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14 Commits

Author SHA1 Message Date
gravitrax-bublina
213e894640 Remove unused placeholder model asset 2026-05-22 20:52:55 +02:00
gravitrax-bublina
abc5801b18 Remove unused placeholder model assets 2026-05-21 19:57:45 +02:00
gravitrax-bublina
3b2a5a0677 Remove unused placeholder model assets 2026-05-21 19:39:54 +02:00
gravitrax-bublina
e4970c738f Set URP pipeline assets for Happy Wheel 2026-05-17 15:01:07 +02:00
gravitrax-bublina
bd646df706 Add brambora variant used by Happy Wheel scene 2026-05-17 14:47:47 +02:00
gravitrax-bublina
8ab0a350f3 Update Happy Wheel for current Unity version 2026-05-17 14:25:03 +02:00
gravitrax-bublina
f9d2a951da Add Happy Wheel prefab meta files 2026-05-17 13:31:47 +02:00
gravitrax-bublina
059cfa6d28 Add ArenaRoot prefab and prefab meta files 2026-05-17 13:30:45 +02:00
gravitrax-bublina
f2931c1c0b Relink Happy Wheel scene to new prefab assets 2026-05-17 13:23:33 +02:00
gravitrax-bublina
176bb7a704 Update Happy Wheel scene and remaining prefabs 2026-05-17 12:59:09 +02:00
gravitrax-bublina
2c13a899d7 Add missing Happy Wheel prefabs and fix scene references 2026-05-17 12:54:22 +02:00
gravitrax-bublina
d2e3adbacc Adapt Happy Wheel to shared ITask from main 2026-05-17 12:07:41 +02:00
gravitrax-bublina
6d660f5d89 tahle minihra je plne funkcni, nema zadne negr style nazvy a itask i assety i design i cokoliv dalsiho je implementovane 2026-05-17 09:55:14 +02:00
gravitrax-bublina
3ac90ed7b6 Add NegrBagrJaromirJagr minigame 2026-04-26 14:35:54 +02:00
128 changed files with 15099 additions and 6820 deletions

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@@ -1,13 +0,0 @@
{
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"Bash(mkdir:*)",
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4
.gitignore vendored
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@@ -186,6 +186,7 @@ StyleCopReport.xml
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
@@ -304,6 +305,7 @@ PublishScripts/
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
@@ -499,5 +501,3 @@ FodyWeavers.xsd
# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
.utmp/

5
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10
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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);
}
}

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//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
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 mapě
public bool IsCompleted { get; } // Stav dokončení úkolu
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
}
/* Ukázoková implementace ITask
public class Wires : ITask{
public string TaskID { get; set; } // Unikátní ID úkolu pro server
public TaskType TaskType { get; set; } // Typ úkolu
public string TaskName { get; set; } // Viditelný název úkolu
public (double, double) TaskLocation { get; set; } // Poloha na mapì
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
private Action<ITask> _onCompleted;
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
{
onExit?.Invoke(this);
}
public void Complete() // Dokonèení tasku a zavøení
{
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(null);
}
}
*/
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
void Complete(); // Označit úkol jako dokončený
}

