Wszystkie funkcjonalnosci git, potrzeba poprawy UI

This commit is contained in:
Angelones12
2026-05-03 14:18:17 +02:00
parent 3344421418
commit 9cd0ffceab
42 changed files with 4221 additions and 510 deletions

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using UnityEngine;
using MQTTnet;
using MQTTnet.Client;
using System;
using System.Text;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using System.Collections.Concurrent;
[Serializable]
public class SensorData
{
public float hr;
public float gsr;
}
public class ExperimentManager : MonoBehaviour
{
public static ExperimentManager Instance;
[Header("MQTT Settings")]
public string brokerIp = "127.0.0.1";
public int port = 1883;
public string topic = "m5stick/state";
[Header("Watchdog Settings")]
public float timeoutSeconds = 5f; // Czas w sekundach do w³¹czenia alarmu
private IMqttClient _mqttClient;
private string _subjectFolderPath;
private string _currentCsvFilePath;
private ConcurrentQueue<SensorData> _dataQueue = new ConcurrentQueue<SensorData>();
// Zmienne do pilnowania czasu
private float _timeSinceLastMessage = 0f;
private bool _isDataTimeoutWarningShown = false;
void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
public async void InitializeSession(string subjectId)
{
string dataPath = Path.Combine(Application.dataPath, "Data");
_subjectFolderPath = Path.Combine(dataPath, subjectId);
Directory.CreateDirectory(_subjectFolderPath);
Directory.CreateDirectory(Path.Combine(_subjectFolderPath, "Neutral"));
Directory.CreateDirectory(Path.Combine(_subjectFolderPath, "Experimental"));
Debug.Log($"[ExperimentManager] Folders created for subject: {subjectId}");
await ConnectToMqttAsync();
}
public void SetPhase(string phaseName)
{
string fileName = $"{phaseName}_Data_{DateTime.Now:yyyyMMdd_HHmmss}.csv";
_currentCsvFilePath = Path.Combine(_subjectFolderPath, phaseName, fileName);
if (!File.Exists(_currentCsvFilePath))
{
File.WriteAllText(_currentCsvFilePath, "Timestamp;HR;GSR\n");
}
Debug.Log($"[ExperimentManager] Now logging to: {_currentCsvFilePath}");
}
public string GetCurrentFolderPath()
{
if (string.IsNullOrEmpty(_currentCsvFilePath)) return null;
return Path.GetDirectoryName(_currentCsvFilePath);
}
public void StopLogging()
{
_currentCsvFilePath = null;
Debug.Log("[ExperimentManager] Logging stopped. Data collection finished.");
}
private async Task ConnectToMqttAsync()
{
var factory = new MqttFactory();
_mqttClient = factory.CreateMqttClient();
var options = new MqttClientOptionsBuilder()
.WithTcpServer(brokerIp, port)
.Build();
_mqttClient.ApplicationMessageReceivedAsync += e =>
{
string payload = Encoding.UTF8.GetString(e.ApplicationMessage.PayloadSegment);
try
{
SensorData data = JsonUtility.FromJson<SensorData>(payload);
_dataQueue.Enqueue(data);
}
catch (Exception ex)
{
Debug.LogWarning($"[MQTT] Parse error: {ex.Message}");
}
return Task.CompletedTask;
};
try
{
await _mqttClient.ConnectAsync(options, CancellationToken.None);
var subOptions = new MqttClientSubscribeOptionsBuilder()
.WithTopicFilter(topic)
.Build();
await _mqttClient.SubscribeAsync(subOptions, CancellationToken.None);
Debug.Log("<color=green>[MQTT] Connected successfully!</color>");
}
catch (Exception ex)
{
Debug.LogError($"<color=red>[MQTT] Connection Error: {ex.Message}</color>");
}
}
void Update()
{
bool receivedNewDataThisFrame = false;
// Opró¿nianie kolejki i zapis
while (_dataQueue.TryDequeue(out SensorData newData))
