Resolve WES-144 "Feedback justsign"
This commit is contained in:
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Assets/JustSign/Images/Meh.png
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Assets/JustSign/Images/Perfect.png
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Assets/JustSign/Images/Terrible.png
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title: Just Sign
|
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description: A rhythm game
|
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description: Verlies je in de muziek en voer gebaren uit naar hartenlust!
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themeList: {fileID: 11400000, guid: a96bdbd3b1486d947a196fa1eb41d90b, type: 2}
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minigameEntryPoint: JustSign/Scenes/JustSignGame
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controls: In this game, you will perform signs to the beat of the music.
|
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controls: Voer gebaren uit op het ritme van de muziek. Hoe beter je timing, hoe
|
||||
hoger je scoort.
|
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|
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@@ -1,3 +1,4 @@
|
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using DigitalRuby.Tween;
|
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using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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@@ -5,22 +6,18 @@ using System.Linq;
|
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using TMPro;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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using Random = UnityEngine.Random;
|
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|
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/// <summary>
|
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/// Contains all game logic for the JustSign game
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/// </summary>
|
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public class JustSignController : MonoBehaviour
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{
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public class JustSignController : AbstractFeedback
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{
|
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/// <summary>
|
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/// All of the words that can be used in this session
|
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/// </summary>
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private List<Learnable> words = new List<Learnable>();
|
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/// <summary>
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/// The canvas containing all components
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/// </summary>
|
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public Canvas canvas;
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/// <summary>
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/// The input field where the user can type his or her answer
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/// </summary>
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@@ -29,7 +26,7 @@ public class JustSignController : MonoBehaviour
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/// <summary>
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/// The feedback on the timing
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/// <summary>
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/// The current score
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@@ -57,11 +54,50 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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private Song currentSong;
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/// </summary>
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public RectTransform hitZonePerfect;
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/// <summary>
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/// The zone that the player should be hitting with his or her inputs
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/// </summary>
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public GameObject hitZone;
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/// </summary>
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public RectTransform hitZoneMeh;
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/// <summary>
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/// Reference to the webcam
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/// </summary>
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public RawImage webcamScreen;
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/// <summary>
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/// Score obtained when getting a perfect hit
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/// </summary>
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/// <summary>
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/// Score obtained when getting a good hit
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/// </summary>
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/// <summary>
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/// Score obtained when getting a meh hit
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/// </summary>
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/// <summary>
