wastland cont..

This commit is contained in:
2026-02-13 14:40:53 +01:00
parent 349c0368ae
commit 4a75fc0399
9 changed files with 2215 additions and 1216 deletions

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@@ -1321,6 +1321,20 @@ MonoBehaviour:
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@@ -1321,6 +1321,20 @@ MonoBehaviour:
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@@ -38328,6 +38342,200 @@ MonoBehaviour:
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@@ -394,6 +394,19 @@ MonoBehaviour:
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@@ -462,16 +514,10 @@ MonoBehaviour:
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@@ -900,7 +945,7 @@ MonoBehaviour:
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@@ -928,7 +973,8 @@ MonoBehaviour:
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m_categorizedContentList:
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@@ -941,7 +987,7 @@ MonoBehaviour:
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@@ -976,7 +1022,8 @@ MonoBehaviour:
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- m_actionList:
- {fileID: 6599176254940311028}
m_categorizedContentList:
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@@ -1024,7 +1071,8 @@ MonoBehaviour:
- m_contentList: []
- m_contentList: []
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m_categorizedContentList:
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@@ -1628,12 +1676,12 @@ MonoBehaviour:
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m_message:
m_text: Leavers
m_text: Puzzle
m_stringAsset: {fileID: 0}
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m_parameter:
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m_text: Solved
m_stringAsset: {fileID: 0}
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@@ -1739,45 +1787,6 @@ MonoBehaviour:
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@@ -446,7 +446,7 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

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@@ -1,173 +1,216 @@
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
namespace Beyond
{
[RequireComponent(typeof(Collider))]
public class DestinationPoint : MonoBehaviour
{
[Header("References")]
[SerializeField] private DestinationPoint nextPoint; // Nast<EFBFBD>pny punkt docelowy
[SerializeField] private Collider triggerCollider; // Collider, kt<6B>ry wyzwala zmian<61> punktu
[SerializeField] private AudioClip destinationSound; // D<>wi<77>k do odtworzenia
[SerializeField] private AudioSource audioSource; // <20>r<EFBFBD>d<EFBFBD>o d<>wi<77>ku
[SerializeField] private UnityEvent onTriggerEnter;
[SerializeField] private DestinationPoint nextPoint; // Następny punkt
[SerializeField] private Collider triggerCollider;
[SerializeField] private AudioSource audioSource;
[SerializeField] private AudioClip destinationSound;
[Header("Settings")]
[Header("Events")]
[SerializeField] private UnityEvent onPointReached;
[Header("Detection Settings")]
[SerializeField] private LayerMask playerLayer; // Lepsze niż Tag
[Tooltip("Jeśli true: zalicza punkt natychmiast, jeśli gracz już w nim stoi w momencie aktywacji.")]
[SerializeField] private bool autoSkipIfInside = false;
[Tooltip("Jeśli true: punkt nie włączy się, dopóki gracz nie oddali się na bezpieczną odległość.")]
[SerializeField] private bool waitForExitIfInside = true;
[SerializeField] private float minActivationDistance = 5.0f; // Dystans wymagany do uzbrojenia punktu
[Header("General Settings")]
[SerializeField] private bool activateOnStart = true;
