Merge pull request 'SamWorkset' (#1) from SamWorkset into master

Reviewed-on: #1
This commit is contained in:
rannosam 2025-05-22 15:43:50 +00:00
commit 0f409ddb08
483 changed files with 32692 additions and 2294446 deletions

25
.gitattributes vendored
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@ -1,8 +1,8 @@
* text=auto
# Unity files
*.meta -text merge=unityyamlmerge diff
*.unity -text merge=unityyamlmerge diff
*.asset -text merge=unityyamlmerge diff
*.unity filter=lfs diff=lfs merge=lfs -text
*.asset filter=lfs diff=lfs merge=lfs -text
*.prefab -text merge=unityyamlmerge diff
*.mat -text merge=unityyamlmerge diff
*.anim -text merge=unityyamlmerge diff
@ -79,3 +79,24 @@
*.tar filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.cubemap filter=lfs diff=lfs merge=lfs -text
*.assets filter=lfs diff=lfs merge=lfs -text
*.resS filter=lfs diff=lfs merge=lfs -text
*.dylib filter=lfs diff=lfs merge=lfs -text
*.tar.7z filter=lfs diff=lfs merge=lfs -text
*.f8 filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Components/Portals2/New[[:space:]]Cubemap.cubemap filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Other/Delta[[:space:]](Toomas)[[:space:]]v3.blend1 filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Scenes/DeltaBuilding_base/LightingData.asset filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/level0 filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
Build/DeltaVR_Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
Library/Artifacts/6e/6e8680668429d5a691eb5372cd18a3f8 filter=lfs diff=lfs merge=lfs -text
Library/PackageCache/com.unity.burst@1.8.3/.Runtime/libburst-llvm-14.dylib filter=lfs diff=lfs merge=lfs -text
Library/PackageCache/com.unity.toolchain.win-x86_64-linux-x86_64@2.0.4/data~/payload.tar.7z filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/level0 filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/sharedassets0.assets filter=lfs diff=lfs merge=lfs -text
Library/PlayerDataCache/Win64/Data/sharedassets0.assets.resS filter=lfs diff=lfs merge=lfs -text
Assets/_PROJECT/Scenes/DeltaBuilding_base.unity filter=lfs diff=lfs merge=lfs -text
*.ext filter=lfs diff=lfs merge=lfs -text

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@ -158,6 +158,7 @@ namespace FishNet.Discovery
/// </summary>
public void StartAdvertisingServer()
{
//Debug.Log("NetworkDiscovery is advertizing on port " + port);
if (!InstanceFinder.IsServer)
{
if (NetworkManager.StaticCanLog(LoggingType.Warning)) Debug.LogWarning("Unable to start advertising server. Server is inactive.", this);
@ -184,7 +185,7 @@ namespace FishNet.Discovery
EnableBroadcast = true,
MulticastLoopback = false,
};
//Debug.Log("UDP = " + _serverUdpClient.ToString());
Task.Run(AdvertiseServerAsync);
if (NetworkManager.StaticCanLog(LoggingType.Common)) Debug.Log("Started advertising server.", this);
@ -208,11 +209,13 @@ namespace FishNet.Discovery
{
while (_serverUdpClient != null)
{
await Task.Delay(TimeSpan.FromSeconds(discoveryInterval));
UdpReceiveResult result = await _serverUdpClient.ReceiveAsync();
Debug.Log("Awaiting for server");
string receivedSecret = Encoding.UTF8.GetString(result.Buffer);
Debug.Log(receivedSecret);
if (receivedSecret == secret)
{
@ -221,6 +224,7 @@ namespace FishNet.Discovery
await _serverUdpClient.SendAsync(okBytes, okBytes.Length, result.RemoteEndPoint);
}
}
Debug.Log("_serverUdpClient == null");
}
#endregion
@ -238,6 +242,7 @@ namespace FishNet.Discovery
//
// return;
// }
Debug.Log("NetworkDiscovery is searching");
if (InstanceFinder.IsClient)
{

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@ -0,0 +1,144 @@
using FishNet;
using FishNet.Discovery;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class NetworkMenuUI : MonoBehaviour
{
[Header("UI References")]
public Button startPlayingButton;
public Button joinMultiplayerButton;
public Transform serverListContainer;
public GameObject serverListItemPrefab;
public TMP_Text statusText;
[Header("Networking")]