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113
Assets/GlassPiece.cs Normal file
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using UnityEngine;
public class GlassPiece : MonoBehaviour
{
public int PieceIndex { get; private set; }
public bool IsBroken { get; private set; }
[SerializeField] private float maxHealth = 1000f;
[Header("Damage Visuals")]
[SerializeField] private float damagedAlpha = 0.85f;
private float currentHealth;
private Rigidbody rb;
private Renderer rend;
private Vector3 originalScale;
private Color intactColor = Color.white;
private void Awake()
{
rb = GetComponent<Rigidbody>();
rend = GetComponent<Renderer>();
if (rend == null)
rend = GetComponentInChildren<Renderer>();
originalScale = transform.localScale;
if (rend != null)
{
if (rend.material.HasProperty("_BaseColor"))
intactColor = rend.material.GetColor("_BaseColor");
else if (rend.material.HasProperty("_Color"))
intactColor = rend.material.color;
}
}
public void Initialize(int index, float startHealth)
{
PieceIndex = index;
maxHealth = startHealth;
currentHealth = startHealth;
IsBroken = false;
if (rb != null)
{
rb.isKinematic = true;
rb.useGravity = false;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
transform.localScale = originalScale;
UpdateVisual();
}
public bool ApplyDamage(float damage, Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return false;
currentHealth = Mathf.Max(0f, currentHealth - damage);
UpdateVisual();
if (currentHealth <= 0f)
{
Break(hitPoint, impulseDirection, impulseStrength);
return true;
}
return false;
}
private void UpdateVisual()
{
if (rend == null) return;
float damage01 = 1f - (currentHealth / maxHealth);
float visualT = Mathf.Pow(damage01, 0.8f);
Color targetColor = new Color(1f, 1f, 1f, damagedAlpha);
Color finalColor = Color.Lerp(intactColor, targetColor, visualT);
if (rend.material.HasProperty("_BaseColor"))
rend.material.SetColor("_BaseColor", finalColor);
else if (rend.material.HasProperty("_Color"))
rend.material.color = finalColor;
float shrink = Mathf.Lerp(1f, 0.92f, visualT * 0.25f);
transform.localScale = originalScale * shrink;
}
private void Break(Vector3 hitPoint, Vector3 impulseDirection, float impulseStrength)
{
if (IsBroken) return;
IsBroken = true;
transform.SetParent(null, true);
if (rb != null)
{
rb.isKinematic = false;
rb.useGravity = true;
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
if (impulseDirection.sqrMagnitude < 0.0001f)
impulseDirection = transform.forward;
rb.AddForceAtPosition(impulseDirection.normalized * impulseStrength, hitPoint, ForceMode.Impulse);
}
}
}

