||
if (mr)
|
||||
{
|
||||
if (isLocal) mr.material.color = new Color(0.30f, 1.00f, 0.55f);
|
||||
else if (info.State == GeoSus.Client.PlayerState.Dead) mr.material.color = Color.grey;
|
||||
else mr.material.color = Color.white;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateSabotageMarkers(List<RepairStationInfo> stations)
|
||||
{
|
||||
var color = new Color(1.0f, 0.55f, 0.0f); // strong orange = repair urgency
|
||||
foreach (var station in stations)
|
||||
{
|
||||
var pos = station.Location.ToLocalVector3(_centerPosition);
|
||||
var go = CreateMarkerWithLabel($"Sabotage_{station.StationId}", pos,
|
||||
color, "REPAIR");
|
||||
go.transform.parent = _mapCenterPoint?.transform;
|
||||
|
||||
// Repair stations also pulse light so impostors and crew see
|
||||
// the urgency from across the map.
|
||||
var light = go.AddComponent<Light>();
|
||||
light.color = color;
|
||||
light.intensity = 4f;
|
||||
light.range = 30f;
|
||||
_sabotageMarkers.Add(go);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearSabotageMarkers()
|
||||
{
|
||||
foreach (var go in _sabotageMarkers)
|
||||
if (go) UnityEngine.Object.Destroy(go);
|
||||
_sabotageMarkers.Clear();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
||||
593
Assets/GameManager/GameManager_Network.cs
Normal file
@@ -0,0 +1,593 @@
|
||||
using GeoSus.Client;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Subsystems;
|
||||
using System.Linq;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_Network
|
||||
{
|
||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||
private const int _serverPort = 7777;
|
||||
private GameClient _gameClient;
|
||||
private GameManager _manager;
|
||||
private bool _pendingMapBuild;
|
||||
|
||||
/// <summary>
|
||||
/// Authoritative game state; written here, read by GameManager_UI.
|
||||
/// </summary>
|
||||
public GameState State { get; } = new GameState();
|
||||
|
||||
public GameManager_Network(GameClient gameClient, GameManager manager)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_manager = manager;
|
||||
RegisterEventHandlers();
|
||||
}
|
||||
|
||||
public async void OpenConnection()
|
||||
{
|
||||
// Snapshot the lobby we believed we were in BEFORE the new connect
|
||||
// attempt. If the client SDK preserved it across a transient drop
|
||||
// (P9 fix), this is non-null and we'll send a Reconnect message
|
||||
// post-handshake to re-associate with the lobby on the server side.
|
||||
// Without it, the next CastVote / TaskComplete / etc. would arrive
|
||||
// on a fresh connection the server doesn't recognize and bounce
|
||||
// with NOT_IN_LOBBY.
|
||||
var rejoinLobbyId = _gameClient.LobbyId;
|
||||
|
||||
int retries = 0;
|
||||
int delayMs = 5000;
|
||||
while (true)
|
||||
{
|
||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||
await state;
|
||||
if (state.Result)
|
||||
{
|
||||
Debug.Log("Connected to server.");
|
||||
|
||||
// Re-attach to the prior lobby if we had one. Server-side
|
||||
// HandleReconnectAsync will replay missed events and ack
|
||||
// with a ReconnectResponse carrying the snapshot.
|
||||
if (!string.IsNullOrEmpty(rejoinLobbyId))
|
||||
{
|
||||
Debug.Log($"Re-associating with lobby {rejoinLobbyId} after reconnect.");
|
||||
_gameClient.Reconnect(rejoinLobbyId);
|
||||
}
|
||||
break;
|
||||
}
|
||||
retries++;
|
||||
if (retries >= 10)
|
||||
{
|
||||
Debug.LogError("Failed to connect after 10 attempts. Giving up.");
|
||||
break;
|
||||
}
|
||||
Debug.Log($"Failed to connect (attempt {retries}). Retrying in {delayMs / 1000}s...");
|
||||
await Task.Delay(delayMs);
|
||||
delayMs = Mathf.Min(delayMs * 2, 30000);
|
||||
}
|
||||
}
|
||||
|
||||
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.");
|
||||
// Tear the reconnect overlay down once the socket is healthy.
|
||||
// No-op if it wasn't shown.
|
||||
_manager?.uiSubsystem?.HideReconnecting();
|
||||
}
|
||||
|
||||
private void OnError(string e) => Debug.LogError($"Network error: {e}");
|
||||
|
||||
private void OnDisconnected(string reason)
|
||||
{
|
||||
Debug.Log($"Disconnected: {reason}");
|
||||
// Show the reconnect overlay only if the user is mid-game; we
|
||||
// don't want it flashing during a clean shutdown ("Disposed") or
|
||||
// before a real game has started.
|
||||
if (reason != "Disposed" && State.Phase != GamePhase.Lobby)
|
||||
_manager?.uiSubsystem?.ShowReconnecting();
|
||||
|
||||
if (reason != "Disposed" && _manager != null)
|
||||
_manager.StartCoroutine(ReconnectAfterDelay(3f));
|
||||
}
|
||||
|
||||
private IEnumerator ReconnectAfterDelay(float seconds)
|
||||
{
|
||||
yield return new UnityEngine.WaitForSeconds(seconds);
|
||||
Debug.Log("Attempting to reconnect...");
|
||||
OpenConnection();
|
||||
}
|
||||
|
||||
private void OnMessage(Message message)
|
||||
{
|
||||
switch (message.Type)
|
||||
{
|
||||
case "CreateLobbyResponse":
|
||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||
break;
|
||||
case "JoinLobbyResponse":
|
||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||
break;
|
||||
case "PositionBroadcast":
|
||||
HandlePositionBroadcast(message as PositionBroadcast);
|
||||
break;
|
||||
case "Error":
|
||||
HandleErrorMessage(message as ErrorMessage);
|
||||
break;
|
||||
case "Ack":
|
||||
case "GameEvent":
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received message of type: " + message.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// P9 defensive path: if the server tells us NOT_IN_LOBBY but we still
|
||||
/// believe we have a lobby (LobbyId preserved across the transient
|
||||
/// disconnect), the lobby association on the server's side of the new
|
||||
/// connection is missing - typically a race between OpenConnection's
|
||||
/// Reconnect call and an in-flight action message that beat it. Retry
|
||||
/// the Reconnect; if the second attempt also bounces, the lobby really
|
||||
/// is gone and we'll surface the error to the user.
|
||||
/// </summary>
|
||||
private void HandleErrorMessage(ErrorMessage err)
|
||||
{
|
||||
if (err == null) return;
|
||||
Debug.Log($"Server error: code={err.ErrorCode} text={err.ErrorText}");
|
||||
|
||||
if (err.ErrorCode == "NOT_IN_LOBBY" && !string.IsNullOrEmpty(_gameClient.LobbyId))
|
||||
{
|
||||
Debug.Log($"NOT_IN_LOBBY but we still have LobbyId={_gameClient.LobbyId}; resending Reconnect.");
|
||||
_gameClient.Reconnect(_gameClient.LobbyId);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGameEvent(GameEvent gameEvent)
|
||||
{
|
||||
// Always sync player list from lobby state after any event
|
||||
SyncPlayersFromLobby();
|
||||
|
||||
switch (gameEvent.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
case "PlayerLeft":
|
||||
case "HostChanged":
|
||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
||||
break;
|
||||
|
||||
case "GameStarting":
|
||||
State.Phase = GamePhase.Loading;
|
||||
HandleGameStarting();
|
||||
break;
|
||||
|
||||
case "MapDataReady":
|
||||
HandleMapDataReady();
|
||||
break;
|
||||
|
||||
case "GameStarted":
|
||||
State.Phase = GamePhase.Playing;
|
||||
break;
|
||||
|
||||
case "RoleAssigned":
|
||||
HandleRoleAssigned(gameEvent);
|
||||
break;
|
||||
|
||||
case "TaskCompleted":
|
||||
HandleTaskCompleted(gameEvent);
|
||||
break;
|
||||
|
||||
case "PlayerKilled":
|
||||
HandlePlayerKilled(gameEvent);
|
||||
break;
|
||||
|
||||
case "BodyReported":
|
||||
case "EmergencyMeetingCalled":
|
||||
Toast("Meeting called! Head to the meeting point.");
|
||||
break;
|
||||
|
||||
case "MeetingStarted":
|
||||
HandleMeetingStarted(gameEvent);
|
||||
break;
|
||||
|
||||
case "PlayerArrivedAtMeeting":
|
||||
HandlePlayerArrivedAtMeeting(gameEvent);
|
||||
break;
|
||||
|
||||
case "PlayerVoted":
|
||||
HandlePlayerVoted(gameEvent);
|
||||
break;
|
||||
|
||||
case "VotingClosed":
|
||||
HandleVotingClosed(gameEvent);
|
||||
break;
|
||||
|
||||
case "GameEnded":
|
||||
HandleGameEnded(gameEvent);
|
||||
break;
|
||||
|
||||
case "ReturnedToLobby":
|
||||
HandleReturnedToLobby();
|
||||
break;
|
||||
|
||||
case "SabotageStarted":
|
||||
HandleSabotageStarted(gameEvent);
|
||||
break;
|
||||
|
||||
case "RepairStarted":
|
||||
HandleRepairStarted(gameEvent);
|
||||
break;
|
||||
|
||||
case "RepairStopped":
|
||||
HandleRepairStopped(gameEvent);
|
||||
break;
|
||||
|
||||
case "SabotageRepaired":
|
||||
case "SabotageMeltdown":
|
||||
case "SabotageExpired":
|
||||
State.ActiveSabotage = null;
|
||||
State.ActiveRepairs.Clear();
|
||||
_manager?.uiSubsystem?.HideSabotageTimer();
|
||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
||||
break;
|
||||
|
||||
case "TaskStarted":
|
||||
// Server now broadcasts when a player begins a task. Phase 1
|
||||
// only acks; Phase 2/3 will surface this to other players.