public NetworkDiscovery networkDiscovery;
public Camera uiCamera; // Optional, disable if connecting
private readonly List<IPEndPoint> foundServers = new();
private void Start()
{
if (networkDiscovery == null)
networkDiscovery = FindObjectOfType<NetworkDiscovery>();
startPlayingButton.onClick.AddListener(OnStartPlaying);
joinMultiplayerButton.onClick.AddListener(OnJoinMultiplayer);
networkDiscovery.ServerFoundCallback += OnServerFound;
}
private void OnStartPlaying()
{
statusText.text = "Starting host...";
StartCoroutine(HostAndSearchRoutine());
}
private void OnJoinMultiplayer()
{
statusText.text = "Searching for servers...";
ClearServerList();
foundServers.Clear();
networkDiscovery.StartSearchingForServers();
}
private void OnServerFound(IPEndPoint endPoint)
{
if (foundServers.Contains(endPoint)) return;
foundServers.Add(endPoint);
// Auto-join if started as host
if (InstanceFinder.IsServer)
{
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
statusText.text = $"Joined server: {endPoint.Address}";
return;
}
// Display in UI for manual joining
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.AddListener(() =>
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
}
private Coroutine joinRoutine;
private IEnumerator HostAndSearchRoutine()
{
// Step 1: Start hosting
InstanceFinder.ServerManager.StartConnection();
// Step 2: Start advertising
yield return new WaitForSeconds(0.5f); // Let the server settle
networkDiscovery.StartAdvertisingServer();
// Step 3: Begin searching
yield return new WaitForSeconds(0.5f); // Let advertisement initialize
networkDiscovery.StartSearchingForServers();
// Step 4: Try to find and join a better server
yield return new WaitForSeconds(0.5f); // Give discovery a moment
StartJoinRoutine();
}
public void StartJoinRoutine()
{
if (joinRoutine != null) StopCoroutine(joinRoutine);
joinRoutine = StartCoroutine(TryJoinServerRepeatedly());
}
private IEnumerator TryJoinServerRepeatedly()
{
float timeout = 10f;
float timer = 0f;
while (timer < timeout)
{
if (foundServers.Count > 0)
{
var firstServer = foundServers[0];
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
statusText.text = $"Joined server: {firstServer.Address}";
yield break;
}
statusText.text = $"Searching for servers... ({Mathf.FloorToInt(timer)}s)";
yield return new WaitForSeconds(1f);
timer += 1f;
}
statusText.text = "No servers found. Acting as host.";
// You can optionally start your own server here
}
private void ClearServerList()
{
foreach (Transform child in serverListContainer)
{
Destroy(child.gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float speed;
private MapInfo map;
private Camera cam;
void Start()
{
map = FindObjectOfType<MapInfo>();
cam = GetComponentInChildren<Camera>();
if (cam == null)
enabled = false;
}
// LateUpdate is called once at the end of frame
void LateUpdate()
{
if(target == null)
return;
Vector3 targetPositon = target.position;
if (map != null)
{
targetPositon = map.ClampPosition(targetPositon,
new Vector2(cam.orthographicSize * cam.aspect, cam.orthographicSize));
}
transform.position = Vector3.MoveTowards(transform.position, targetPositon, speed * Time.deltaTime);
}
public void SetTarget(Transform newTarget)
{
target = newTarget;
}
public void JumpToTarget()
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//Command.cs
using UnityEngine;
public abstract class Command
{
public abstract KeyCode Key { get; set; }
public abstract string Description { get; }
/*
Todo:
1. Add an abstract Execute method with an argument for receiver.
For your consideration:
What would make for a good Execute receiver parameter?
Should we try to limit the receiver types?
How precisely can we limit the receiver's type?
Could we move the receiver into command data instead?
What are the benefits of either approach? Which works best here?
*/
/*
2. Create a MoveCommand class, which executes Walk method in TileBasedMovement component.
Execute method of this command should call the Walk(Vector3 direction) method of GridMovement.