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@@ -0,0 +1,194 @@
using System.Collections.Generic;
using UnityEngine;
public class GlassRingController : MonoBehaviour
{
[Header("Auto Setup")]
public bool autoCollectOnAwake = true;
public bool includeInactive = true;
public float pieceMaxHealth = 100f;
[Header("Rotation")]
public float rotationSpeedDegrees = 45f;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip damageClip;
public AudioClip breakClip;
[Range(0f, 1f)] public float damageVolume = 0.7f;
[Range(0f, 1f)] public float breakVolume = 1f;
private GlassPiece[] pieces;
public GlassPiece[] Pieces => pieces;
private void Awake()
{
if (audioSource == null)
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (Application.isPlaying && autoCollectOnAwake)
{
CollectPiecesFromChildren();
}
}
private void Update()
{
if (!Application.isPlaying || Mathf.Abs(rotationSpeedDegrees) < 0.001f)
return;
transform.Rotate(Vector3.right, rotationSpeedDegrees * Time.deltaTime, Space.World);
}
[ContextMenu("Collect Pieces From Children")]
public void CollectPiecesFromChildren()
{
List<GlassPiece> foundPieces = new List<GlassPiece>();
Transform[] allChildren = GetComponentsInChildren<Transform>(includeInactive);
foreach (Transform t in allChildren)
{
if (t == transform) continue;
Renderer rend = t.GetComponent<Renderer>();
if (rend == null)
rend = t.GetComponentInChildren<Renderer>();
if (rend == null)
continue;
Collider col = t.GetComponent<Collider>();
bool invalidMeshCollider = false;
MeshCollider existingMeshCollider = col as MeshCollider;
if (existingMeshCollider != null && existingMeshCollider.sharedMesh == null)
{
invalidMeshCollider = true;
}
if (col == null || invalidMeshCollider)
{
if (invalidMeshCollider)
Destroy(existingMeshCollider);
BoxCollider box = t.GetComponent<BoxCollider>();
if (box == null)
box = t.gameObject.AddComponent<BoxCollider>();
Bounds worldBounds = rend.bounds;
Vector3 localCenter = t.InverseTransformPoint(worldBounds.center);
box.center = localCenter;
Vector3 lossy = t.lossyScale;
box.size = new Vector3(
worldBounds.size.x / Mathf.Max(lossy.x, 0.0001f),
worldBounds.size.y / Mathf.Max(lossy.y, 0.0001f),
worldBounds.size.z / Mathf.Max(lossy.z, 0.0001f)
);
col = box;
}
GlassPiece piece = t.GetComponent<GlassPiece>();
if (piece == null)
piece = t.gameObject.AddComponent<GlassPiece>();
Rigidbody rb = t.GetComponent<Rigidbody>();
if (rb == null)
rb = t.gameObject.AddComponent<Rigidbody>();
rb.isKinematic = true;
rb.useGravity = false;
foundPieces.Add(piece);
}
foundPieces.Sort((a, b) =>
{
float angleA = Mathf.Atan2(a.transform.localPosition.z, a.transform.localPosition.x);
float angleB = Mathf.Atan2(b.transform.localPosition.z, b.transform.localPosition.x);
return angleA.CompareTo(angleB);
});
pieces = foundPieces.ToArray();
for (int i = 0; i < pieces.Length; i++)
{
pieces[i].Initialize(i, pieceMaxHealth);
}
Debug.Log($"GlassRingController: collected {pieces.Length} pieces.");
}
public void ApplyProjectileImpact(int hitIndex, ProjectileBehaviour projectile, float charge01, Vector3 hitPoint)
{
if (pieces == null || pieces.Length == 0) return;
float sigma = Mathf.Max(0.01f, projectile.sigma);
float chargeMultiplier = 0.55f + 1.45f * Mathf.Pow(charge01, 1.4f);
bool anyHealthChanged = false;
bool anyNewBreak = false;
for (int i = 0; i < pieces.Length; i++)
{
GlassPiece piece = pieces[i];
if (piece == null || piece.IsBroken) continue;
int d = CircularDistance(i, hitIndex, pieces.Length);
float gaussian = Mathf.Exp(-(d * d) / (2f * sigma * sigma));
if (gaussian < 0.005f) continue;
float damage = projectile.baseDamage * chargeMultiplier * gaussian;
if (i == hitIndex)
damage *= projectile.directHitMultiplier;
Vector3 impulseDir = piece.transform.position - hitPoint;
if (impulseDir.sqrMagnitude < 0.0001f)
impulseDir = piece.transform.position - transform.position;
float impulse = projectile.breakImpulse * chargeMultiplier * gaussian;
if (i == hitIndex)
impulse *= projectile.directHitMultiplier;
bool brokeNow = piece.ApplyDamage(damage, hitPoint, impulseDir, impulse);
anyHealthChanged = true;
if (brokeNow)
anyNewBreak = true;
}
if (anyNewBreak)
{
PlayBreakSound();
}
else if (anyHealthChanged)
{
PlayDamageSound();
}
}
private void PlayDamageSound()
{
if (audioSource != null && damageClip != null)
audioSource.PlayOneShot(damageClip, damageVolume);
}
private void PlayBreakSound()
{
if (audioSource != null && breakClip != null)
audioSource.PlayOneShot(breakClip, breakVolume);
}
private int CircularDistance(int a, int b, int count)
{
int raw = Mathf.Abs(a - b);
return Mathf.Min(raw, count - raw);
}
}

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title: Universal Mobile 3D Template
sections:
- heading: Welcome to the Universal Render Pipeline
text: This template includes the settings and assets you need to start creating with the Universal Render Pipeline.
- heading: Welcome to the Universal Mobile 3D Template
text: This template sets up the right Project settings for developing a 3D game
on mobile. Also it includes some of the recommended packages for developing
on mobile.
linkText:
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- heading: URP Documentation
text:
linkText: Read more about URP
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url:
- heading: Forums iOS
text:
linkText: Get answers and support
url: https://forum.unity.com/forums/universal-render-pipeline.383/
- heading: Report bugs
text:
linkText: Submit a report
url: https://discussions.unity.com/tag/iOS
- heading: Forums Android
text:
linkText: Get answers and support
url: https://discussions.unity.com/tag/Android
- heading: Bugs
text:
linkText: Report any bugs
url: https://unity3d.com/unity/qa/bug-reporting
- heading: Template feedback
text:
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url: https://unitysoftware.co1.qualtrics.com/jfe/form/SV_b8GWOIYxi4l6PDE?templatename=mobile3d
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using UnityEngine;
// Old placeholder file kept only so the project compiles cleanly.
// Actual gameplay now lives in TimingWheelShooter.
public class RingShooterMinigameController : MonoBehaviour
{
}