[SerializeField] private bool switchOnParentDeactivation = false; // Czy prze<7A><65>cza<7A> na nast<73>pny punkt, gdy obiekt nadrz<72>dny jest dezaktywowany
private bool isActive = false; // Czy punkt jest aktywny
private bool isDestroyed = false;
private bool wasParentActive = true;
//private void OnEnable()
//{
// Upewnij si<73>, <20>e widoczno<6E><6F> jest poprawnie ustawiona zanim wszystko si<73> zainicjalizuje
// UpdateVisibility();
//}
private bool isActive = false; // Czy punkt logicznie jest "tym aktualnym"
private bool isArmed = false; // Czy punkt jest fizycznie włączony (collider + marker)
private Transform playerTransform;
private Coroutine activationCoroutine;
private void Awake()
{
// Upewnij si<73>, <20>e collider jest ustawiony jako trigger
if (triggerCollider != null)
{
triggerCollider.isTrigger = true;
}
if (triggerCollider == null) triggerCollider = GetComponent<Collider>();
if (triggerCollider != null) triggerCollider.isTrigger = true;
// Upewnij si<73>, <20>e audioSource jest przypisany
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
// Sprawd<77>, czy obiekt nadrz<72>dny jest aktywny na pocz<63>tku
if (switchOnParentDeactivation && transform.parent != null)
{
wasParentActive = transform.parent.gameObject.activeInHierarchy;
}
if (audioSource == null) audioSource = GetComponent<AudioSource>();
if (audioSource == null && destinationSound != null) audioSource = gameObject.AddComponent<AudioSource>();
}
/*
private void Update()
private void Start()
{
// Sprawd<77>, czy obiekt nadrz<72>dny zmieni<6E> sw<73>j stan
if (switchOnParentDeactivation && transform.parent != null)
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj) playerTransform = playerObj.transform;
if (activateOnStart)
{
bool isParentActive = transform.parent.gameObject.activeInHierarchy;
if (wasParentActive && !isParentActive)
{
// Obiekt nadrz<72>dny zosta<74> dezaktywowany
HandleParentDeactivated();
}
wasParentActive = isParentActive;
Activate();
}
else
{
// Upewnij się, że na starcie jest wyłączony, jeśli nie ma być aktywny
UpdateVisualState(false);
}
}
*/
private void OnTriggerEnter(Collider other)
{
// Zak<61>adamy, <20>e gracz ma tag "Player"
if (isActive && other.CompareTag("Player"))
{
// Odtw<74>rz d<>wi<77>k, je<6A>li jest przypisany
if (destinationSound != null && audioSource != null)
{
audioSource.PlayOneShot(destinationSound);
}
// Prze<7A><65>cz na nast<73>pny punkt
//DestinationTargetManager.Instance.SwitchToNextPoint(nextPoint);
// Dezaktywuj ten punkt
Deactivate();
onTriggerEnter?.Invoke();
}
}
// --- Logika Włączania/Wyłączania (Unity Lifecycle) ---
private void OnEnable()
{
// Aktywuj punkt, gdy skrypt jest w<><77>czony
if (activateOnStart)
Activate();
// Jeśli obiekt został włączony ponownie (np. po dezaktywacji rodzica),
// a logicznie ten punkt nadal powinien być aktywny -> wznów działanie.
if (isActive)
{
TryArmPoint();
}
}
private void OnDisable()
{
// Dezaktywuj punkt, gdy skrypt jest wy<77><79>czony
Deactivate();
}
/*
// Funkcja sprawdzaj<61>ca, czy obiekt nadrz<72>dny jest aktywny i czy wska<6B>nik powinien by<62> widoczny
private void UpdateVisibility()
{
if (isActive && IsParentActive() && DestinationTargetManager.Instance != null)
{
DestinationTargetManager.Instance.SetTargetVisibility(true);
}
else if (DestinationTargetManager.Instance != null)
{
DestinationTargetManager.Instance.SetTargetVisibility(false);
}
// Kiedy obiekt jest wyłączany, zawsze chowamy marker i wyłączamy logikę
// Ale NIE zmieniamy 'isActive', bo quest nadal jest na tym etapie.