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/// Score obtained when getting a terrible hit
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/// </summary>
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/// <summary>
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/// Score obtained when symbol goes offscreen
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/// </summary>
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private int offscreenScore = -5;
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/// <summary>
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@@ -88,75 +124,25 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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/// <summary>
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/// The current score
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/// </summary>
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/// <summary>
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/// Have the symbols started spawning or not
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/// </summary>
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private bool gameIsActive = false;
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/// <summary>
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/// Width and height of the symbols
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/// </summary>
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private int symbolSize = 280;
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/// <summary>
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/// Controls movement speed of symbols (higher -> faster)
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/// </summary>
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private int moveSpeed = 200;
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private int moveSpeed = 100;
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/// <summary>
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/// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2
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/// </summary>
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private int trackX = 1920 / 2;
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/// <summary>
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/// Starting Y-coordinate of a symbol
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/// </summary>
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/// <summary>
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/// Max distance from hit zone to get perfect score
|
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/// </summary>
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private int perfectBoundary = 10;
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/// <summary>
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/// Score obtained when getting a perfect hit
|
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/// </summary>
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private int perfectScore = 5;
|
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/// <summary>
|
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/// Max distance from hit zone to get good score
|
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/// </summary>
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private int goodBoundary = 120;
|
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|
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/// <summary>
|
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/// Score obtained when getting a good hit
|
||||
/// </summary>
|
||||
private int goodScore = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Max distance from hit zone to get meh score
|
||||
/// </summary>
|
||||
private int mehBoundary = 200;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when getting a meh hit
|
||||
/// </summary>
|
||||
private int mehScore = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when getting a terrible hit
|
||||
/// </summary>
|
||||
private int terribleScore = -3;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when symbol goes offscreen
|
||||
/// </summary>
|
||||
private int offscreenScore = -5;
|
||||
private int trackY = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Time at which the last symbol was spawned
|
||||
@@ -258,17 +244,88 @@ public class JustSignController : MonoBehaviour
|
||||
/// </summary>
|
||||
public GameObject gameEndedPanel;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the feedback field
|
||||
/// </summary>
|
||||
public TMP_Text feedbackText;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the progress bar
|
||||
/// </summary>
|
||||
public Slider feedbackProgressBar;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the progress bar image, so we can add fancy colors
|
||||
/// </summary>
|
||||
public Image feedbackProgressImage;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite shown when perfect score
|
||||
/// </summary>
|
||||
public Sprite perfectSprite;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite shown when good score
|
||||
/// </summary>
|
||||
public Sprite goodSprite;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite shown when meh score
|
||||
/// </summary>
|
||||
public Sprite mehSprite;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite shown when terrible score (too soon)
|
||||
/// </summary>
|
||||
public Sprite terribleSprite;
|
||||
|
||||
/// <summary>
|
||||