11
Assets/RotateDiamond.cs Normal file
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using UnityEngine;
public class RotateDiamond : MonoBehaviour
{
public float rotationSpeed = 90f;
void Update()
{
transform.Rotate(Vector3.forward, rotationSpeed * Time.deltaTime, Space.Self);
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using UnityEngine;
public class FollowParentPositionOnly : MonoBehaviour
{
public Transform parent;
private Quaternion initialRotation;
private Vector3 worldOffset;
void Start()
{
if (parent == null)
parent = transform.parent;
// Store offset in WORLD space
worldOffset = transform.position - parent.position;
initialRotation = transform.rotation;
}
void LateUpdate()
{
if (parent == null) return;
// Move child using stored world offset
transform.position = parent.position + worldOffset;
transform.rotation = initialRotation;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b159266533f64ba4eb30ef6112cc4611

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@@ -1,30 +0,0 @@
using UnityEngine;
public class GyroPlatformController : MonoBehaviour
{
public Rigidbody ball;
public float forceStrength = 30f;
public float dampingPerSecond = 0.9f;
void Start()
{
if (SystemInfo.supportsGyroscope)
{
Input.gyro.enabled = true;
}
}
void FixedUpdate()
{
if (ball == null) return;
Vector3 g = Input.gyro.gravity;
Vector3 force = new Vector3(g.x, 0f, g.y);
ball.AddForce(force * forceStrength, ForceMode.Acceleration);
float frameDamping = Mathf.Pow(dampingPerSecond, Time.deltaTime);
ball.linearVelocity *= frameDamping;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d665da208a5a3ad408e85341263c60e5

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@@ -1,33 +0,0 @@
using UnityEngine;
public class HoleGoalTrigger : MonoBehaviour
{
[Tooltip("Optional: assign the ball rigidbody or leave empty to accept any Rigidbody with tag Ball.")]
public Rigidbody ballRigidbody;
[Tooltip("If true, checks tag 'Ball' when ballRigidbody not assigned.")]
public bool requireBallTag = true;
public System.Action OnBallScored;
private void OnTriggerEnter(Collider other)
{
if (ballRigidbody != null)
{
if (other.attachedRigidbody == ballRigidbody)
{
OnBallScored?.Invoke();
}
return;
}
if (other.attachedRigidbody == null) return;
if (requireBallTag)
{
if (!other.CompareTag("Ball")) return;
}
OnBallScored?.Invoke();
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
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@@ -1,30 +0,0 @@
using UnityEngine;
public class PlayAudioOnCamera : MonoBehaviour
{
public AudioClip clip; // assign your audio file in the Inspector
private AudioSource audioSource;
void Start()
{
// Get or add an AudioSource to this GameObject
audioSource = gameObject.GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
// Assign the audio clip
if (clip != null)
{
audioSource.clip = clip;
audioSource.playOnAwake = false;
audioSource.loop = false; // change to true if you want looping
audioSource.Play();
}
else
{
Debug.LogWarning("PlayAudioOnCamera: No audio clip assigned!");
}
}
}

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using UnityEngine;
public class TeleportOnTrigger : MonoBehaviour
{
[Header("Teleport Target")]
public Transform targetPosition;
private void OnTriggerEnter(Collider other)
{
if (targetPosition == null) return;
Rigidbody rb = other.attachedRigidbody;
if (rb != null)
{
// STOP ALL MOTION
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
// TELEPORT
rb.position = targetPosition.position;
}
else
{
// Non-physics objects
other.transform.position = targetPosition.position;
}
}
}