{
receivedNewDataThisFrame = true;
if (!string.IsNullOrEmpty(_currentCsvFilePath))
{
string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss.fff");
string csvLine = $"{timestamp};{newData.hr};{newData.gsr}\n";
File.AppendAllText(_currentCsvFilePath, csvLine);
}
}
// --- SYSTEM WATCHDOG (Pilnowanie transmisji) ---
if (receivedNewDataThisFrame)
{
_timeSinceLastMessage = 0f; // Resetujemy stoper
if (_isDataTimeoutWarningShown)
{
// Jeœli wczeœniej wywaliliœmy b³¹d, a teraz dane wróci³y, dajemy znaæ, ¿e ju¿ jest OK
Debug.Log("<color=green>[ExperimentManager] Transmisja odzyskana! M5Stick znów nadaje.</color>");
_isDataTimeoutWarningShown = false;
}
}
else if (_mqttClient != null && _mqttClient.IsConnected)
{
// Czas leci tylko wtedy, gdy Unity myœli, ¿e MQTT jest po³¹czone
_timeSinceLastMessage += Time.deltaTime;
if (_timeSinceLastMessage >= timeoutSeconds && !_isDataTimeoutWarningShown)
{
Debug.LogError($"<color=red><b>[UWAGA MQTT!]</b> Brak danych od {timeoutSeconds} sekund! SprawdŸ M5Stick!</color>");
_isDataTimeoutWarningShown = true;
}
}
}
private async void OnApplicationQuit()
{
if (_mqttClient != null && _mqttClient.IsConnected)
{
await _mqttClient.DisconnectAsync();
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class FinalFlagTrigger : MonoBehaviour
{
[Header("End Scene Settings")]
public string thankYouSceneName = "ThankYouScene"; // Nazwa sceny z podziêkowaniami
private bool _hasTriggered = false;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player") && !_hasTriggered)
{
_hasTriggered = true;
Debug.Log("[FinalFlagTrigger] Gracz dotar³ do koñca! Zatrzymujê badanie.");
// 1. Zatrzymujemy zapis do plików CSV w Mened¿erze
if (ExperimentManager.Instance != null)
{
ExperimentManager.Instance.StopLogging();
}
// 2. £adujemy scenê koñcow¹
SceneManager.LoadScene(thankYouSceneName);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class GameManager : MonoBehaviour
{
[Header("Interfejs")]
public GameObject startUI; // Twój Canvas z napisem
[Header("Skrypty Gracza")]
public PlayerMove playerMove; // Skrypt poruszania fasolk¹
public MouseLook mouseLook; // Skrypt obracania kamer¹
[Header("Modu³ MQTT")]
public MqttCollector mqttCollector; // Skrypt MQTTnet
private bool hasStarted = false;
void Start()
{
// 1. Upewnij siê, ¿e na starcie wszystko jest zablokowane
if (playerMove != null) playerMove.enabled = false;
if (mouseLook != null) mouseLook.canLook = false;
// 2. Kursor musi byæ widoczny i wolny, ¿eby gracz wiedzia³, ¿e gra jeszcze nie ruszy³a
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
// 3. Czekamy na "Any Key" (dowolny przycisk klawiatury, myszy lub kontrolera VR)
InputSystem.onAnyButtonPress.CallOnce(ctrl => StartGame());
Debug.Log("GameManager: Oczekiwanie na start...");
}
void StartGame()
{
if (hasStarted) return;
hasStarted = true;
// 1. Ukrywamy UI
if (startUI != null)
startUI.SetActive(false);
// 2. Odblokowujemy ruch i kamerê
if (playerMove != null)
playerMove.enabled = true;
if (mouseLook != null)
mouseLook.EnableLooking(); // Ta funkcja schowa te¿ kursor
// 3. Odpalamy zbieranie danych MQTT
if (mqttCollector != null)
{
mqttCollector.BeginSession();
}
Debug.Log("<color=green>SYSTEM: Gra i logowanie danych uruchomione!</color>");
}
}

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using System;
[Serializable]
public class HeartRateData
{
// Jeśli serwer wysyła {"hr": 70}, to musi być 'hr'
public int hr;
}