|
||||
break;
|
||||
|
||||
case "MapDataError":
|
||||
HandleMapDataError(gameEvent);
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.Log("GameEvent: " + gameEvent.EventType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Lobby responses ───────────────────────────────────────────────────
|
||||
|
||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||
{
|
||||
if (message == null) return;
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log($"Lobby created. Code: {message.JoinCode}");
|
||||
// P13b: snapshot the server's authoritative settings into
|
||||
// GameState so HUD / proximity code can read distances and
|
||||
// cooldowns from a single source of truth instead of hardcodes.
|
||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||
{
|
||||
if (message == null) return;
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log($"Joined lobby: {message.LobbyId}");
|
||||
// P13b: same settings snapshot path as host. Joiners read the
|
||||
// server's snapshot taken at lobby creation; they cannot edit.
|
||||
State.Settings = _gameClient.CurrentLobbyState?.Settings;
|
||||
// Unified lobby: both host and joiners land on create.unity.
|
||||
// LobbyDisplayUI handles the role split internally (start
|
||||
// button for host, waiting text for joiners).
|
||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
||||
_manager?.uiSubsystem?.NotifyLobbyChanged();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to join lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Game flow ─────────────────────────────────────────────────────────
|
||||
|
||||
private void HandleGameStarting()
|
||||
{
|
||||
_pendingMapBuild = false;
|
||||
// Reset per-game state
|
||||
State.MyRole = null;
|
||||
State.IsDead = false;
|
||||
State.MyTasks = new List<GameTask>();
|
||||
State.MyCompletedTaskIds = new HashSet<string>();
|
||||
State.TotalCompleted = 0;
|
||||
State.TotalRequired = 0;
|
||||
State.ActiveMeeting = null;
|
||||
State.LastVoteResult = null;
|
||||
State.VotedPlayerIds = new HashSet<string>();
|
||||
State.ActiveSabotage = null;
|
||||
State.GameEndData = null;
|
||||
State.KillCooldownRemaining = 0;
|
||||
SceneManager.LoadScene("Client", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
private void HandleMapDataReady()
|
||||
{
|
||||
_pendingMapBuild = true;
|
||||
TryBuildMapAndMarkers();
|
||||
}
|
||||
|
||||
public void OnClientSceneReady()
|
||||
{
|
||||
TryBuildMapAndMarkers();
|
||||
}
|
||||
|
||||
private void TryBuildMapAndMarkers()
|
||||
{
|
||||
if (!_pendingMapBuild) return;
|
||||
if (_manager?.mapSubsystem == null || !_manager.mapSubsystem.IsSceneReady) return;
|
||||
if (_gameClient?.CurrentLobbyState?.MapData == null) return;
|
||||
|
||||
_manager.mapSubsystem.BuildMap();
|
||||
_manager.mapSubsystem.CreateTaskMarkers(_gameClient.MyTasks);
|
||||
_pendingMapBuild = false;
|
||||
Debug.Log("[Network] Map built.");
|
||||
}
|
||||
|
||||
private void HandleRoleAssigned(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<RoleAssignedPayload>();
|
||||
if (payload == null || payload.ClientUuid != _gameClient.ClientUuid) return;
|
||||
|
||||
State.MyRole = payload.Role;
|
||||
State.MyTasks = payload.Tasks ?? new List<GameTask>();
|
||||
State.MyCompletedTaskIds.Clear();
|
||||
|
||||
Debug.Log($"Role: {payload.Role}, Tasks: {State.MyTasks.Count}");
|
||||
_manager?.taskSubsystem?.Initialize(State.MyTasks);
|
||||
}
|
||||
|
||||
private void HandleTaskCompleted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<TaskCompletedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
// Track if it's our task
|
||||
if (payload.ClientUuid == _gameClient.ClientUuid)
|
||||
State.MyCompletedTaskIds.Add(payload.TaskId);
|
||||
|
||||
State.TotalCompleted = payload.TotalCompleted;
|
||||
State.TotalRequired = payload.TotalTasks;
|
||||
|
||||
_manager?.uiSubsystem?.UpdateTaskProgress(payload.TotalCompleted, payload.TotalTasks);
|
||||
_manager?.mapSubsystem?.RemoveTaskMarker(payload.TaskId);
|
||||
}
|
||||
|
||||
private void HandlePlayerKilled(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<PlayerKilledPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
_manager?.mapSubsystem?.CreateBodyMarker(payload.BodyId, payload.Location);
|
||||
|
||||
if (payload.VictimId == _gameClient.ClientUuid)
|
||||
{
|
||||
State.IsDead = true;
|
||||
_manager?.uiSubsystem?.OnLocalPlayerDied();
|
||||
}
|
||||
|
||||
// Update player state in our list
|
||||
var p = State.Players.Find(x => x.ClientUuid == payload.VictimId);
|
||||
if (p != null) p.State = PlayerState.Dead;
|
||||
}
|
||||
|
||||
private void HandleMeetingStarted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<MeetingStartedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
State.Phase = GamePhase.Meeting;
|
||||
State.ActiveMeeting = payload;
|
||||
State.VotedPlayerIds = new HashSet<string>();
|
||||
State.ArrivedPlayerIds = new HashSet<string>();
|
||||
State.VoterTargets = new Dictionary<string, string>();
|
||||
State.VoteTallies = new Dictionary<string, int>();
|
||||
State.MyVoteTarget = null;
|
||||
State.LastVoteResult = null;
|
||||
|
||||
SyncPlayersFromLobby();
|
||||
_manager?.uiSubsystem?.ShowMeetingPanel(State.Players, payload);
|
||||
}
|
||||
|
||||
private void HandlePlayerArrivedAtMeeting(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<PlayerArrivedAtMeetingPayload>();
|
||||
if (payload == null) return;
|
||||
State.ArrivedPlayerIds.Add(payload.ClientUuid);
|
||||
}
|
||||
|
||||
private void HandlePlayerVoted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<PlayerVotedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
// Server allows vote changes within a 2s rate limit, so we always
|
||||
// overwrite the voter's previous target rather than appending.
|
||||
string target = payload.TargetId ?? GameState.VoteSkip;
|
||||
|
||||
State.VotedPlayerIds.Add(payload.VoterId);
|
||||
State.VoterTargets[payload.VoterId] = target;
|
||||
RecomputeVoteTallies();
|
||||
|
||||
if (payload.VoterId == _gameClient.ClientUuid)
|
||||
State.MyVoteTarget = target;
|
||||
}
|
||||
|
||||
private void RecomputeVoteTallies()
|
||||
{
|
||||
State.VoteTallies.Clear();
|
||||
foreach (var t in State.VoterTargets.Values)
|
||||
{
|
||||
if (string.IsNullOrEmpty(t)) continue;
|
||||
State.VoteTallies.TryGetValue(t, out var count);
|
||||
State.VoteTallies[t] = count + 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleVotingClosed(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<VotingClosedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
State.Phase = GamePhase.Playing;
|
||||
State.ActiveMeeting = null;
|
||||
State.LastVoteResult = payload;
|
||||
|
||||
// Mark ejected player dead in our list
|
||||
if (!string.IsNullOrEmpty(payload.EjectedPlayerId))
|
||||
{
|
||||
var p = State.Players.Find(x => x.ClientUuid == payload.EjectedPlayerId);
|
||||
if (p != null) p.State = PlayerState.Dead;
|
||||
}
|
||||
|
||||
_manager?.uiSubsystem?.ShowVoteResult(payload, State.Players);
|
||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
||||
}
|
||||
|
||||
private void HandleGameEnded(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<GameEndedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
State.Phase = GamePhase.Ended;
|
||||
State.GameEndData = payload;
|
||||
|
||||
// If the round ended while the meeting/vote-result overlay was
|
||||
// still up (e.g. ejection won the game outright), the auto-close
|
||||
// coroutine would otherwise fire 5s later and tear down the
|
||||
// meeting panel while the GameEndPanel sits on top - leaving a
|
||||
// glimpse of the dead overlay during the transition.
|
||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
||||
_manager?.uiSubsystem?.ShowGameEndPanel(payload, _gameClient.ClientUuid);
|
||||
}
|
||||
|
||||
private void HandleReturnedToLobby()
|
||||
{
|
||||
State.Phase = GamePhase.Lobby;
|
||||
_manager?.uiSubsystem?.HideMeetingPanel();
|
||||
// Bodies survive the scene reload because the marker GameObjects are
|
||||
// parented under MapCenterPoint (which lives in the persistent
|
||||
// Client.unity scene). Without this clear, returning to lobby and
|
||||
// starting a new round leaves stale corpses on the map of the new
|
||||
// round. Server already cleared its `_bodies` set in
|
||||
// ProcessReturnToLobby; this is the client-side mirror that was
|
||||
// missing in HandleVotingClosed's symmetry.
|
||||
_manager?.mapSubsystem?.ClearBodyMarkers();
|
||||
_manager?.mapSubsystem?.ClearSabotageMarkers();
|
||||
// Unified lobby: regardless of role, return to create.unity.
|
||||
SceneManager.LoadScene("create", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
private void HandleSabotageStarted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<SabotageStartedPayload>();
|
||||
if (payload == null) return;
|
||||
|
||||
State.ActiveSabotage = payload;
|
||||
State.ActiveRepairs.Clear();
|
||||
|
||||
_manager?.mapSubsystem?.CreateSabotageMarkers(payload.RepairStations);
|
||||
if (payload.Type == SabotageType.CriticalMeltdown && payload.Deadline.HasValue)
|
||||
_manager?.uiSubsystem?.ShowSabotageTimer(payload.Deadline.Value);
|
||||
if (payload.Type == SabotageType.CommsBlackout)
|
||||
_manager?.uiSubsystem?.SetCommsBlackout(true);
|
||||
}
|
||||
|
||||
private void HandleRepairStarted(GameEvent evt)
|
||||
{
|
||||
var payload = evt.GetPayload<RepairStartedPayload>();
|
||||
if (payload == null || string.IsNullOrEmpty(payload.StationId)) return;
|
||||
State.ActiveRepairs.Add(payload.StationId);
|
||||
}
|
||||
|
||||
private void HandleRepairStopped(GameEvent evt)
|
||||
{
|
||||
// A player abandoned a repair station mid-fix. The station is no
|
||||
// longer counted as active for the simultaneous-repair coaching;
|
||||
// the marker stays on the map until the sabotage resolves.