if (activationCoroutine != null) StopCoroutine(activationCoroutine);
UpdateVisualState(false);
}
// Sprawdza, czy obiekt nadrz<72>dny jest aktywny
private bool IsParentActive()
{
return transform.parent == null || transform.parent.gameObject.activeInHierarchy;
}
*/
// --- Główna Logika ---
public void Activate()
{
if (!isActive)
if (isActive) return; // Już jest aktywny
isActive = true;
TryArmPoint();
}
private void TryArmPoint()
{
// 1. Sprawdź, czy gracz jest w środku
if (IsPlayerInsideOrTooClose())
{
isActive = true;
if (triggerCollider != null)
if (autoSkipIfInside)
{
triggerCollider.enabled = true;
Debug.Log($"[DestinationPoint] Gracz wewnątrz {name}, automatyczne zaliczenie.");
HandleDestinationReached();
return;
}
else if (waitForExitIfInside)
{
Debug.Log($"[DestinationPoint] Gracz za blisko {name}, czekam na dystans...");
if (activationCoroutine != null) StopCoroutine(activationCoroutine);
activationCoroutine = StartCoroutine(WaitForSafeDistance());
return;
}
Compass.Instance.AddQuestMarker(transform, null);
}
// 2. Normalna aktywacja (Marker + Collider)
UpdateVisualState(true);
}
public void Deactivate()
{
if (isActive)
{
isActive = false;
if (triggerCollider != null)
{
triggerCollider.enabled = false;
}
Compass.Instance.RemoveQuestMarker(transform);
if (nextPoint)
{
nextPoint.Activate();
}
// Ukryj wska<6B>nik, gdy skrypt jest wy<77><79>czony
//if (DestinationTargetManager.Instance != null)
//{
// DestinationTargetManager.Instance.SetTargetVisibility(false);
// DestinationTargetManager.Instance.SwitchToNextPoint(nextPoint);
//}
}
isActive = false;
UpdateVisualState(false);
if (activationCoroutine != null) StopCoroutine(activationCoroutine);
}
/*
// Funkcja wywo<77>ywana, gdy obiekt nadrz<72>dny zostaje dezaktywowany
private void HandleParentDeactivated()
// Metoda pomocnicza do zarządzania stanem wizualnym/fizycznym
private void UpdateVisualState(bool state)
{
if (switchOnParentDeactivation && !isDestroyed)
isArmed = state;
if (triggerCollider != null)
triggerCollider.enabled = state;
if (Compass.Instance != null)
{
isDestroyed = true;
// Prze<7A><65>cz na nast<73>pny punkt, je<6A>li obiekt nadrz<72>dny zosta<74> dezaktywowany
DestinationTargetManager.Instance.SwitchToNextPoint(nextPoint);
// Dezaktywuj ten punkt
Deactivate();
if (state)
Compass.Instance.AddQuestMarker(transform, null);
else
Compass.Instance.RemoveQuestMarker(transform);
}
}
private void OnTriggerEnter(Collider other)
{
if (!isActive || !isArmed) return;
// Sprawdzamy LayerMask lub Tag
if (IsInLayerMask(other.gameObject, playerLayer) || other.CompareTag("Player"))
{
HandleDestinationReached();
}
}
private void HandleDestinationReached()
{
// Dźwięk
if (destinationSound != null && audioSource != null)
audioSource.PlayOneShot(destinationSound);
// Eventy
onPointReached?.Invoke();
// Logika następnego punktu
// Najpierw wyłączamy obecny, żeby nie wywołał się dwa razy
Deactivate();
if (nextPoint != null)
{
nextPoint.Activate();
}
}
// --- Pomocnicze (Dystans i Coroutine) ---
private bool IsPlayerInsideOrTooClose()
{
if (playerTransform == null) return false;
// Sprawdzenie 1: Czy jest fizycznie w Triggerze
if (triggerCollider != null && triggerCollider.bounds.Contains(playerTransform.position))
return true;
// Sprawdzenie 2: Czy jest za blisko (zabezpieczenie jeśli collider jest mały)
return Vector3.Distance(transform.position, playerTransform.position) < 2.0f;
}
private IEnumerator WaitForSafeDistance()
{
// Upewnij się, że marker i collider są wyłączone podczas czekania
UpdateVisualState(false);
while (playerTransform != null &&
Vector3.Distance(transform.position, playerTransform.position) < minActivationDistance)
{
yield return new WaitForSeconds(0.5f);
}
// Gracz odszedł wystarczająco daleko -> włącz punkt
UpdateVisualState(true);
activationCoroutine = null;
}
private bool IsInLayerMask(GameObject obj, LayerMask layerMask)
{
return (layerMask.value & (1 << obj.layer)) > 0;
}
// --- Debug w Edytorze ---
private void OnDrawGizmos()
{
Gizmos.color = isActive ? (isArmed ? Color.green : Color.yellow) : Color.gray;
Gizmos.DrawWireSphere(transform.position, 0.5f);
if (nextPoint != null)
{
Gizmos.color = Color.white;
Gizmos.DrawLine(transform.position, nextPoint.transform.position);
}
}
*/
}
}
}

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@@ -13,7 +13,7 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
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@@ -14,7 +14,7 @@ Material:
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- _LIGHTSOURCE_DIRECTIONAL
- _NOISE_ON
- _SURFACE_TYPE_TRANSPARENT
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