Initial commit

This commit is contained in:
Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
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using System.Collections;
using System.Net;
using UnityEngine;
using UnityEngine.Networking;
public class NetworkDiagnostic : MonoBehaviour
{
void Start()
{
StartCoroutine(RunDiagnostics());
}
IEnumerator RunDiagnostics()
{
Debug.Log("🌐 Starting network diagnostics...");
// 1. UnityWebRequest to Google (HTTP check)
string testUrl = "https://www.google.com";
using (UnityWebRequest request = UnityWebRequest.Get(testUrl))
{
yield return request.SendWebRequest();
if (request.result != UnityWebRequest.Result.Success)
Debug.LogError($"❌ Google request failed: {request.error}");
else
Debug.Log("✅ Google request succeeded.");
}
// 2. DNS Resolution (System.Net)
string hostToCheck = "www.google.com";
try
{
Debug.Log($"🔎 Attempting DNS resolution for: {hostToCheck}");
IPAddress[] addresses = Dns.GetHostAddresses(hostToCheck);
foreach (var addr in addresses)
Debug.Log($"✅ DNS Resolved: {addr}");
}
catch (System.Exception ex)
{
Debug.LogError($"❌ DNS resolution failed: {ex.Message}");
}
// 3. UnityWebRequest to Supabase Health
string supabaseHealth = "https://cezghxztvyggwgunyhmq.supabase.co/auth/v1/health";
using (UnityWebRequest supa = UnityWebRequest.Get(supabaseHealth))
{
supa.SetRequestHeader("apikey", "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJzdXBhYmFzZSIsInJlZiI6ImNlemdoeHp0dnlnZ3dndW55aG1xIiwicm9sZSI6ImFub24iLCJpYXQiOjE3NDcyMTk5MzcsImV4cCI6MjA2Mjc5NTkzN30.vr6-3X3Ux_DjcCiw_CqG-VKP8BiBXtmCzAXjYTiA_vY");
yield return supa.SendWebRequest();
if (supa.result != UnityWebRequest.Result.Success)
Debug.LogError($"❌ Supabase health check failed: {supa.error}");
else
Debug.Log($"✅ Supabase responded: {supa.downloadHandler.text}");
}
Debug.Log("📊 Network diagnostics complete.");
}
}
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using System;
using UnityEngine;
public class Room : MonoBehaviour
{
public int roomID;
public float timeInSeconds { get; set; }
public bool used = false;
public Room CreateRoom(int roomID, float timeInSeconds)
{
this.roomID = roomID;
this.timeInSeconds = timeInSeconds;
return this;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RoomManager : MonoBehaviour
{
public RoomPrefs myRoom;
public List<GameObject> doors;
public List<GameObject> furnitures;
public List<GameObject> portals;
public List<GameObject> enemies;
public void Awake()
{
if (!myRoom.doors && myRoom.furniture && !myRoom.portals && !myRoom.enemies) return;
if (myRoom.doors)
{
foreach (GameObject door in doors) door.SetActive(true);
}
if (!myRoom.furniture)
{
foreach(GameObject f in furnitures) f.SetActive(false);
}
if (myRoom.portals)
{
foreach(GameObject portal in portals) portal.SetActive(true);
}
if (myRoom.enemies)
{
foreach ( GameObject enemy in enemies) enemy.SetActive(true);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : MonoBehaviour
{
[SerializeField] private int baseSceneIndex;
private bool isLoaded;
private int currentScene = 0;
public int prevScene = 0;
private void Awake()
{
currentScene = baseSceneIndex; // holt sich den Index der aktuellen Szene
}
public void LoadScene(string sceneName) // ist die Funktion zum gewögnlichen Laden von Szenen
{
SceneManager.LoadScene(sceneName);
}
public void LoadNextSceneAdditive() // Lädt die nach Index nächste Szene additiv hinzu. Wird asynchron ausgeführt.
{
Debug.LogError("Triggered");
if (currentScene >= SceneManager.sceneCountInBuildSettings - 1 || SceneManager.loadedSceneCount > 2) return; // die aktuelle Szene darf nicht die letzte sein und es dürfen nöch keine zwei Szenen geladen sein.
int nextScene = currentScene + 1; // setzt den Index für die nächste Szene
prevScene = currentScene; // die aktuelle Szene wird zur "Previous Scene". Nun kann sie entladen werden.
currentScene = nextScene; // die nächste Szene wird zur neuen "Current Scene".
SceneManager.LoadSceneAsync(nextScene, LoadSceneMode.Additive); // nun wird die nächste Szene (in diesem moment dieselbe wie "Current Scene" asynchron hinzugeladen.
Debug.Log("Loaded Scene " + nextScene);
}
public void UnloadPrevSceneAdditive() // Entlädt die Szene, deren Index als "Previous Scene" festgehalten ist.
{
if (prevScene == baseSceneIndex) return; // Wird nicht ausgeführt, wenn die "Previous Scene" die Basis-Szene ist.
SceneManager.UnloadSceneAsync(prevScene); // Die "Previous Scene" wird entladen.
if (SceneManager.GetSceneByName("CurrentResults").isLoaded)
{
SceneManager.UnloadSceneAsync("CurrentResults");
Debug.Log("Unloaded CurrentResults");
}
}
public void LoadResultsAdditive() // Lädt die Results zur aktuellen Szene
{
SceneManager.LoadScene("CurrentResults", LoadSceneMode.Additive);
}
}
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