|
||||
var payload = evt.GetPayload<RepairStoppedPayload>();
|
||||
if (payload != null && !string.IsNullOrEmpty(payload.StationId))
|
||||
State.ActiveRepairs.Remove(payload.StationId);
|
||||
}
|
||||
|
||||
private void HandleMapDataError(GameEvent evt)
|
||||
{
|
||||
// Server failed to fetch Overpass data. Without this the loading
|
||||
// screen would hang forever. Drop back to lobby and surface the
|
||||
// failure so the player can re-host or try a different center.
|
||||
Debug.LogError("[Network] Server could not generate map data.");
|
||||
State.Phase = GamePhase.Lobby;
|
||||
_manager?.uiSubsystem?.ShowToast("Map fetch failed. Returning to lobby.");
|
||||
LeaveLobby();
|
||||
}
|
||||
|
||||
private void HandlePositionBroadcast(PositionBroadcast broadcast)
|
||||
{
|
||||
if (broadcast == null) return;
|
||||
_manager?.mapSubsystem?.UpdatePlayerAvatars(_gameClient.PlayerPositions, _gameClient.ClientUuid);
|
||||
}
|
||||
|
||||
// ── Helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
private void SyncPlayersFromLobby()
|
||||
{
|
||||
var lobby = _gameClient.CurrentLobbyState;
|
||||
if (lobby?.Players != null)
|
||||
State.Players = lobby.Players;
|
||||
}
|
||||
|
||||
private void Toast(string message)
|
||||
{
|
||||
State.ToastMessage = message;
|
||||
State.ToastExpiry = UnityEngine.Time.time + 4f;
|
||||
}
|
||||
|
||||
// ── Send helpers ──────────────────────────────────────────────────────
|
||||
|
||||
public void CreateLobby(double lat, double lon, double radius = 500, int impostorCount = 1, int taskCount = 5, GameSettingsOverrides settings = null)
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon), impostorCount, taskCount, null, radius, settings);
|
||||
}
|
||||
|
||||
public void JoinLobby(string joinCode)
|
||||
{
|
||||
try { _gameClient.JoinLobby(joinCode); }
|
||||
catch (System.Exception ex) { Debug.LogError("JoinLobby error: " + ex.Message); }
|
||||
}
|
||||
|
||||
public void LeaveLobby()
|
||||
{
|
||||
_gameClient.LeaveLobby();
|
||||
State.Phase = GamePhase.Lobby;
|
||||
SceneManager.LoadScene(_manager?.firstMenuScene ?? "main menu asi idk lol", LoadSceneMode.Single);
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
_gameClient.StartGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||
328
Assets/GameManager/GameManager_Tasks.cs
Normal file
@@ -0,0 +1,328 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using GeoSus.Client;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
|
||||
/// </summary>
|
||||
public class GameManager_Tasks
|
||||
{
|
||||
private class TaskEntry
|
||||
{
|
||||
public GeoSus.Client.GameTask ServerTask;
|
||||
public string MinigameScene;
|
||||
public bool Completed;
|
||||
}
|
||||
|
||||
private GameClient _gameClient;
|
||||
private string[] _minigameScenes;
|
||||
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
|
||||
private List<TaskEntry> _tasks = new List<TaskEntry>();
|
||||
private bool _minigameOpen;
|
||||
private string _loadedMinigameScene;
|
||||
private Camera _hostCameraSuspended;
|
||||
private GameObject _hostInGameHudHidden;
|
||||
|
||||
// Proximity state (checked every frame in UpdateProximity)
|
||||
public GeoSus.Client.GameTask NearbyTask { get; private set; }
|
||||
|
||||
// P13b: per-check distances pulled from the server-snapshotted lobby
|
||||
// settings (null-fallback to 5m matches the old hardcoded behavior).
|
||||
// Different actions use different fields so a host can tune e.g. a
|
||||
// long-range "spotter" task radius without also widening kill range.
|
||||
private const float ProximityRadiusFallback = 5f;
|
||||
|
||||
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_minigameScenes = minigameScenes ?? new string[0];
|
||||
_host = host;
|
||||
}
|
||||
|
||||
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
|
||||
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
|
||||
{
|
||||
_tasks.Clear();
|
||||
if (_minigameScenes.Length == 0) return;
|
||||
|
||||
for (int i = 0; i < serverTasks.Count; i++)
|
||||
{
|
||||
_tasks.Add(new TaskEntry
|
||||
{
|
||||
ServerTask = serverTasks[i],
|
||||
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
|
||||
Completed = false
|
||||
});
|
||||
}
|
||||
|
||||
// Create map markers
|
||||
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
|
||||
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
|
||||
}
|
||||
|
||||
/// <summary>Called every frame from GameManager.Update().</summary>
|
||||
public void UpdateProximity()
|
||||
{
|
||||
if (_minigameOpen) return;
|
||||
|
||||
// P13b: distances now come from the per-lobby settings snapshot
|
||||
// instead of one hardcoded 5m radius for everything. ?? fallback
|
||||
// matches the old behavior when running against an old server.
|
||||
var state = GameManager.Instance?.networkSubsystem?.State;
|
||||
var settings = state?.Settings;
|
||||
double taskDist = settings?.TaskStartDistanceM ?? ProximityRadiusFallback;
|
||||
double reportDist = settings?.ReportDistanceM ?? ProximityRadiusFallback;
|
||||
double emergencyDist = settings?.EmergencyMeetingCallRadiusM?? ProximityRadiusFallback;
|
||||
double killDist = settings?.KillDistanceM ?? ProximityRadiusFallback;
|
||||
|
||||
NearbyTask = null;
|
||||
var myPos = _gameClient.MyPosition;
|
||||
if (myPos.Lat == 0 && myPos.Lon == 0) return;
|
||||
|
||||
foreach (var entry in _tasks)
|
||||
{
|
||||
if (entry.Completed) continue;
|
||||
double dist = myPos.DistanceTo(entry.ServerTask.Location);
|
||||
if (dist <= taskDist)
|
||||
{
|
||||
NearbyTask = entry.ServerTask;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Drive the action button in UI
|
||||
var ui = GameManager.Instance?.uiSubsystem;
|
||||
if (ui == null || ui.IsPlayerDead) return;
|
||||
|
||||
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
|
||||
|
||||
if (!isImpostor && NearbyTask != null)
|
||||
{
|
||||
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
|
||||
return;
|
||||
}
|
||||
|
||||
// Check body proximity
|
||||
if (!ui.IsCommsBlackout)
|
||||
{
|
||||
var body = _gameClient.FindNearbyBody(reportDist);
|
||||
if (body != null)
|
||||
{
|
||||
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
|
||||
return;
|
||||
}
|
||||
|
||||
// Emergency meeting proximity
|
||||
if (_gameClient.CurrentLobbyState?.MapData != null)
|
||||
{
|
||||
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
|
||||
if (dist <= emergencyDist)
|
||||
{
|
||||
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Impostor kill
|
||||
if (isImpostor)
|
||||
{
|
||||
var target = _gameClient.FindNearbyPlayer(killDist);
|
||||
if (!string.IsNullOrEmpty(target))
|
||||
{
|
||||
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
|
||||
// Hide sabotage menu while a kill is on offer (cleaner HUD).
|
||||
ui.SetSabotageMenuVisible(false);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Nothing nearby
|
||||
ui.SetActionButton("", false);
|
||||
|
||||
// P13g: persistent sabotage menu for impostors when no proximity
|
||||
// action is on offer. Hidden when state isn't suitable - dead,
|
||||
// not-impostor, in meeting, sabotage already active, or comms
|
||||
// blackout (the impostor's own sabotage triggers a UI lock).
|
||||
bool inPlayingPhase = state != null && state.Phase == GeoSus.Client.GamePhase.Playing;
|
||||
bool sabotageActive = state?.ActiveSabotage != null;
|
||||
bool showSabMenu = isImpostor && !ui.IsPlayerDead && inPlayingPhase &&
|
||||
!sabotageActive && !ui.IsCommsBlackout;
|
||||
ui.SetSabotageMenuVisible(showSabMenu);
|
||||
}
|
||||
|
||||
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
|
||||
public void TriggerNearbyTask()
|
||||
{
|
||||
OnUsePressed();
|
||||
}
|
||||
|
||||
private void OnUsePressed()
|
||||
{
|
||||
if (NearbyTask == null || _minigameOpen) return;
|
||||
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
|
||||
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
|
||||
}
|
||||
|
||||
private IEnumerator LaunchMinigame(TaskEntry entry)
|
||||
{
|
||||
_minigameOpen = true;
|
||||
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
|
||||
|
||||
// Validate that the scene name resolves to a build-included scene.
|
||||
// LoadSceneAsync silently returns null when the scene name doesn't
|
||||
// match (case-sensitive) or isn't in EditorBuildSettings, which
|
||||
// leaves the action button looking dead from the player's POV.
|
||||
if (string.IsNullOrEmpty(entry.MinigameScene) ||
|
||||
!Application.CanStreamedLevelBeLoaded(entry.MinigameScene))
|
||||
{
|
||||
Debug.LogError($"[Tasks] Minigame scene '{entry.MinigameScene}' is not loadable. " +
|
||||
$"Check the scene name (case-sensitive) and that it's enabled in Build Settings.");
|
||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
||||
$"Task scene missing: {entry.MinigameScene}");
|
||||
_minigameOpen = false;
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Inform server that task started
|
||||
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
|
||||
|
||||
// Disable the host scene's main camera while the minigame is up.
|
||||
// With both cameras enabled the minigame's UI/3D content would
|
||||
// fight the host's map camera for screen space, and what gets
|
||||
// drawn depends on Camera.depth which isn't guaranteed across
|
||||
// scenes. Restored in FinishMinigame.
|
||||
_hostCameraSuspended = Camera.main;
|
||||
if (_hostCameraSuspended != null) _hostCameraSuspended.enabled = false;
|
||||
|
||||
// Hide the persistent InGame HUD canvas (if present). It lives
|
||||
// in Client.unity and renders Screen Space - Overlay so it would
|
||||
// otherwise stack on top of the minigame's UI regardless of
|
||||
// which scene is active. SetActive(false) is reversible.