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using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;
public class MenuController : MonoBehaviour
{
[Header("UI References")]
public TMP_InputField subjectIdInput;
[Header("Scene Settings")]
public string firstSceneName = "InstructionScene";
public void OnStartButtonClicked()
{
string subjectId = subjectIdInput.text.Trim();
// Fallback in case you forget to type an ID
if (string.IsNullOrEmpty(subjectId))
{
subjectId = "Test_Subject_01";
Debug.LogWarning("[MenuController] ID was empty. Using default ID.");
}
// 1. Create folders and connect to MQTT
ExperimentManager.Instance.InitializeSession(subjectId);
// 2. Load the next scene
SceneManager.LoadScene(firstSceneName);
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class InstructionController : MonoBehaviour
{
[Header("Scene Settings")]
public string nextSceneName = "NeutralScene";
public void StartNeutralPhase()
{
Debug.Log("[InstructionController] Button clicked. Starting Neutral phase.");
if (ExperimentManager.Instance != null)
{
ExperimentManager.Instance.SetPhase("Neutral");
}
else
{
Debug.LogWarning("[InstructionController] ExperimentManager not found! Start from InitialScene.");
}
SceneManager.LoadScene(nextSceneName);
}
}

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using UnityEngine;
using MQTTnet;
using MQTTnet.Client;
using System;
using System.Text;
using System.IO;
using System.Threading;
using System.Threading.Tasks;
public class MqttCollector : MonoBehaviour
{
private IMqttClient _mqttClient;
private string _csvPath;
[Header("Ustawienia MQTT")]
public string brokerIp = "127.0.0.1";
public int port = 1883;
public string topic = "sensor/heartrate";
// Funkcja wywo³ywana przez GameManager
public async void BeginSession()
{
// 1. Stworzenie pliku CSV w folderze projektu
string folder = Application.persistentDataPath + "/Sesje_Badawcze/";
if (!Directory.Exists(folder)) Directory.CreateDirectory(folder);
_csvPath = folder + "Dane_" + DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".csv";
File.WriteAllText(_csvPath, "Timestamp;Godzina;Tetno\n");
Debug.Log($"<color=cyan>MQTT: Plik zapisu: {_csvPath}</color>");
// 2. Konfiguracja MQTTnet
var factory = new MqttFactory();
_mqttClient = factory.CreateMqttClient();
var options = new MqttClientOptionsBuilder()
.WithTcpServer(brokerIp, port)
.Build();
// 3. Reakcja na odebran¹ wiadomoœæ
_mqttClient.ApplicationMessageReceivedAsync += e =>
{
string payload = Encoding.UTF8.GetString(e.ApplicationMessage.PayloadSegment);
SaveData(payload);
return Task.CompletedTask;
};
// 4. Po³¹czenie asynchroniczne
try
{
await _mqttClient.ConnectAsync(options, CancellationToken.None);
var subOptions = new MqttClientSubscribeOptionsBuilder()
.WithTopicFilter(topic)
.Build();
await _mqttClient.SubscribeAsync(subOptions, CancellationToken.None);
Debug.Log("<color=green>MQTT: Po³¹czono i s³ucham têtna!</color>");
}
catch (Exception ex)
{
Debug.LogError($"MQTT Connection Error: {ex.Message}");
}
}
private void SaveData(string json)
{
try
{
HeartRateData data = JsonUtility.FromJson<HeartRateData>(json);
// Format: Data i czas ; têtno
string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss");
string line = $"{timestamp};{data.hr}\n";
File.AppendAllText(_csvPath, line);
Debug.Log($"<color=white>Zapisano HR: {data.hr}</color>");
}
catch (Exception ex)
{
Debug.LogWarning($"B³¹d parsowania: {json}. Szczegó³y: {ex.Message}");
}
}
private async void OnApplicationQuit()
{
if (_mqttClient != null) await _mqttClient.DisconnectAsync();
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class FlagTrigger : MonoBehaviour
{
[Header("Ustawienia Przejœcia")]
public string nextSceneName = "ExperimentalScene"; // Nazwa sceny badawczej
public string nextPhaseName = "Experimental"; // Nazwa folderu/fazy dla mened¿era
// Zabezpieczenie, ¿eby scena nie próbowa³a siê za³adowaæ 5 razy w u³amku sekundy
private bool _hasTriggered = false;
// Ta funkcja wywo³uje siê automatycznie, gdy inny obiekt z Colliderem wejdzie w ten obiekt
private void OnTriggerEnter(Collider other)
{
// Sprawdzamy, czy obiekt, który nas dotkn¹³, ma tag "Player"
if (other.CompareTag("Player") && !_hasTriggered)
{
_hasTriggered = true;
Debug.Log("[FlagTrigger] Gracz dotkn¹³ flagi! Zmieniam fazê i scenê.");
// 1. Zmieniamy fazê w Mened¿erze (tworzy siê nowy plik CSV)
if (ExperimentManager.Instance != null)
{
ExperimentManager.Instance.SetPhase(nextPhaseName);
}
else
{
Debug.LogWarning("[FlagTrigger] Nie znaleziono ExperimentManager!");
}
// 2. £adujemy now¹ scenê
SceneManager.LoadScene(nextSceneName);
}
}
}