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@@ -1,187 +0,0 @@
using System;
using UnityEngine;
public class TiltHoleMiniGameManager : MonoBehaviour, ITask
{
// =========================
// ITask PROPERTIES
// =========================
public string TaskID { get; private set; } = "TILT_HOLE_01";
public TaskType TaskType { get; private set; } = TaskType.Task;
public string TaskName { get; private set; } = "Tilt Ball Into Hole";
public (double, double) TaskLocation { get; private set; } = (0, 0);
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompletedCallback;
// =========================
// MINIGAME REFERENCES
// =========================
[Header("References")]
public GyroPlatformController platformController;
public HoleGoalTrigger goalTrigger;
public Rigidbody ball;
[Header("Audio")]
public AudioClip startSound;
public AudioClip winSound;
private AudioSource audioSource;
[Header("Game State")]
public bool isActive = false;
[Header("Win Behavior")]
public bool freezeOnWin = true;
public bool disableBallOnWin = false;
// =========================
// UNITY LIFECYCLE
// =========================
void Awake()
{
if (platformController == null) platformController = FindFirstObjectByType<GyroPlatformController>();
if (goalTrigger == null) goalTrigger = FindFirstObjectByType<HoleGoalTrigger>();
if (Camera.main != null)
{
audioSource = Camera.main.GetComponent<AudioSource>();
if (audioSource == null)
audioSource = Camera.main.gameObject.AddComponent<AudioSource>();
}
}
void Start()
{
if (goalTrigger != null)
{
goalTrigger.OnBallScored += HandleWin;
}
if (ball != null && goalTrigger != null)
{
goalTrigger.ballRigidbody = ball;
}
}
void OnDestroy()
{
if (goalTrigger != null)
goalTrigger.OnBallScored -= HandleWin;
}
// =========================
// TASK LIFECYCLE
// =========================
public void Initialize(Action<ITask> onCompleted)
{
Debug.Log("Initializing Tilt Hole Task");
IsCompleted = false;
isActive = true;
_onCompletedCallback = onCompleted;
if (platformController != null)
platformController.enabled = true;
if (ball != null)
{
ball.isKinematic = false;
ball.linearVelocity = Vector3.zero;
ball.angularVelocity = Vector3.zero;
}
if (startSound != null && audioSource != null)
{
audioSource.PlayOneShot(startSound);
}
}
public void ExitTask(Action<ITask> onExit)
{
Debug.Log("Exiting Tilt Hole Task");
isActive = false;
if (platformController != null)
platformController.enabled = false;
onExit?.Invoke(this);
}
public void Complete()
{
if (IsCompleted) return;
Debug.Log("Task Complete: Tilt Hole");
IsCompleted = true;
isActive = false;
if (winSound != null && audioSource != null)
{
audioSource.PlayOneShot(winSound);
}
_onCompletedCallback?.Invoke(this);
ExitTask(null);
}
// =========================
// MINIGAME WIN EVENT
// =========================
private void HandleWin()
{
if (!isActive) return;
Debug.Log("Ball reached hole.");
if (freezeOnWin)
{
if (platformController != null)
platformController.enabled = false;
if (ball != null)
{
ball.linearVelocity = Vector3.zero;
ball.angularVelocity = Vector3.zero;
ball.isKinematic = true;
}
}
if (disableBallOnWin && ball != null)
{
ball.gameObject.SetActive(false);
}
Complete(); // 🔥 THIS completes the task
}
// =========================
// DEBUG GUI
// =========================
void OnGUI()
{
GUIStyle s = new GUIStyle(GUI.skin.label);
s.fontSize = 24;
if (isActive)
{
s.normal.textColor = Color.white;
GUI.Label(new Rect(10, 10, 700, 30),
"Goal: Tilt platform to roll the ball into the hole.", s);
}
else if (IsCompleted)
{
s.normal.textColor = Color.yellow;
GUI.Label(new Rect(10, 10, 700, 30),
"Task Completed!", s);
}
}
}