|
||||
_hostInGameHudHidden = GameObject.Find("InGame");
|
||||
if (_hostInGameHudHidden != null && _hostInGameHudHidden.activeSelf)
|
||||
_hostInGameHudHidden.SetActive(false);
|
||||
else
|
||||
_hostInGameHudHidden = null; // nothing to restore
|
||||
|
||||
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
|
||||
if (op == null)
|
||||
{
|
||||
Debug.LogError($"[Tasks] LoadSceneAsync returned null for '{entry.MinigameScene}'.");
|
||||
GameManager.Instance?.uiSubsystem?.ShowToast(
|
||||
$"Task scene failed to load: {entry.MinigameScene}");
|
||||
if (_hostCameraSuspended != null) { _hostCameraSuspended.enabled = true; _hostCameraSuspended = null; }
|
||||
_minigameOpen = false;
|
||||
yield break;
|
||||
}
|
||||
yield return op;
|
||||
|
||||
_loadedMinigameScene = entry.MinigameScene;
|
||||
|
||||
// CRITICAL: switch the active scene to the loaded minigame.
|
||||
// LoadSceneMode.Additive stacks scenes without changing which one
|
||||
// is "active" - and an inactive scene's RenderSettings, ambient
|
||||
// light, and skybox don't drive rendering. The host (Client.unity)
|
||||
// remains active and its lighting context still applies, which
|
||||
// is the root cause of "task opens to white screen": the
|
||||
// minigame's content loads but its visuals don't take over.
|
||||
// Without SetActiveScene, even minigames that ARE wired up
|
||||
// correctly render against the host's lighting and look broken.
|
||||
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
|
||||
if (scene.IsValid()) SceneManager.SetActiveScene(scene);
|
||||
|
||||
// Diagnostic: count cameras / canvases / lights in the loaded
|
||||
// scene. If the white screen persists after this fix, the
|
||||
// numbers tell us whether the scene is missing rendering bits
|
||||
// (camera=0, canvas=0) or if the issue is elsewhere.
|
||||
int camCount = 0, canvasCount = 0, lightCount = 0;
|
||||
foreach (var root in scene.GetRootGameObjects())
|
||||
{
|
||||
camCount += root.GetComponentsInChildren<Camera>(true).Length;
|
||||
canvasCount += root.GetComponentsInChildren<Canvas>(true).Length;
|
||||
lightCount += root.GetComponentsInChildren<Light>(true).Length;
|
||||
}
|
||||
Debug.Log($"[Tasks] Loaded '{entry.MinigameScene}': cameras={camCount}, " +
|
||||
$"canvases={canvasCount}, lights={lightCount}, " +
|
||||
$"activeScene={SceneManager.GetActiveScene().name}");
|
||||
|
||||
// Find the ITask component in the newly loaded scene
|
||||
ITask taskComponent = null;
|
||||
foreach (var root in scene.GetRootGameObjects())
|
||||
{
|
||||
taskComponent = root.GetComponentInChildren<ITask>();
|
||||
if (taskComponent != null) break;
|
||||
}
|
||||
|
||||
if (taskComponent == null)
|
||||
{
|
||||
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. " +
|
||||
$"Either the minigame's controller script isn't attached to a GameObject in the scene, " +
|
||||
$"or the script doesn't implement ITask. Auto-completing.");
|
||||
yield return FinishMinigame(entry, true);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Set task metadata
|
||||
taskComponent.TaskID = entry.ServerTask.TaskId;
|
||||
taskComponent.TaskName = entry.ServerTask.Name;
|
||||
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
|
||||
|
||||
bool done = false;
|
||||
taskComponent.Initialize(t => { done = true; });
|
||||
|
||||
// Wait for completion or exit
|
||||
yield return new WaitUntil(() => done);
|
||||
|
||||
yield return FinishMinigame(entry, done);
|
||||
}
|
||||
|
||||
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
|
||||
{
|
||||
if (completed)
|
||||
{
|
||||
entry.Completed = true;
|
||||
_gameClient.CompleteTask(entry.ServerTask.TaskId);
|
||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
|
||||
}
|
||||
|
||||
// Unload minigame scene. Switch the active scene back to the
|
||||
// host BEFORE the unload so we don't end up with no active
|
||||
// scene mid-frame (Unity will complain and lighting flickers).
|
||||
if (!string.IsNullOrEmpty(_loadedMinigameScene))
|
||||
{
|
||||
var hostScene = SceneManager.GetSceneByName("Client");
|
||||
if (hostScene.IsValid()) SceneManager.SetActiveScene(hostScene);
|
||||
|
||||
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
|
||||
yield return unload;
|
||||
_loadedMinigameScene = null;
|
||||
}
|
||||
|
||||
// Re-enable the host camera that was suspended during the minigame.
|
||||
if (_hostCameraSuspended != null)
|
||||
{
|
||||
_hostCameraSuspended.enabled = true;
|
||||
_hostCameraSuspended = null;
|
||||
}
|
||||
|
||||
// Re-show the InGame HUD canvas hidden at minigame entry.
|
||||
if (_hostInGameHudHidden != null)
|
||||
{
|
||||
_hostInGameHudHidden.SetActive(true);
|
||||
_hostInGameHudHidden = null;
|
||||
}
|
||||
|
||||
_minigameOpen = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/GameManager/GameManager_Tasks.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27a123dbda9eef8ba4815c0c0d30b6fb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
934
Assets/GameManager/GameManager_UI.cs
Normal file
@@ -0,0 +1,934 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
/// <summary>
|
||||
/// Reads from GameManager_Network.State (the authoritative GameState) and drives
|
||||
/// all in-game canvas panels. No business logic lives here.
|
||||
/// </summary>
|
||||
public class GameManager_UI
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private GameState _state => GameManager.Instance?.networkSubsystem?.State;
|
||||
|
||||
// ── Canvas refs (wired by BindClientScene from Client.unity) ──────────
|
||||
public Canvas ClientCreateJoinLobby;
|
||||
public Canvas ClientInLobby;
|
||||
public Canvas ClientLoadingScreen;
|
||||
public Canvas ClientGameScreen;
|
||||
|
||||
// ── HUD element refs (resolved once in BindClientScene) ───────────────
|
||||
private TMP_Text _roleText;
|
||||
private TMP_Text _taskListText;
|
||||
private TMP_Text _taskProgressText;
|
||||
private Button _actionButton;
|
||||
private TMP_Text _actionButtonText;
|
||||
private TMP_Text _killCooldownText;
|
||||
private GameObject _sabotagePanel;
|
||||
private TMP_Text _sabotageTimerText;
|
||||
private GameObject _meetingPanel;
|
||||
private TMP_Text _meetingHeader;
|
||||
private TMP_Text _meetingPhaseLabel;
|
||||
private TMP_Text _meetingPhaseCountdown;
|
||||
private Image _meetingPhaseProgressBar;
|
||||
private TMP_Text _myVoteIndicator;
|
||||
private GameObject _meetingScrollGO;
|
||||
private Transform _meetingScrollContent;
|
||||
private TMP_Text _meetingFallbackText;
|
||||
private GameObject _voteResultPanel;
|
||||
private TMP_Text _voteResultText;
|
||||
private Button _skipButton;
|
||||
private GameObject _gameEndPanel;
|
||||
private TMP_Text _gameEndText;
|
||||
private RectTransform _returnToLobbyBtn;
|
||||
private TMP_Text _toastText;
|
||||
private GameObject _toastGO;
|
||||
private GameObject _reconnectOverlay;
|
||||
|
||||
// ── Internal state ────────────────────────────────────────────────────
|
||||
private bool _isDead;
|
||||
private bool _commsBlackout;
|
||||
private DateTime _sabotageMeltdownDeadline;
|
||||
private bool _sabotageTimerActive;
|
||||
private volatile bool _lobbyDirty;
|
||||
|
||||
// Meeting vote-row references rebuilt each meeting
|
||||
private readonly List<GameObject> _voteRows = new List<GameObject>();
|
||||
private string _pendingVoteResultDisplay; // shown after voting
|
||||
private Coroutine _meetingCloseCoroutine; // tracked so phase changes can cancel it
|
||||
|
||||
public GameManager_UI(GameClient gameClient) { _gameClient = gameClient; }
|
||||
|
||||
public void NotifyLobbyChanged() => _lobbyDirty = true;
|
||||
public bool IsCommsBlackout => _commsBlackout;
|
||||
public bool IsPlayerDead => _isDead;
|
||||
|
||||
// ── Scene binding ─────────────────────────────────────────────────────
|
||||
|
||||
public void BindClientScene(Canvas createJoin, Canvas inLobby, Canvas loading, Canvas game)
|
||||
{
|
||||
ClientCreateJoinLobby = createJoin;
|
||||
ClientInLobby = inLobby;
|
||||
ClientLoadingScreen = loading;
|
||||
ClientGameScreen = game;
|
||||
|
||||
foreach (var c in new[] { createJoin, inLobby, loading, game })
|
||||
EnsureCanvasReady(c);
|
||||
|
||||
if (createJoin) createJoin.gameObject.SetActive(false);
|
||||
if (inLobby) inLobby.gameObject.SetActive(false);
|
||||
if (loading) loading.gameObject.SetActive(false);
|
||||
if (game) game.gameObject.SetActive(false);
|
||||
|
||||
if (game == null) return;
|
||||
var t = game.transform;
|
||||
|
||||
_roleText = FindTMP(t, "Role");
|
||||
_taskListText = FindTMP(t, "TaskList");
|
||||
_taskProgressText = FindTMP(t, "TaskProgress");
|
||||
_killCooldownText = FindTMP(t, "KillCooldown");
|
||||
_sabotageTimerText = FindTMP(t, "SabotageTimer");
|
||||
_gameEndText = FindTMP(t, "GameEndText");
|
||||
_toastText = FindTMP(t, "Toast");
|
||||
_meetingHeader = FindTMP(t, "MeetingHeader");
|
||||