/// Sprite shown when sign leaves screen
|
||||
/// </summary>
|
||||
public Sprite tooLateSprite;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to display the feedback image
|
||||
/// </summary>
|
||||
public Image imageFeedback;
|
||||
|
||||
/// <summary>
|
||||
/// Message to display when there is no model
|
||||
/// </summary>
|
||||
public GameObject previewMessage;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the score, feedback and image
|
||||
/// </summary>
|
||||
public GameObject userFeedback;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
public void Start()
|
||||
{
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
signPredictor.SetModel(currentTheme.modelIndex);
|
||||
signPredictor.SwapScreen(webcamScreen);
|
||||
AddSelfAsListener();
|
||||
|
||||
StartController();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Holds the game-specific logic to start the controller
|
||||
/// </summary>
|
||||
public void StartController()
|
||||
{
|
||||
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
|
||||
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
|
||||
perfectSigns = 0;
|
||||
goodSigns = 0;
|
||||
mehSigns = 0;
|
||||
terribleSigns = 0;
|
||||
incorrectSigns = 0;
|
||||
score = 0;
|
||||
timingFeedback.text = "";
|
||||
imageFeedback.sprite = minigame.thumbnail;
|
||||
gameEndedPanel.SetActive(false);
|
||||
// Create entry in current user for keeping track of progress
|
||||
user = UserList.GetCurrentUser();
|
||||
@@ -279,10 +336,9 @@ public class JustSignController : MonoBehaviour
|
||||
progress.minigameIndex = minigame.index;
|
||||
user.AddMinigameProgress(progress);
|
||||
}
|
||||
PersistentDataController.GetInstance().Save();
|
||||
UserList.Save();
|
||||
|
||||
scoreDisplay.text = "Score: " + score.ToString();
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
words.AddRange(currentTheme.learnables);
|
||||
currentSong = songList.songs[songList.currentSongIndex];
|
||||
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
|
||||
@@ -309,63 +365,21 @@ public class JustSignController : MonoBehaviour
|
||||
{
|
||||
if (gameIsActive)
|
||||
{
|
||||
int matchedSymbolIndex = -1;
|
||||
for (int i = 0; i < activeWords.Count; i++)
|
||||
{
|
||||
if (activeWords[i].ToLower() == answerField.text.ToLower())
|
||||
{
|
||||
matchedSymbolIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy the oldest symbol if the current input matches it
|
||||
if (matchedSymbolIndex >= 0)
|
||||
{
|
||||
int difference = Math.Abs((int)(activeSymbols[matchedSymbolIndex].transform.position.x - hitZone.transform.position.x));
|
||||
if (difference < perfectBoundary)
|
||||
{
|
||||
feedBack.text = "Perfect!";
|
||||
perfectSigns++;
|
||||
score += perfectScore;
|
||||
}
|
||||
else if (difference < goodBoundary)
|
||||
{
|
||||
feedBack.text = "Good!";
|
||||
goodSigns++;
|
||||
score += goodScore;
|
||||
}
|
||||
else if (difference < mehBoundary)
|
||||
{
|
||||
feedBack.text = "Meh...";
|
||||
mehSigns++;
|
||||
score += mehScore;
|
||||
}
|
||||
else
|
||||
{
|
||||
feedBack.text = "Terrible!";
|
||||
terribleSigns++;
|
||||
score += terribleScore;
|
||||
}
|
||||
|
||||
DestroySymbolAt(matchedSymbolIndex);
|
||||
answerField.text = "";
|
||||
}
|
||||
|
||||
// Destroy the oldest symbol if it leaves the screen
|
||||
if (activeSymbols.Count > 0)
|
||||
{
|
||||
if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX)
|
||||
if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > trackX)
|
||||
{
|
||||
DestroySymbolAt(0);
|
||||
incorrectSigns++;
|
||||
feedBack.text = "Te laat!";
|
||||
score += offscreenScore;
|
||||
timingFeedback.text = $"Te laat! \n {offscreenScore}";
|
||||
imageFeedback.sprite = tooLateSprite;
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn new symbol every spawn period
|
||||
float currentTime = Time.time;
|
||||
if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime)
|
||||
if (currentTime - lastSpawn > 2*currentSong.spawnPeriod && lastSymbolTime > currentTime)
|
||||
{
|
||||
lastSpawn = currentTime;
|
||||
SpawnNewSymbol();
|
||||
@@ -384,10 +398,19 @@ public class JustSignController : MonoBehaviour
|
||||
rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
|
||||
}
|
||||
|
||||
scoreDisplay.text = "Score: " + score.ToString();
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the score
|
||||
/// </summary>
|
||||
/// <returns>The calculated score</returns>
|
||||
public int CalculateScore()
|
||||
{
|
||||
return goodSigns*goodScore + perfectSigns*perfectScore + mehScore*mehSigns + terribleScore*terribleSigns + incorrectSigns*offscreenScore;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display Scoreboard + Metrics
|
||||
/// </summary>
|
||||
@@ -433,23 +456,20 @@ public class JustSignController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
Learnable newLearnable = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]];
|
||||
Learnable newLearnable = words[unusedWordIndices[Random.Range(0, unusedWordIndices.Count)]];
|
||||
string nextSymbol = newLearnable.name;
|
||||
|
||||
GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer);
|
||||
GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, new Vector3(0, trackY, 0), Quaternion.identity, symbolContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
Image image = newSymbolObject.GetComponent<Image>();
|
||||
Image image = newSymbolObject.transform.Find("Image").GetComponent<Image>();
|
||||
image.sprite = newLearnable.image;
|
||||
image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
|
||||
|
||||
// Place the word that the symbol represents under the image