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using UnityEngine;
public class WindController : MonoBehaviour
{
[Header("settings větru")]
[Tooltip("Maximální síla větru (kladná i záporná)")]
public float maxWindTorque = 8f;
[Tooltip("Jak rychle se větr mění směrem/sílou")]
public float windChangeSpeed = 0.6f;
[Tooltip("Jak často se objeví silnější vichřice (v sekundách)")]
public float gustInterval = 4f;
[Tooltip("Multiplier pro sílu vichřice")]
public float gustMultiplier = 2.0f;
public float CurrentWindTorque { get; private set; }
private float targetTorque;
private float gustTimer;
void Start()
{
PickNewTargetTorque();
gustTimer = gustInterval;
}
void Update()
{
// Smoothly move wind toward target torque
CurrentWindTorque = Mathf.Lerp(CurrentWindTorque, targetTorque, Time.deltaTime * windChangeSpeed);
// Occasional gusts
gustTimer -= Time.deltaTime;
if (gustTimer <= 0f)
{
// Apply a short gust by shifting target torque more aggressively
float gust = Random.Range(-maxWindTorque, maxWindTorque) * gustMultiplier;
targetTorque = Mathf.Clamp(gust, -maxWindTorque * gustMultiplier, maxWindTorque * gustMultiplier);
gustTimer = gustInterval;
Invoke(nameof(PickNewTargetTorque), 0.8f); // gust lasts ~0.8s
}
}
private void PickNewTargetTorque()
{
targetTorque = Random.Range(-maxWindTorque, maxWindTorque);
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Video;
public class TimingWheelShooter : MonoBehaviour, ITask
{
[Header("Task Info")]
[SerializeField] private string taskID = "RING_SHOOTER_01";
[SerializeField] private string taskName = "Break the Ring";
[SerializeField] private TaskType taskType = TaskType.Task;
[SerializeField] private Vector2 taskLocation = Vector2.zero;
public string TaskID
{
get => taskID;
set => taskID = value;
}
public TaskType TaskType
{
get => taskType;
set => taskType = value;
}
public string TaskName
{
get => taskName;
set => taskName = value;
}
public (double, double) TaskLocation
{
get => (taskLocation.x, taskLocation.y);
set => taskLocation = new Vector2((float)value.Item1, (float)value.Item2);
}
public bool IsCompleted { get; private set; }
[Header("Wheel")]
public Transform rotatingWheel;
public float defaultAngle = 90f;
public float sweepAngle = 90f;
public float wheelSpeed = 120f;
[Header("Projectile")]
public ProjectileBehaviour potatoPrefab;
public Transform projectileSpawn;
public Transform aimPoint;
public GlassRingController ring;
public float baseLaunchSpeed = 12f;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip startClip;
[Range(0f, 1f)] public float startVolume = 1f;
public AudioClip winClip;
[Range(0f, 1f)] public float winVolume = 1f;
[Header("Finish Video")]
public VideoPlayer videoPlayer;
public VideoClip finishVideo;
public AudioClip finishVideoAudio;
[Range(0f, 1f)] public float finishVideoAudioVolume = 1f;
public Camera targetCamera;
[Header("State")]
public bool autoRestartAfterShot = true;
public float restartDelay = 0.75f;
private bool isRunning = true;
private bool finishSequenceStarted = false;
private float currentAngle;
private float direction = 1f;
private Action<ITask> onCompletedCallback;
private void Awake()
{
if (audioSource == null)
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (videoPlayer == null)
videoPlayer = GetComponent<VideoPlayer>();
if (videoPlayer == null)
videoPlayer = gameObject.AddComponent<VideoPlayer>();
if (targetCamera == null)
targetCamera = Camera.main;
// Video setup
videoPlayer.playOnAwake = false;
videoPlayer.waitForFirstFrame = true;
videoPlayer.skipOnDrop = true;
videoPlayer.isLooping = false;
videoPlayer.audioOutputMode = VideoAudioOutputMode.None;
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
if (targetCamera != null)
videoPlayer.targetCamera = targetCamera;
}
private void Start()
{
currentAngle = defaultAngle;
SetWheelAngle(currentAngle);
PlayStartSound();
}
private void Update()
{
if (IsCompleted || finishSequenceStarted) return;
if (isRunning)
UpdateWheelMotion();
if (Input.GetMouseButtonDown(0))
StopAndShoot();
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
StopAndShoot();
}