_meetingPhaseLabel = FindTMP(t, "MeetingPhaseLabel");
|
||||
_meetingPhaseCountdown = FindTMP(t, "MeetingPhaseCountdown");
|
||||
_myVoteIndicator = FindTMP(t, "MyVoteIndicator");
|
||||
_meetingFallbackText = FindTMP(t, "MeetingPlayerList");
|
||||
_voteResultText = FindTMP(t, "VoteResult");
|
||||
_meetingScrollContent = FindTransform(t, "MeetingContent");
|
||||
_meetingScrollGO = FindTransformGO(t, "_MeetingScroll");
|
||||
|
||||
var progressBarGO = FindTransformGO(t, "MeetingPhaseProgressBar");
|
||||
if (progressBarGO != null) _meetingPhaseProgressBar = progressBarGO.GetComponent<Image>();
|
||||
|
||||
var skipGO = FindTransformGO(t, "SkipButton");
|
||||
if (skipGO != null) _skipButton = skipGO.GetComponent<Button>();
|
||||
|
||||
var actionGO = t.Find("ActionButton");
|
||||
if (actionGO != null)
|
||||
{
|
||||
_actionButton = actionGO.GetComponent<Button>();
|
||||
_actionButtonText = actionGO.GetComponentInChildren<TMP_Text>();
|
||||
}
|
||||
|
||||
_sabotagePanel = t.Find("SabotagePanel")?.gameObject;
|
||||
_meetingPanel = t.Find("MeetingPanel")?.gameObject;
|
||||
_gameEndPanel = t.Find("GameEndPanel")?.gameObject;
|
||||
_voteResultPanel = FindTransformGO(t, "VoteResultPanel");
|
||||
_toastGO = FindTransformGO(t, "Toast");
|
||||
_reconnectOverlay = FindTransformGO(t, "ReconnectOverlay");
|
||||
|
||||
var retBtn = FindTransform(t, "ReturnToLobbyButton");
|
||||
if (retBtn != null) _returnToLobbyBtn = retBtn as RectTransform;
|
||||
|
||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
||||
if (_gameEndPanel) _gameEndPanel.SetActive(false);
|
||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
||||
if (_toastGO) _toastGO.SetActive(false);
|
||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
||||
}
|
||||
|
||||
// ── Update (called every frame from GameManager.Update) ───────────────
|
||||
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
var lobbyState = _gameClient.CurrentLobbyState;
|
||||
if (lobbyState == null) return;
|
||||
|
||||
if (_lobbyDirty)
|
||||
{
|
||||
_lobbyDirty = false;
|
||||
LobbyDisplayUI.RefreshAll(lobbyState);
|
||||
}
|
||||
|
||||
if (ClientGameScreen == null) return;
|
||||
|
||||
switch (lobbyState.Phase)
|
||||
{
|
||||
case GamePhase.Loading:
|
||||
SetCanvases(false, false, true, false);
|
||||
break;
|
||||
case GamePhase.Lobby:
|
||||
SetCanvases(false, true, false, false);
|
||||
break;
|
||||
case GamePhase.Playing:
|
||||
case GamePhase.Meeting:
|
||||
case GamePhase.Voting:
|
||||
SetCanvases(false, false, false, true);
|
||||
UpdateGameHUD();
|
||||
break;
|
||||
case GamePhase.Ended:
|
||||
SetCanvases(false, false, false, true);
|
||||
break;
|
||||
}
|
||||
|
||||
TickToast();
|
||||
}
|
||||
|
||||
// ── Game HUD tick ─────────────────────────────────────────────────────
|
||||
|
||||
private void UpdateGameHUD()
|
||||
{
|
||||
var s = _state;
|
||||
if (s == null) return;
|
||||
|
||||
// Role
|
||||
if (_roleText != null)
|
||||
{
|
||||
string ghostSuffix = s.IsDead ? " (GHOST)" : "";
|
||||
_roleText.text = $"{s.MyRole?.ToString() ?? "?"}{ghostSuffix}";
|
||||
_roleText.color = s.MyRole == PlayerRole.Impostor ? new Color(0.9f,0.2f,0.2f) : new Color(0.2f,0.8f,1f);
|
||||
}
|
||||
|
||||
// Task list with checkmarks
|
||||
if (_taskListText != null)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var task in s.MyTasks)
|
||||
{
|
||||
bool done = s.MyCompletedTaskIds.Contains(task.TaskId);
|
||||
string mark = done ? "<color=#2DB84B>✓</color>" : "○";
|
||||
sb.AppendLine($"{mark} {task.Name}");
|
||||
}
|
||||
_taskListText.text = sb.ToString();
|
||||
}
|
||||
|
||||
// Global task progress
|
||||
if (_taskProgressText != null && s.TotalRequired > 0)
|
||||
_taskProgressText.text = $"Tasks: {s.TotalCompleted}/{s.TotalRequired}";
|
||||
|
||||
// Kill cooldown
|
||||
if (_killCooldownText != null)
|
||||
{
|
||||
bool show = s.KillCooldownRemaining > 0;
|
||||
_killCooldownText.gameObject.SetActive(show);
|
||||
if (show) _killCooldownText.text = $"Kill: {Mathf.CeilToInt(s.KillCooldownRemaining)}s";
|
||||
}
|
||||
|
||||
// Sabotage banner - meltdown countdown plus simultaneous-repair coaching
|
||||
if (_sabotageTimerActive && _sabotageTimerText != null)
|
||||
{
|
||||
double remaining = (_sabotageMeltdownDeadline - DateTime.UtcNow).TotalSeconds;
|
||||
string head = remaining > 0 ? $"⚠ MELTDOWN: {remaining:F0}s" : "⚠ MELTDOWN!";
|
||||
|
||||
// For multi-station sabotages, surface how many of the required
|
||||
// simultaneous repair stations are currently active. This is
|
||||
// what makes "you're alone, you need a partner" obvious.
|
||||
int required = s.ActiveSabotage?.RequiredSimultaneousRepairs ?? 0;
|
||||
if (required > 1)
|
||||
{
|
||||
int active = s.ActiveRepairs.Count;
|
||||
head += $" <size=32>{active}/{required} stations active</size>";
|
||||
}
|
||||
_sabotageTimerText.text = head;
|
||||
}
|
||||
|
||||
// Keep meeting sub-phase strip, countdown, vote gating, tallies and
|
||||
// my-vote indicator fresh each frame.
|
||||
UpdateMeetingPhaseStrip();
|
||||
}
|
||||
|
||||
// ── Kill cooldown helper (called from GameManager) ────────────────────
|
||||
|
||||
// ── Reconnect overlay ─────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Show a full-screen "Reconnecting..." overlay. Call when the socket
|
||||
/// drops mid-game; the server keeps the player slot for ~60s before
|
||||
/// removing them so a brief disconnect is recoverable.
|
||||
/// </summary>
|
||||
public void ShowReconnecting()
|
||||
{
|
||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the reconnect overlay. Call from OnConnected once the socket
|
||||
/// is healthy again.
|
||||
/// </summary>
|
||||
public void HideReconnecting()
|
||||
{
|
||||
if (_reconnectOverlay) _reconnectOverlay.SetActive(false);
|
||||
}
|
||||
|
||||
public void SetKillCooldownText(string text)
|
||||
{
|
||||
if (_killCooldownText == null) return;
|
||||
bool show = !string.IsNullOrEmpty(text);
|
||||
_killCooldownText.gameObject.SetActive(show);
|
||||
if (show) _killCooldownText.text = text;
|
||||
}
|
||||
|
||||
public void UpdateTaskProgress(int completed, int total)
|
||||
{
|
||||
if (_taskProgressText != null)
|
||||
_taskProgressText.text = $"Tasks: {completed}/{total}";
|
||||
}
|
||||
|
||||
// ── Action button ─────────────────────────────────────────────────────
|
||||
|
||||
public void SetActionButton(string label, bool visible, UnityEngine.Events.UnityAction onClick = null)
|
||||
{
|
||||
if (_actionButton == null) return;
|
||||
_actionButton.gameObject.SetActive(visible);
|
||||
if (_actionButtonText != null) _actionButtonText.text = label;
|
||||
if (onClick != null)
|
||||
{
|
||||
_actionButton.onClick.RemoveAllListeners();
|
||||
_actionButton.onClick.AddListener(onClick);
|
||||
}
|
||||
}
|
||||
|
||||
// ── P13g: Impostor sabotage menu ──────────────────────────────────────
|
||||
// The audit found that the production HUD never had an impostor
|
||||
// sabotage trigger - GameManager.StartSabotage exists, the wire path
|
||||
// is intact (StartSabotage -> server -> SabotageStarted broadcast +
|
||||
// station markers), but no UI ever called it. So sabotages literally
|
||||
// never fired in production. This menu fixes that gap with a runtime-
|
||||
// built two-button overlay (no scene file change, no prefab needed).
|
||||
|
||||
private GameObject _sabotageMenuRoot;
|
||||
private Button _sabotageBlackoutBtn;
|
||||
private Button _sabotageMeltdownBtn;
|
||||
|
||||
private void EnsureSabotageMenu()
|
||||
{
|
||||
if (_sabotageMenuRoot != null || ClientGameScreen == null) return;
|
||||
|
||||
var canvasRT = ClientGameScreen.transform as RectTransform;
|
||||
if (canvasRT == null) return;
|
||||
|
||||
// Root container - top-right corner, vertical stack.
|
||||
_sabotageMenuRoot = new GameObject("ImpostorSabotageMenu", typeof(RectTransform), typeof(CanvasRenderer));
|
||||
var rootRT = _sabotageMenuRoot.GetComponent<RectTransform>();
|
||||
rootRT.SetParent(canvasRT, worldPositionStays: false);
|
||||
rootRT.anchorMin = new Vector2(1, 1);
|
||||
rootRT.anchorMax = new Vector2(1, 1);
|
||||
rootRT.pivot = new Vector2(1, 1);
|
||||
rootRT.anchoredPosition = new Vector2(-24, -180); // below the top-right safe-area
|
||||
rootRT.sizeDelta = new Vector2(360, 240);
|
||||
|
||||
_sabotageBlackoutBtn = BuildSabotageOption(rootRT, "📡 BLACKOUT",
|
||||
new Color(0.20f, 0.55f, 1.0f), 0, () => GameManager.Instance?.StartSabotage(0));
|
||||
|
||||
_sabotageMeltdownBtn = BuildSabotageOption(rootRT, "☢️ MELTDOWN",
|
||||
new Color(1.0f, 0.30f, 0.30f), 1, () => GameManager.Instance?.StartSabotage(1));
|
||||
|
||||
_sabotageMenuRoot.SetActive(false);
|
||||
}
|
||||
|
||||
private static Button BuildSabotageOption(RectTransform parent, string label, Color tint, int slot, UnityEngine.Events.UnityAction onClick)
|
||||
{
|
||||
// Each button: 360w x 110h, stacked vertically with 10px gap.
