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13 Commits

Author SHA1 Message Date
221e834226 Code changes 2026-05-24 21:50:02 +02:00
a4324eaf52 Added coliders to buttons, Buttons are clickable 2026-05-22 23:05:49 +02:00
3060c3965a Added basic logic to minigame, functional flashing by coroutine, Changes mainly in code 2026-05-20 22:22:09 +02:00
9455cdb4e6 Created new minigame Buttons, Added base assets + all on canvas, Added lights for glow effect 2026-05-19 23:06:07 +02:00
bca7c930c2 optimalizace 2026-04-26 09:05:32 +02:00
375ccaf4f7 Přidány kostky 2026-03-28 14:49:47 +01:00
050e58e73c flakni krtka 2026-03-28 12:16:35 +01:00
6a7314ff4e data_transfer
další minihra - chybí desing
2026-03-28 10:59:23 +01:00
72a75c121a itask 2026-03-28 10:03:46 +01:00
677c875c58 uprava druhu velocity 2026-03-28 09:47:21 +01:00
a0a675676d flappy bird 2026-03-28 09:31:02 +01:00
11575ef9b1 scripty ve slozkach 2026-03-28 09:12:04 +01:00
76a38d741c minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
2026-03-28 09:07:10 +01:00
82 changed files with 2226 additions and 7409 deletions

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{
"permissions": {
"allow": [
"Bash(nul)",
"Bash(mkdir:*)",
"Bash(dir:*)",
"Bash(findstr:*)",
"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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5
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using System;
using UnityEngine;
public class InserKeysMinigameManager : MonoBehaviour, ITask
{
public int correctIndex;
public bool isInputLocked = false;
public string TaskID { get; set; }
public TaskType TaskType { get; set; }
public string TaskName { get; set; }
public (double, double) TaskLocation { get; set; }
public bool IsCompleted { get; private set; }
private Action<ITask> _onCompleted;
private void Start()
{
correctIndex = UnityEngine.Random.Range(0, 9);
Debug.Log("The correct keyhole is: " + correctIndex);
}
public bool CheckKeyHole(int index)
{
return index == correctIndex;
}
public void Initialize(System.Action<ITask> onCompleted)
{
IsCompleted = false;
_onCompleted = onCompleted;
}
public void ExitTask(System.Action<ITask> onExit)
{
onExit.Invoke(this);
}
public void Complete()
{
IsCompleted = true;
_onCompleted?.Invoke(this);
ExitTask(null);
}
}

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using System.Collections;
using NUnit.Framework.Constraints;
using UnityEngine;
public class Key : MonoBehaviour
{
public bool isSelected = false;
public Vector3 insertedRotation;
public Vector3 insertedOffset;
public Vector3 wiggleOffset = new Vector3(0, 0, 10);
public Vector3 winRotation = new Vector3(0, 0, 180);
private Vector3 startPosition;
private Vector3 startRotation;
public float WinRotDuration = 1.0f;
public float lockoutDuration = 3;
public GameObject winText;
public AudioSource lockSound;
public InserKeysMinigameManager manager;
private Light keyLight;
void Start()
{
startPosition = transform.position;
startRotation = transform.eulerAngles;
keyLight = GetComponentInChildren<Light>();
}
void Update()
{
}
void OnMouseDown()
{
if (manager.isInputLocked) return;
isSelected = true;
keyLight.enabled = true;
Debug.Log("Key tapped - isSelected is now: " + isSelected);
}
public IEnumerator HandleWrongAttempt()
{
manager.isInputLocked = true;
Vector3 baseRot = transform.eulerAngles;
for (int i = 0; i < 3; i++)
{
transform.eulerAngles = baseRot + wiggleOffset;
yield return new WaitForSeconds(0.1f);
transform.eulerAngles = baseRot - wiggleOffset;
yield return new WaitForSeconds(0.1f);
}
transform.eulerAngles = baseRot;
yield return new WaitForSeconds(lockoutDuration - 0.48f);
transform.position = startPosition;
transform.eulerAngles = startRotation;
isSelected = false;
keyLight.enabled = false;
manager.isInputLocked = false;
}
public IEnumerator HandleWin()
{
manager.isInputLocked = true;
if (lockSound != null) lockSound.Play();
Vector3 startRot = transform.eulerAngles;
Vector3 endRot = startRot + winRotation;
float elapsed = 0f;
while (elapsed < WinRotDuration)
{
elapsed += Time.deltaTime;
float t = elapsed / WinRotDuration;
transform.eulerAngles = Vector3.Lerp(startRot, endRot, t);
yield return null;
}
transform.eulerAngles = endRot;
Debug.Log("You win");
if (winText != null) winText.SetActive(true);
manager.Complete();
}
}