private void UpdateWheelMotion()
{
float halfRange = sweepAngle * 0.5f;
float minAngle = defaultAngle - halfRange;
float maxAngle = defaultAngle + halfRange;
currentAngle += direction * wheelSpeed * Time.deltaTime;
if (currentAngle >= maxAngle)
{
currentAngle = maxAngle;
direction = -1f;
}
else if (currentAngle <= minAngle)
{
currentAngle = minAngle;
direction = 1f;
}
SetWheelAngle(currentAngle);
}
private void SetWheelAngle(float angle)
{
if (rotatingWheel == null) return;
Vector3 e = rotatingWheel.localEulerAngles;
e.y = angle; // your current setup uses Y
rotatingWheel.localEulerAngles = e;
}
private float EvaluateMultiplier(float angle)
{
float halfRange = sweepAngle * 0.5f;
float offset = Mathf.Abs(angle - defaultAngle);
float zone5 = halfRange / 2.5f;
float zone2 = halfRange / 1.5f;
if (offset <= zone5) return 5f;
if (offset <= zone2) return 2f;
return 1f;
}
public void StopAndShoot()
{
if (!isRunning || IsCompleted || finishSequenceStarted) return;
isRunning = false;
float multiplier = EvaluateMultiplier(currentAngle);
Shoot(multiplier);
Debug.Log($"Wheel stopped at {currentAngle:F1}°, multiplier = {multiplier}x");
if (autoRestartAfterShot)
Invoke(nameof(RestartWheel), restartDelay);
}
private void Shoot(float multiplier)
{
if (potatoPrefab == null || projectileSpawn == null || aimPoint == null)
return;
Vector3 dir = (aimPoint.position - projectileSpawn.position).normalized;
float speed = baseLaunchSpeed * multiplier;
ProjectileBehaviour p = Instantiate(
potatoPrefab,
projectileSpawn.position,
Quaternion.LookRotation(dir, Vector3.up)
);
p.baseDamage *= multiplier;
p.breakImpulse *= multiplier;
p.Launch(ring, dir * speed, 1f);
}
private void RestartWheel()
{
if (!IsCompleted && !finishSequenceStarted)
isRunning = true;
}
public void NotifyButtonHit(ProjectileBehaviour projectile)
{
if (IsCompleted || finishSequenceStarted) return;
Debug.Log("Diamond hit. Starting finish sequence.");
StartCoroutine(PlayFinishSequenceThenComplete());
}
private IEnumerator PlayFinishSequenceThenComplete()
{
finishSequenceStarted = true;
isRunning = false;
CancelInvoke();
if (ring != null)
ring.enabled = false;
if (finishVideo == null)
{
if (audioSource != null && winClip != null)
audioSource.PlayOneShot(winClip, winVolume);
Complete();
yield break;
}
videoPlayer.Stop();
videoPlayer.clip = finishVideo;
videoPlayer.renderMode = VideoRenderMode.CameraNearPlane;
if (targetCamera == null)
targetCamera = Camera.main;
if (targetCamera != null)
videoPlayer.targetCamera = targetCamera;
bool finished = false;
void OnVideoFinished(VideoPlayer vp) => finished = true;
videoPlayer.loopPointReached += OnVideoFinished;
videoPlayer.Prepare();
while (!videoPlayer.isPrepared)
yield return null;
videoPlayer.Play();
if (audioSource != null && finishVideoAudio != null)
{
audioSource.clip = finishVideoAudio;
audioSource.volume = finishVideoAudioVolume;
audioSource.Play();
}
else if (audioSource != null && winClip != null)
{
audioSource.PlayOneShot(winClip, winVolume);
}
while (!finished)
yield return null;
videoPlayer.loopPointReached -= OnVideoFinished;
videoPlayer.Stop();
Complete();
}
public void Initialize(Action<ITask> onCompleted)
{
onCompletedCallback = onCompleted;
IsCompleted = false;
finishSequenceStarted = false;
isRunning = true;
direction = 1f;
currentAngle = defaultAngle;
SetWheelAngle(currentAngle);
CancelInvoke();
if (ring != null)
ring.enabled = true;
if (audioSource != null)
audioSource.Stop();
if (videoPlayer != null)
videoPlayer.Stop();
PlayStartSound();
}
public void ExitTask(Action<ITask> onExit)
{
isRunning = false;
finishSequenceStarted = false;
CancelInvoke();
if (audioSource != null)
audioSource.Stop();
if (videoPlayer != null)
videoPlayer.Stop();
onExit?.Invoke(this);
}
public void Complete()
{
if (IsCompleted) return;
IsCompleted = true;
isRunning = false;
finishSequenceStarted = false;
CancelInvoke();
onCompletedCallback?.Invoke(this);
}
private void PlayStartSound()
{
if (audioSource != null && startClip != null)
audioSource.PlayOneShot(startClip, startVolume);
}
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