|
||||
var go = new GameObject($"SabBtn_{slot}", typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(Button));
|
||||
var rt = go.GetComponent<RectTransform>();
|
||||
rt.SetParent(parent, worldPositionStays: false);
|
||||
rt.anchorMin = new Vector2(0, 1);
|
||||
rt.anchorMax = new Vector2(1, 1);
|
||||
rt.pivot = new Vector2(0.5f, 1);
|
||||
rt.anchoredPosition = new Vector2(0, -slot * 120);
|
||||
rt.sizeDelta = new Vector2(0, 110);
|
||||
|
||||
var img = go.GetComponent<Image>();
|
||||
img.color = new Color(tint.r * 0.4f, tint.g * 0.4f, tint.b * 0.4f, 0.92f);
|
||||
|
||||
// Border via outline component
|
||||
var outline = go.AddComponent<Outline>();
|
||||
outline.effectColor = tint;
|
||||
outline.effectDistance = new Vector2(2, -2);
|
||||
|
||||
// Text child
|
||||
var txtGO = new GameObject("Label", typeof(RectTransform));
|
||||
var txtRT = txtGO.GetComponent<RectTransform>();
|
||||
txtRT.SetParent(rt, worldPositionStays: false);
|
||||
txtRT.anchorMin = Vector2.zero;
|
||||
txtRT.anchorMax = Vector2.one;
|
||||
txtRT.offsetMin = Vector2.zero;
|
||||
txtRT.offsetMax = Vector2.zero;
|
||||
var tmp = txtGO.AddComponent<TextMeshProUGUI>();
|
||||
tmp.text = label;
|
||||
tmp.alignment = TextAlignmentOptions.Center;
|
||||
tmp.fontSize = 36;
|
||||
tmp.color = Color.white;
|
||||
tmp.fontStyle = FontStyles.Bold;
|
||||
|
||||
var btn = go.GetComponent<Button>();
|
||||
btn.onClick.AddListener(onClick);
|
||||
return btn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// P13g: show the impostor sabotage menu when the local player is
|
||||
/// alive impostor in the Playing phase with no active sabotage and
|
||||
/// not in a meeting. Driven from GameManager_Tasks.UpdateProximity.
|
||||
/// </summary>
|
||||
public void SetSabotageMenuVisible(bool visible)
|
||||
{
|
||||
if (visible) EnsureSabotageMenu();
|
||||
if (_sabotageMenuRoot != null && _sabotageMenuRoot.activeSelf != visible)
|
||||
_sabotageMenuRoot.SetActive(visible);
|
||||
}
|
||||
|
||||
// ── Player state ──────────────────────────────────────────────────────
|
||||
|
||||
public void OnLocalPlayerDied()
|
||||
{
|
||||
_isDead = true;
|
||||
if (_state != null) _state.IsDead = true;
|
||||
}
|
||||
|
||||
// ── Meeting ───────────────────────────────────────────────────────────
|
||||
|
||||
public void ShowMeetingAlert()
|
||||
{
|
||||
ShowToast("⚠ Meeting called! Head to the meeting point.");
|
||||
}
|
||||
|
||||
public void ShowMeetingPanel(List<PlayerInfo> players, MeetingStartedPayload payload)
|
||||
{
|
||||
if (_meetingPanel == null) return;
|
||||
_meetingPanel.SetActive(true);
|
||||
|
||||
if (_meetingHeader != null)
|
||||
_meetingHeader.text = payload.Type == MeetingType.BodyReport ? "BODY REPORTED!" : "EMERGENCY MEETING!";
|
||||
|
||||
// Make sure the result subpanel is hidden at start of a fresh meeting,
|
||||
// and the scroll list is visible (results phase will swap them).
|
||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
||||
|
||||
BuildMeetingVoteRows(players);
|
||||
UpdateMeetingPhaseStrip();
|
||||
}
|
||||
|
||||
private void BuildMeetingVoteRows(List<PlayerInfo> players)
|
||||
{
|
||||
// Clear old rows
|
||||
foreach (var r in _voteRows) if (r) UnityEngine.Object.Destroy(r);
|
||||
_voteRows.Clear();
|
||||
|
||||
if (_meetingScrollContent == null || players == null)
|
||||
{
|
||||
// Fall back to text list
|
||||
if (_meetingFallbackText != null)
|
||||
{
|
||||
_meetingFallbackText.gameObject.SetActive(true);
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var p in players ?? new List<PlayerInfo>())
|
||||
sb.AppendLine($"{p.DisplayName} [{p.State}]");
|
||||
_meetingFallbackText.text = sb.ToString();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
string myId = _gameClient.ClientUuid;
|
||||
bool canVote = !_isDead;
|
||||
|
||||
// Dynamic row height: spread the available scroll-area height
|
||||
// across however many players we have. Clamps so rows never get
|
||||
// tinier than legible (small phone, many players -> 80px) or
|
||||
// ridiculously tall (tablet, two players -> 140px).
|
||||
float rowH = ComputeVoteRowHeight(players.Count);
|
||||
|
||||
foreach (var player in players)
|
||||
{
|
||||
bool isMe = player.ClientUuid == myId;
|
||||
bool isAlive = player.State == PlayerState.Alive;
|
||||
var row = BuildVoteRow(player, isMe, isAlive, canVote && isAlive && !isMe, rowH);
|
||||
row.transform.SetParent(_meetingScrollContent, false);
|
||||
_voteRows.Add(row);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute a per-row height that fills the scroll viewport when there
|
||||
/// are few players, and shrinks (until scrolling kicks in) when there
|
||||
/// are many. Inputs are CanvasScaler reference coordinates, so the
|
||||
/// values are device-independent.
|
||||
/// </summary>
|
||||
private float ComputeVoteRowHeight(int playerCount)
|
||||
{
|
||||
if (playerCount <= 0) return 110f;
|
||||
// The scroll area occupies y=0.18 to y=0.74 of the canvas (per
|
||||
// InGameHUDBuilder.BuildMeetingPanel) and reference height is 1920.
|
||||
const float referenceHeight = 1920f;
|
||||
const float scrollFraction = 0.74f - 0.18f; // 0.56
|
||||
float available = referenceHeight * scrollFraction;
|
||||
float h = available / playerCount;
|
||||
return Mathf.Clamp(h, 80f, 140f);
|
||||
}
|
||||
|
||||
private GameObject BuildVoteRow(PlayerInfo player, bool isMe, bool isAlive, bool canVote, float rowH)
|
||||
{
|
||||
var go = new GameObject($"VoteRow_{player.ClientUuid}");
|
||||
var rt = go.AddComponent<RectTransform>();
|
||||
rt.sizeDelta = new Vector2(0, rowH);
|
||||
var le = go.AddComponent<LayoutElement>();
|
||||
le.minHeight = le.preferredHeight = rowH;
|
||||
|
||||
var bg = go.AddComponent<Image>();
|
||||
bg.color = isMe ? new Color(0.12f,0.18f,0.30f) : new Color(0.10f,0.12f,0.20f);
|
||||
|
||||
// Dead overlay
|
||||
if (!isAlive)
|
||||
{
|
||||
bg.color = new Color(0.08f,0.08f,0.10f,0.7f);
|
||||
}
|
||||
|
||||
// Name label - left 50% (was 65%, gave width back to tally + button)
|
||||
var namRT = MakeChild("Name", rt);
|
||||
namRT.anchorMin = new Vector2(0,0); namRT.anchorMax = new Vector2(0.50f,1);
|
||||
namRT.offsetMin = new Vector2(16,6); namRT.offsetMax = new Vector2(0,-6);
|
||||
var namTmp = namRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
namTmp.text = (player.IsOwner ? "👑 " : "") + (player.DisplayName ?? "???");
|
||||
namTmp.fontSize = 36;
|
||||
namTmp.color = !isAlive ? Color.gray : (isMe ? Color.white : new Color(0.73f,0.8f,0.88f));
|
||||
namTmp.fontStyle = isMe ? FontStyles.Bold : FontStyles.Normal;
|
||||
namTmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
|
||||
// Tally column - middle 18%, shows live vote count for this player
|
||||
var tallyRT = MakeChild("Tally", rt);
|
||||
tallyRT.anchorMin = new Vector2(0.50f,0); tallyRT.anchorMax = new Vector2(0.66f,1);
|
||||
tallyRT.offsetMin = Vector2.zero; tallyRT.offsetMax = Vector2.zero;
|
||||
var tallyTmp = tallyRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
tallyTmp.text = "";
|
||||
tallyTmp.fontSize = 30;
|
||||
tallyTmp.fontStyle = FontStyles.Bold;
|
||||
tallyTmp.color = new Color(1f,0.72f,0.10f); // C_YELLOW-ish
|
||||
tallyTmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
// Vote button - right 30% (interactability is updated each frame)
|
||||
var voteBtnRT = MakeChild("VoteBtn", rt);
|
||||
voteBtnRT.anchorMin = new Vector2(0.68f,0.10f); voteBtnRT.anchorMax = new Vector2(0.95f,0.90f);
|
||||
var voteBg = voteBtnRT.gameObject.AddComponent<Image>();
|
||||
voteBg.color = canVote ? new Color(0.2f,0.6f,1f) : new Color(0.2f,0.2f,0.2f,0.5f);
|
||||
var voteBtn = voteBtnRT.gameObject.AddComponent<Button>();
|
||||
voteBtn.targetGraphic = voteBg;
|
||||
voteBtn.interactable = canVote;
|
||||
string capturedId = player.ClientUuid;
|
||||
voteBtn.onClick.AddListener(() => GameManager.Instance?.CastVote(capturedId));
|
||||
var voteTxtRT = MakeChild("Txt", voteBtnRT);
|
||||
Stretch(voteTxtRT);
|
||||
var voteTmp = voteTxtRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
voteTmp.text = isAlive ? "VOTE" : "DEAD";
|
||||
voteTmp.fontSize = 28;
|
||||
voteTmp.fontStyle = FontStyles.Bold;
|
||||
voteTmp.color = Color.white;
|
||||
voteTmp.alignment = TextAlignmentOptions.Center;
|
||||
|
||||
// Voted-by-this-player checkmark (shown when the row's player has cast a vote)
|
||||
var votedRT = MakeChild("VotedTick", rt);
|
||||
votedRT.anchorMin = new Vector2(0.95f,0.20f); votedRT.anchorMax = new Vector2(1f,0.80f);
|
||||
var vtTmp = votedRT.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
vtTmp.text = "✓"; vtTmp.fontSize = 34;
|
||||
vtTmp.color = new Color(0.18f,0.75f,0.30f); vtTmp.alignment = TextAlignmentOptions.Center;
|
||||
votedRT.gameObject.SetActive(false);
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame meeting UI update. Computes the meeting sub-phase from the
|
||||
/// timestamps in MeetingStartedPayload (server doesn't broadcast a
|
||||
/// discrete discussion-end event) and uses it to drive the countdown
|
||||
/// label, progress bar, vote-button interactivity, live tallies, and
|
||||
/// "Your vote: X" indicator.