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using UnityEngine;
public class KeyHole : MonoBehaviour
{
public int index;
public Key key;
public InserKeysMinigameManager manager;
void Start()
{
}
void Update()
{
}
void OnMouseDown()
{
if (manager.isInputLocked) return;
Debug.Log("Keyhole " + index + " was tapped.");
if (key.isSelected)
{
key.transform.position = transform.position + key.insertedOffset;
key.transform.eulerAngles = key.insertedRotation;
Debug.Log("Key teleported to keyhole " + index);
if (manager.CheckKeyHole(index))
{
key.StartCoroutine(key.HandleWin());
}
else
{
Debug.Log("Wrong");
key.StartCoroutine(key.HandleWrongAttempt());
}
}
}
}

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using UnityEngine;
public class ButtonScript : MonoBehaviour
{
public int buttonIndex;
public ButtonsMinigame game;
void OnMouseDown()
{
game.OnButtonClicked(buttonIndex);
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public enum GameState
{
Idle,
ShowingSequance,
PlayerTurn,
GameOver
}
public class ButtonsMinigame : MonoBehaviour
{
public Light[] lights;
public int round = 1;
public float glowDuration = 0.4f;
public float gapBetween = 0.15f;
private int playerStep = 0;
private GameState state = GameState.Idle;
private List<int> sequence = new List<int>();
void GenerateSequence()
{
sequence.Clear();
for (int i = 0; i < round; i++)
{
int randomButton = Random.Range(0,5);
sequence.Add(randomButton);
}
}
IEnumerator PlaySequence()
{
for (int i = 0; i < sequence.Count; i++)
{
int buttonIndex = sequence[i];
lights[buttonIndex].gameObject.SetActive(true);
yield return new WaitForSeconds (glowDuration);
lights[buttonIndex].gameObject.SetActive(false);
yield return new WaitForSeconds (gapBetween);
}
}
void Start()
{
GenerateSequence();
StartCoroutine(PlaySequence());
}
void SetState(GameState newState)
{
state = newState;
}
public void OnButtonClicked(int buttonIndex)
{
Debug.Log("Clicked : " + buttonIndex);
}
}

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using System;
using UnityEngine;
public class KeyIDManager : MonoBehaviour
{
public int KeyID;
void Start()
{
System.Random KeyID = new System.Random();
KeyID.Next(0,9);
}
// Update is called once per frame
void Update()
{
}
}

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

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

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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
}
[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
{
get { return m_HeadingStyle; }
}
[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
{
get { return m_BodyStyle; }
}
[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject
{
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
{
public string heading, text, linkText, url;
}
}

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3
GeoSusGame.slnx Normal file
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@@ -0,0 +1,3 @@
<Solution>
<Project Path="Assembly-CSharp.csproj" />
</Solution>

View File

@@ -1,7 +1,6 @@
{
"dependencies": {
"com.unity.ide.visualstudio": "2.0.27",
"com.unity.inputsystem": "1.14.2",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.2.2",
"com.unity.ugui": "2.0.0",

View File

@@ -15,15 +15,6 @@
},
"url": "https://packages.unity.com"
},
"com.unity.inputsystem": {
"version": "1.14.2",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
"version": "1.0.0",
"depth": 0,