*/
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ControlCard : MonoBehaviour
{
public Command MyCommand;
[SerializeField] private Text description;
[SerializeField] private Text key;
private RebindMenu rebindMenu;
public void Populate(Command command, RebindMenu rebindMenu)
{
this.rebindMenu = rebindMenu;
MyCommand = command;
Refresh();
}
public void Rebind()
{
rebindMenu.Open(this);
}
public void Refresh()
{
description.text = MyCommand.Description;
key.text = MyCommand.Key.ToString();
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControlsMenu : MonoBehaviour
{
[Header("Widgets")]
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject scrollContent;
[SerializeField] private RebindMenu rebindMenu;
[Header("Prefabs")]
[SerializeField] private ControlCard controlCardPrefab;
private InputHandler inputHandler;
// Start is called before the first frame update
void Start()
{
inputHandler = FindObjectOfType<InputHandler>();
if (inputHandler == null)
{
gameObject.SetActive(false);
return;
}
foreach (Command command in inputHandler.Keymap)
{
ControlCard card = Instantiate(controlCardPrefab, scrollContent.transform);
card.Populate(command, rebindMenu);
}
Close();
}
public void Open()
{
mainPanel.SetActive(true);
inputHandler.enabled = false;
}
public void Close()
{
mainPanel.SetActive(false);
rebindMenu.Close();
inputHandler.enabled = true;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RebindMenu : MonoBehaviour
{
[SerializeField] private Text instruction;
private ControlCard controlCard;
public void Open(ControlCard keybindCard)
{
controlCard = keybindCard;
instruction.text = $"Enter new key for\n" +
$"{controlCard.MyCommand.Description}";
gameObject.SetActive(true);
}
public void Close()
{
gameObject.SetActive(false);
}
//On GUI provides a convenient method to get keycodes through Event data
void OnGUI()
{
if(!(Event.current.isKey && Input.anyKeyDown))
return;
controlCard.MyCommand.Key = Event.current.keyCode;
controlCard.Refresh();
Close();
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//GridMovement.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridMovement : MonoBehaviour
{
[SerializeField] private float moveTime = 0.3f;
[SerializeField] private AnimationCurve spacing;
private bool isMoving;
private Animator animator;
private MapInfo map;
void Start()
{
animator = GetComponent<Animator>();
animator.SetFloat("y", -1);
map = FindObjectOfType<MapInfo>();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.W))
{
Walk(Vector3.up);
}
else if (Input.GetKeyDown(KeyCode.S))
{
Walk(Vector3.down);
}
else if (Input.GetKeyDown(KeyCode.A))
{
Walk(Vector3.left);
}
else if (Input.GetKeyDown(KeyCode.D))
{
Walk(Vector3.right);
}
}
public bool Walk(Vector3 direction)
{
if (isMoving)
return false;
if (!IsPositionWalkable(transform.position + direction))
return false;
StartCoroutine(WalkCoroutine(direction, moveTime));
return true;
}
private bool IsPositionWalkable(Vector3 pos)
{
if (Physics2D.OverlapPoint(pos) != null)
return false;
if (map != null)
{
return map.IsPositionInBounds(pos);
}
return true;
}
private IEnumerator WalkCoroutine(Vector3 direction, float duration)
{
Vector3 from = transform.position;
Vector3 to = from + direction;
animator.SetFloat("x", direction.x);
animator.SetFloat("y", direction.y);
animator.SetFloat("speed", 1f);
if (duration < float.Epsilon)
{
transform.position = to;
yield break;
}
isMoving = true;
float aggregate = 0;
while (aggregate < 1f)
{
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yield return null;
}
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//InputHandler.cs
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public class InputHandler : MonoBehaviour
{
// SerializeField let's us assign a value in the Unity editor for private variables.
[SerializeField]
// The character currently being commanded
private GridMovement currentActor;
// A list of all characters in the scene
private List<GridMovement> allActors;
// Variables for binding commands to input and executing commands
public List<Command> Keymap = new List<Command>(); // keycode to command mapping
// Use this for initialization
void Awake()
{
// TODO: Add movement commands to the list
}
void Update()
{
// TODO: Loop through all commands and execute them on correct actor via correct key press.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapInfo : MonoBehaviour
{
[Header("Map Bounds")]
public Vector2Int MaxCoordinate;
public Vector2Int MinCoordinate;
public bool IsPositionInBounds(Vector3 pos)
{
return pos.x <= MaxCoordinate.x &&
pos.x >= MinCoordinate.x &&
pos.y <= MaxCoordinate.y &&
pos.y >= MinCoordinate.y;
}
public Vector3 ClampPosition(Vector3 pos, Vector2 border)
{
return new Vector3(
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