|
||||
/// </summary>
|
||||
private void UpdateMeetingPhaseStrip()
|
||||
{
|
||||
var s = _state;
|
||||
if (s == null) return;
|
||||
// Only run if we're actually in a meeting; phase Playing skips the work.
|
||||
if (s.Phase != GamePhase.Meeting && s.LastVoteResult == null) return;
|
||||
|
||||
var sub = s.GetMeetingSubPhase();
|
||||
|
||||
// ── Sub-phase label + countdown text + progress bar ───────────────
|
||||
string label;
|
||||
switch (sub)
|
||||
{
|
||||
case MeetingSubPhase.Arrival: label = "ARRIVAL"; break;
|
||||
case MeetingSubPhase.Discussion: label = "DISCUSSION"; break;
|
||||
case MeetingSubPhase.Voting: label = "VOTING"; break;
|
||||
case MeetingSubPhase.Resolved: label = "RESULTS"; break;
|
||||
default: label = ""; break;
|
||||
}
|
||||
if (_meetingPhaseLabel != null) _meetingPhaseLabel.text = label;
|
||||
|
||||
if (s.ActiveMeeting != null && sub != MeetingSubPhase.Resolved)
|
||||
{
|
||||
var deadline = s.GetMeetingSubPhaseDeadline(sub);
|
||||
var remaining = (deadline - DateTime.UtcNow).TotalSeconds;
|
||||
if (remaining < 0) remaining = 0;
|
||||
|
||||
if (_meetingPhaseCountdown != null)
|
||||
{
|
||||
int mins = (int)(remaining / 60);
|
||||
int secs = (int)(remaining % 60);
|
||||
string verb = sub == MeetingSubPhase.Voting ? "Voting ends in"
|
||||
: sub == MeetingSubPhase.Discussion ? "Voting begins in"
|
||||
: "Arrival ends in";
|
||||
_meetingPhaseCountdown.text = $"{verb} {mins}:{secs:D2}";
|
||||
}
|
||||
|
||||
// Progress bar drains over the current sub-phase. The server
|
||||
// doesn't tell us when the meeting started, so we can only
|
||||
// compute a meaningful fill for Discussion (start = arrival
|
||||
// deadline) and Voting (start = discussion end / arrival
|
||||
// deadline). Arrival's start time is unknown here; show full.
|
||||
if (_meetingPhaseProgressBar != null)
|
||||
{
|
||||
if (sub == MeetingSubPhase.Arrival)
|
||||
{
|
||||
_meetingPhaseProgressBar.fillAmount = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
DateTime start = sub == MeetingSubPhase.Discussion
|
||||
? s.ActiveMeeting.ArrivalDeadline
|
||||
: (s.ActiveMeeting.DiscussionEndTime ?? s.ActiveMeeting.ArrivalDeadline);
|
||||
var total = (deadline - start).TotalSeconds;
|
||||
var elapsed = (DateTime.UtcNow - start).TotalSeconds;
|
||||
float fill = total > 0.001
|
||||
? Mathf.Clamp01(1f - (float)(elapsed / total))
|
||||
: 0f;
|
||||
_meetingPhaseProgressBar.fillAmount = fill;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_meetingPhaseCountdown != null) _meetingPhaseCountdown.text = "";
|
||||
if (_meetingPhaseProgressBar != null) _meetingPhaseProgressBar.fillAmount = 0f;
|
||||
}
|
||||
|
||||
// ── Vote button gating + per-row tally / voted-indicator ──────────
|
||||
bool votingOpen = sub == MeetingSubPhase.Voting && !_isDead;
|
||||
bool iAmArrived = s.ActiveMeeting == null
|
||||
|| s.ArrivedPlayerIds.Contains(_gameClient.ClientUuid);
|
||||
|
||||
// Skip button mirrors the same gate
|
||||
if (_skipButton != null) _skipButton.interactable = votingOpen && iAmArrived;
|
||||
|
||||
foreach (var row in _voteRows)
|
||||
{
|
||||
if (row == null) continue;
|
||||
string rowUuid = row.name.Replace("VoteRow_", "");
|
||||
|
||||
// Voted-tick: this row's player has cast a vote
|
||||
var tick = row.transform.Find("VotedTick")?.gameObject;
|
||||
if (tick != null) tick.SetActive(s.VotedPlayerIds.Contains(rowUuid));
|
||||
|
||||
// Tally text: how many votes is this row's player receiving?
|
||||
var tally = row.transform.Find("Tally")?.GetComponent<TMP_Text>();
|
||||
if (tally != null)
|
||||
{
|
||||
s.VoteTallies.TryGetValue(rowUuid, out var count);
|
||||
tally.text = count > 0 ? count.ToString() : "";
|
||||
}
|
||||
|
||||
// Vote button: gate by sub-phase + arrival + alive + not-self
|
||||
var btnGO = row.transform.Find("VoteBtn")?.gameObject;
|
||||
if (btnGO != null)
|
||||
{
|
||||
var btn = btnGO.GetComponent<Button>();
|
||||
var btnImg = btnGO.GetComponent<Image>();
|
||||
var rowPlayer = s.Players?.FirstOrDefault(p => p.ClientUuid == rowUuid);
|
||||
bool isMe = rowUuid == _gameClient.ClientUuid;
|
||||
bool rowAlive = rowPlayer?.State == PlayerState.Alive;
|
||||
|
||||
bool canPress = votingOpen && iAmArrived && rowAlive && !isMe;
|
||||
if (btn != null) btn.interactable = canPress;
|
||||
if (btnImg != null)
|
||||
btnImg.color = canPress ? new Color(0.2f,0.6f,1f)
|
||||
: new Color(0.2f,0.2f,0.2f,0.5f);
|
||||
|
||||
// Mark the row's button if it's the local player's chosen vote
|
||||
if (s.MyVoteTarget != null && s.MyVoteTarget == rowUuid && btnImg != null)
|
||||
btnImg.color = new Color(0.2f,0.75f,0.30f); // green = your vote
|
||||
}
|
||||
}
|
||||
|
||||
// ── My vote indicator strip ───────────────────────────────────────
|
||||
if (_myVoteIndicator != null)
|
||||
{
|
||||
if (s.LastVoteResult != null) _myVoteIndicator.text = "";
|
||||
else if (!iAmArrived) _myVoteIndicator.text = "Travel to the meeting point to vote";
|
||||
else if (sub == MeetingSubPhase.Discussion) _myVoteIndicator.text = "Discussion - voting opens shortly";
|
||||
else if (sub == MeetingSubPhase.Arrival) _myVoteIndicator.text = "Waiting for players to arrive";
|
||||
else if (s.MyVoteTarget == null) _myVoteIndicator.text = "Cast your vote";
|
||||
else if (s.MyVoteTarget == GameState.VoteSkip) _myVoteIndicator.text = "You voted: SKIP";
|
||||
else
|
||||
{
|
||||
var target = s.Players?.FirstOrDefault(p => p.ClientUuid == s.MyVoteTarget);
|
||||
_myVoteIndicator.text = $"You voted for: {target?.DisplayName ?? s.MyVoteTarget}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void AppendVoteInstruction()
|
||||
{
|
||||
// no-op - vote instructions are embedded in the row buttons
|
||||
}
|
||||
|
||||
public void ShowVoteResult(VotingClosedPayload payload, List<PlayerInfo> players)
|
||||
{
|
||||
// Swap scroll list out, result subpanel in. They occupy the same
|
||||
// anchor region (0.18-0.74) so the result text replaces the vote
|
||||
// rows rather than overlapping them.
|
||||
if (_meetingScrollGO != null) _meetingScrollGO.SetActive(false);
|
||||
if (_voteResultPanel != null) _voteResultPanel.SetActive(true);
|
||||
// Skip + my-vote strips are no longer relevant once voting ended.
|
||||
if (_skipButton != null) _skipButton.gameObject.SetActive(false);
|
||||
if (_myVoteIndicator != null) _myVoteIndicator.text = "";
|
||||
|
||||
if (_voteResultText != null)
|
||||
{
|
||||
// Build a compact tally summary alongside the headline.
|
||||
var sb = new System.Text.StringBuilder();
|
||||
if (payload.WasTie)
|
||||
sb.AppendLine("⚖ TIE — nobody ejected.");
|
||||
else if (string.IsNullOrEmpty(payload.EjectedPlayerId))
|
||||
sb.AppendLine("Nobody ejected (skip).");
|
||||
else
|
||||
{
|
||||
var ej = players?.Find(p => p.ClientUuid == payload.EjectedPlayerId);
|
||||
sb.AppendLine($"🚪 {ej?.DisplayName ?? payload.EjectedPlayerId} ejected!");
|
||||
}
|
||||
|
||||
if (payload.VoteCounts != null && payload.VoteCounts.Count > 0)
|
||||
{
|
||||
sb.AppendLine();
|
||||
foreach (var kv in payload.VoteCounts.OrderByDescending(p => p.Value))
|
||||
{
|
||||
if (kv.Value <= 0) continue;
|
||||
string name = kv.Key == GameState.VoteSkip
|
||||
? "(skip)"
|
||||
: (players?.Find(p => p.ClientUuid == kv.Key)?.DisplayName ?? kv.Key);
|
||||
sb.AppendLine($"<size=24>{name}: {kv.Value}</size>");
|
||||
}
|
||||
}
|
||||
_voteResultText.text = sb.ToString();
|
||||
}
|
||||
|
||||
// Auto-close meeting panel after 5 s. Track the handle so we can
|
||||
// cancel it if the game ends or returns to lobby before it fires
|
||||
// (otherwise the coroutine fires mid-GameEndPanel and hides nothing
|
||||
// useful while the meeting overlay sits visibly stacked on top).
