Plugin MQTT i test sceny testowej

This commit is contained in:
Angelones12
2026-04-15 23:52:08 +02:00
parent 33dd6ccffb
commit 6863bba9ac
96 changed files with 64267 additions and 0 deletions

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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class GameManager : MonoBehaviour
{
[Header("UI do ukrycia")]
public GameObject startCanvas;
[Header("Komponenty gracza")]
public PlayerMove movementScript;
public MouseLook lookScript;
// public MqttCollector mqttScript; // Odkomentujesz to póŸniej
private bool hasStarted = false;
void Start()
{
// Blokada na starcie
if (movementScript != null) movementScript.enabled = false;
if (lookScript != null) lookScript.canLook = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// Czekamy na dowolny klawisz
InputSystem.onAnyButtonPress.CallOnce(ctrl => Begin());
}
void Begin()
{
if (hasStarted) return;
hasStarted = true;
if (startCanvas != null) startCanvas.SetActive(false);
if (movementScript != null) movementScript.enabled = true;
if (lookScript != null) lookScript.EnableLooking();
// if (mqttScript != null) mqttScript.BeginSession();
Debug.Log("Gra wystartowa³a!");
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
public class MouseLook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody; // Tu przeci¹gniesz Fasolkê (Player)
private float xRotation = 0f;
public bool canLook = false; // Zablokujemy obracanie przed startem
public void EnableLooking()
{
canLook = true;
// Blokujemy kursor na œrodku ekranu i go chowamy
Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
if (!canLook) return;
if (Mouse.current == null)
{
Debug.LogError("Brak myszki!");
return;
}
Vector2 mouseDelta = Mouse.current.delta.ReadValue();
// Jeœli to zobaczysz w konsoli, znaczy ¿e system dzia³a, a problem jest w skali
if (mouseDelta != Vector2.zero)
{
Debug.Log($"Ruch myszy: {mouseDelta}");
}
float mouseX = mouseDelta.x * mouseSensitivity * 0.1f; // Zmniejszy³em mno¿nik dla testu
float mouseY = mouseDelta.y * mouseSensitivity * 0.1f;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}

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using UnityEngine;
using UnityEngine.InputSystem; // Dodaliœmy to!
public class PlayerMove : MonoBehaviour
{
public float speed = 5f;
private CharacterController controller;
void Start() => controller = GetComponent<CharacterController>();
void Update()
{
// Nowy sposób pobierania WASD
Vector2 moveInput = Vector2.zero;
if (Keyboard.current != null)
{
if (Keyboard.current.wKey.isPressed) moveInput.y = 1;
if (Keyboard.current.sKey.isPressed) moveInput.y = -1;
if (Keyboard.current.aKey.isPressed) moveInput.x = -1;
if (Keyboard.current.dKey.isPressed) moveInput.x = 1;
}
Vector3 move = transform.right * moveInput.x + transform.forward * moveInput.y;
controller.Move(move * speed * Time.deltaTime);
}
}

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