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using UnityEngine;
using System.IO;
using System;
public class PlayerTracker : MonoBehaviour
{
[Header("Tracking Settings")]
[Tooltip("Przeci¹gnij tutaj Main Camera ze swojego gracza VR")]
public Transform vrCamera;
[Tooltip("Jak czêsto zapisywaæ dane? (0.2 = 5 razy na sekundê)")]
public float recordInterval = 0.2f;
private string trackingFilePath;
private float timer;
void Start()
{
// Sprawdzamy, czy Mened¿er jest aktywny i prosimy go o œcie¿kê
if (ExperimentManager.Instance != null)
{
string folderPath = ExperimentManager.Instance.GetCurrentFolderPath();
if (!string.IsNullOrEmpty(folderPath))
{
// Tworzymy nazwê pliku z dat¹ i godzin¹
string phaseName = new DirectoryInfo(folderPath).Name;
string fileName = $"{phaseName}_Tracking_{DateTime.Now:yyyyMMdd_HHmmss}.csv";
trackingFilePath = Path.Combine(folderPath, fileName);
// Tworzymy plik i nag³ówki kolumn
File.WriteAllText(trackingFilePath, "Timestamp;PosX;PosY;PosZ;RotX;RotY;RotZ\n");
Debug.Log($"[PlayerTracker] Zaczynam œledzenie! Zapis do: {fileName}");
}
}
}
void Update()
{
// Jeœli nie mamy pliku albo kamery, nic nie robimy
if (string.IsNullOrEmpty(trackingFilePath) || vrCamera == null) return;
// Odliczamy czas
timer += Time.deltaTime;
if (timer >= recordInterval)
{
timer = 0f;
LogPosition();
}
}
private void LogPosition()
{
string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss.fff");
Vector3 pos = vrCamera.position;
Vector3 rot = vrCamera.eulerAngles; // Rotacja w stopniach (0-360)
// U¿ywamy InvariantCulture, by zawsze wymusiæ kropkê jako separator dziesiêtny zamiast przecinka
string line = string.Format(System.Globalization.CultureInfo.InvariantCulture,
"{0};{1:F3};{2:F3};{3:F3};{4:F3};{5:F3};{6:F3}\n",
timestamp, pos.x, pos.y, pos.z, rot.x, rot.y, rot.z);
File.AppendAllText(trackingFilePath, line);
}
}

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// Jeśli to zobaczysz w konsoli, znaczy że system działa, a problem jest w skali
if (mouseDelta != Vector2.zero)
{
Debug.Log($"Ruch myszy: {mouseDelta}");
//Debug.Log($"Ruch myszy: {mouseDelta}");
}
float mouseX = mouseDelta.x * mouseSensitivity * 0.1f; // Zmniejszyłem mnożnik dla testu