|
||||
CancelMeetingAutoClose();
|
||||
var gm = GameManager.Instance;
|
||||
if (gm != null) _meetingCloseCoroutine = gm.StartCoroutine(CloseMeetingAfterDelay(5f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hide the meeting/vote panels immediately and cancel any pending
|
||||
/// auto-close coroutine. Resets internal toggles (skip/result/scroll
|
||||
/// visibility) so the next meeting starts from a clean state. Safe to
|
||||
/// call from any phase transition.
|
||||
/// </summary>
|
||||
public void HideMeetingPanel()
|
||||
{
|
||||
CancelMeetingAutoClose();
|
||||
if (_meetingPanel) _meetingPanel.SetActive(false);
|
||||
if (_voteResultPanel) _voteResultPanel.SetActive(false);
|
||||
if (_meetingScrollGO) _meetingScrollGO.SetActive(true);
|
||||
if (_skipButton) _skipButton.gameObject.SetActive(true);
|
||||
if (_myVoteIndicator) _myVoteIndicator.text = "";
|
||||
if (_meetingPhaseLabel) _meetingPhaseLabel.text = "";
|
||||
if (_meetingPhaseCountdown) _meetingPhaseCountdown.text = "";
|
||||
if (_meetingPhaseProgressBar) _meetingPhaseProgressBar.fillAmount = 0f;
|
||||
}
|
||||
|
||||
private void CancelMeetingAutoClose()
|
||||
{
|
||||
if (_meetingCloseCoroutine != null)
|
||||
{
|
||||
var gm = GameManager.Instance;
|
||||
if (gm != null) gm.StopCoroutine(_meetingCloseCoroutine);
|
||||
_meetingCloseCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
private System.Collections.IEnumerator CloseMeetingAfterDelay(float delay)
|
||||
{
|
||||
yield return new UnityEngine.WaitForSeconds(delay);
|
||||
// Use HideMeetingPanel so we restore the scroll/skip/indicator
|
||||
// state for the next meeting, not just hide the root panel.
|
||||
HideMeetingPanel();
|
||||
_meetingCloseCoroutine = null;
|
||||
}
|
||||
|
||||
// ── Sabotage ──────────────────────────────────────────────────────────
|
||||
|
||||
public void ShowSabotageTimer(DateTime deadline)
|
||||
{
|
||||
_sabotageMeltdownDeadline = deadline;
|
||||
_sabotageTimerActive = true;
|
||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
||||
if (_sabotageTimerText) _sabotageTimerText.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void HideSabotageTimer()
|
||||
{
|
||||
_sabotageTimerActive = false;
|
||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
||||
SetCommsBlackout(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the comms-blackout flag and (when active) raise the sabotage
|
||||
/// banner with a clear "comms down" message. The flag is read by
|
||||
/// GameManager_Tasks.UpdateProximity to suppress the REPORT/EMERGENCY
|
||||
/// action button while comms are jammed - this gives the player the
|
||||
/// visible reason why those buttons disappeared.
|
||||
/// </summary>
|
||||
public void SetCommsBlackout(bool active)
|
||||
{
|
||||
_commsBlackout = active;
|
||||
if (active)
|
||||
{
|
||||
if (_sabotagePanel) _sabotagePanel.SetActive(true);
|
||||
if (_sabotageTimerText)
|
||||
{
|
||||
_sabotageTimerText.gameObject.SetActive(true);
|
||||
_sabotageTimerText.text = "📡 COMMS DOWN — reports & meetings disabled";
|
||||
}
|
||||
}
|
||||
else if (!_sabotageTimerActive)
|
||||
{
|
||||
// Only tear the banner down if no meltdown timer is using it.
|
||||
if (_sabotagePanel) _sabotagePanel.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Game end ──────────────────────────────────────────────────────────
|
||||
|
||||
public void ShowGameEndPanel(GameEndedPayload payload, string myUuid)
|
||||
{
|
||||
if (_gameEndPanel) _gameEndPanel.SetActive(true);
|
||||
if (_gameEndText != null)
|
||||
{
|
||||
bool won = payload.Winners?.Contains(myUuid) ?? false;
|
||||
string title = won ? "<color=#FFB800>🏆 VICTORY</color>" : "<color=#C43232>💔 DEFEAT</color>";
|
||||
string faction = payload.WinningFaction == "Impostor" ? "Impostors win!" : "Crew wins!";
|
||||
|
||||
// Non-owners can't actually return to lobby themselves; tell
|
||||
// them who they're waiting on so the panel doesn't read as
|
||||
// "tap leave or stare at the wall." If we can't find an
|
||||
// owner record, fall back to a generic message.
|
||||
string waitMessage = "";
|
||||
if (!_gameClient.IsOwner)
|
||||
{
|
||||
var s = _state;
|
||||
var host = s?.Players?.Find(p => p.IsOwner);
|
||||
string hostName = host?.DisplayName ?? "the host";
|
||||
waitMessage = $"\n\n<size=32>Waiting for {hostName} to return to lobby...</size>";
|
||||
}
|
||||
_gameEndText.text = $"{title}\n{faction}\n<size=38>{payload.Reason}</size>{waitMessage}";
|
||||
}
|
||||
|
||||
// Show "Return to Lobby" only for the host
|
||||
if (_returnToLobbyBtn != null)
|
||||
_returnToLobbyBtn.gameObject.SetActive(_gameClient.IsOwner);
|
||||
}
|
||||
|
||||
// ── Toast ─────────────────────────────────────────────────────────────
|
||||
|
||||
public void ShowToast(string message)
|
||||
{
|
||||
if (_state != null) { _state.ToastMessage = message; _state.ToastExpiry = UnityEngine.Time.time + 4f; }
|
||||
if (_toastGO == null) return;
|
||||
_toastGO.SetActive(true);
|
||||
if (_toastText != null) _toastText.text = message;
|
||||
}
|
||||
|
||||
private void TickToast()
|
||||
{
|
||||
var s = _state;
|
||||
if (_toastGO == null) return;
|
||||
|
||||
if (s != null && !string.IsNullOrEmpty(s.ToastMessage) && UnityEngine.Time.time < s.ToastExpiry)
|
||||
{
|
||||
_toastGO.SetActive(true);
|
||||
if (_toastText != null) _toastText.text = s.ToastMessage;
|
||||
}
|
||||
else
|
||||
{
|
||||
_toastGO.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Canvas switching ──────────────────────────────────────────────────
|
||||
|
||||
private void SetCanvases(bool createJoin, bool inLobby, bool loading, bool game)
|
||||
{
|
||||
EnsureCanvasReady(ClientCreateJoinLobby);
|
||||
EnsureCanvasReady(ClientInLobby);
|
||||
EnsureCanvasReady(ClientLoadingScreen);
|
||||
EnsureCanvasReady(ClientGameScreen);
|
||||
|
||||
if (ClientCreateJoinLobby) ClientCreateJoinLobby.gameObject.SetActive(createJoin);
|
||||
if (ClientInLobby) ClientInLobby.gameObject.SetActive(inLobby);
|
||||
if (ClientLoadingScreen) ClientLoadingScreen.gameObject.SetActive(loading);
|
||||
if (ClientGameScreen) ClientGameScreen.gameObject.SetActive(game);
|
||||
}
|
||||
|
||||
// ── Utilities ─────────────────────────────────────────────────────────
|
||||
|
||||
private static void EnsureCanvasReady(Canvas canvas)
|
||||
{
|
||||
if (canvas == null) return;
|
||||
if (!canvas.enabled) canvas.enabled = true;
|
||||
var t = canvas.transform;
|
||||
if (t != null)
|
||||
{
|
||||
var s = t.localScale;
|
||||
if (Mathf.Abs(s.x) < 0.001f || Mathf.Abs(s.y) < 0.001f || Mathf.Abs(s.z) < 0.001f)
|
||||
t.localScale = Vector3.one;
|
||||
}
|
||||
}
|
||||
|
||||
private static TMP_Text FindTMP(Transform root, string name)
|
||||
{
|
||||
if (root == null) return null;
|
||||
foreach (var tmp in root.GetComponentsInChildren<TMP_Text>(true))
|
||||
if (tmp != null && tmp.name == name) return tmp;
|
||||
return null;
|
||||
}
|
||||
|
||||
private static Transform FindTransform(Transform root, string name)
|
||||
{
|
||||
if (root == null) return null;
|
||||
foreach (Transform t in root.GetComponentsInChildren<Transform>(true))
|
||||
if (t.name == name) return t;
|
||||
return null;
|
||||
}
|
||||
|
||||
private static GameObject FindTransformGO(Transform root, string name)
|
||||
=> FindTransform(root, name)?.gameObject;
|
||||
|
||||
private static RectTransform MakeChild(string name, RectTransform parent)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
var rt = go.AddComponent<RectTransform>();
|
||||
rt.SetParent(parent, false);
|
||||
rt.localScale = Vector3.one;
|
||||
return rt;
|
||||
}
|
||||
|
||||
private static void Stretch(RectTransform rt)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
||||
@@ -1,53 +1,22 @@
|
||||
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public enum TaskType
|
||||
{
|
||||
Task //TODO: Typy úkolù
|
||||
Task
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 (double, double) TaskLocation { get; set; } // Poloha na mapě
|
||||
public bool IsCompleted { get; } // Stav dokončení úkolu
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
||||
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
||||
void Complete(); // Označit úkol jako dokončený
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
*/
|
||||
@@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 743fed9d96a90254c88556de9fee92b0
|
||||
guid: 00f17be43b5049645915f193bf99516b
|
||||