|
||||
TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
|
||||
text.text = nextSymbol;
|
||||
text.color = Color.black;
|
||||
text.rectTransform.localPosition = new Vector3(0, -160, 0);
|
||||
|
||||
activeWords.Add(nextSymbol);
|
||||
activeWords.Add(nextSymbol.ToUpper());
|
||||
activeSymbols.Add(newSymbolObject);
|
||||
}
|
||||
|
||||
@@ -459,7 +479,7 @@ public class JustSignController : MonoBehaviour
|
||||
public void SaveScores()
|
||||
{
|
||||
// Calculate new score
|
||||
int newScore = this.score;
|
||||
int newScore = CalculateScore();
|
||||
|
||||
// Save the score as a tuple: < int score, string time ago>
|
||||
Score score = new Score();
|
||||
@@ -513,7 +533,7 @@ public class JustSignController : MonoBehaviour
|
||||
lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
|
||||
|
||||
// Score
|
||||
scoreText.text = "Score: " + score.ToString();
|
||||
scoreText.text = $"Score: {CalculateScore()}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -616,4 +636,120 @@ public class JustSignController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The updateFunction that is called when new probabilities become available
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected override IEnumerator UpdateFeedback()
|
||||
{
|
||||
// Get the predicted sign
|
||||
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
|
||||
{
|
||||
// Get highest predicted sign
|
||||
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
|
||||
float accuracy = signPredictor.learnableProbabilities[predictedSign];
|
||||
|
||||
// vvv TEMPORARY STUFF vvv
|
||||
if (predictedSign == "J" && accuracy <= 0.97f)
|
||||
{
|
||||
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
|
||||
}
|
||||
accuracy = signPredictor.learnableProbabilities[predictedSign];
|
||||
// ^^^ TEMPORARY STUFF ^^^
|
||||
|
||||
Learnable predSign = currentTheme.learnables.Find(l => l.name == predictedSign);
|
||||
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
Color col;
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
feedbackText.text = $"Herkent '{predictedSign}'";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (accuracy > 0.9 * predSign.thresholdPercentage)
|
||||
{
|
||||
feedbackText.text = $"Lijkt op '{predictedSign}'";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
float oldValue = feedbackProgressBar.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgressBar != null)
|
||||
{
|
||||
feedbackProgressBar.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
|
||||
|
||||
// Destroy the oldest symbol if the current input matches it
|
||||
if (0 <= matchedSymbolIndex)
|
||||
{
|
||||
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
|
||||
|
||||
// parameters to define the Perfect hit zone
|
||||
float perfectRange = hitZonePerfect.sizeDelta.x;
|
||||
float perfectCenter = hitZonePerfect.localPosition.x;
|
||||
// parameters to define the Good hit zone
|
||||
float goodRange = hitZoneGood.sizeDelta.x;
|
||||
float goodCenter = hitZoneGood.localPosition.x;
|
||||
// parameters to define the Meh hit zone
|
||||
float mehRange = hitZoneMeh.sizeDelta.x;
|
||||
float mehCenter = hitZoneMeh.localPosition.x;
|
||||
|
||||
if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Perfect! \n +{perfectScore}";
|
||||
imageFeedback.sprite = perfectSprite;
|
||||
perfectSigns++;
|
||||
timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Goed \n +{goodScore}";
|
||||
imageFeedback.sprite = goodSprite;
|
||||
goodSigns++;
|
||||
timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
|
||||
}
|
||||
else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Bijna... \n +{mehScore}";
|
||||
imageFeedback.sprite = mehSprite;
|
||||
mehSigns++;
|
||||
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
|
||||
imageFeedback.sprite = terribleSprite;
|
||||
terribleSigns++;
|
||||
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
DestroySymbolAt(matchedSymbolIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (feedbackProgressBar != null)
|
||||
{
|
||||
|
||||
feedbackProgressBar.value = 0.0f;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,9 @@
|
||||
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:1631ed2680c61245b8211d943c1639a8",
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
|
||||
"GUID:58e104b97fb3752438ada2902a36dcbf",
|
||||
"GUID:d0b6b39a21908f94fbbd9f2c196a9725"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Class to manage all webcam stuff inside the SpellingBee minigame
|
||||
/// </summary>
|
||||
public class JustSignWebcam : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Index of the current camera
|
||||
/// </summary>
|
||||
int camdex = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Texture to paste on the display
|
||||
/// </summary>
|
||||
WebCamTexture tex;
|
||||
|
||||
/// <summary>
|
||||
/// Display for the video feed
|
||||
/// </summary>
|
||||
public RawImage display;
|
||||
|
||||
/// <summary>
|
||||
/// Setup the webcam correctly
|
||||
/// </summary>
|
||||
void Awake()
|
||||
{
|
||||
WebCamDevice device = WebCamTexture.devices[camdex];
|
||||
tex = new WebCamTexture(device.name);
|
||||
display.texture = tex;
|
||||
|
||||
tex.Play();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Swap webcam by cycling through the `WebCamTexture.devices` list
|
||||
/// </summary>
|
||||
public void SwapCam()
|
||||
{
|
||||
if (WebCamTexture.devices.Length > 0)
|
||||
{
|
||||
// Stop the old camera
|
||||
display.texture = null;
|
||||
tex.Stop();
|
||||
tex = null;
|
||||
|
||||
// Find the new camera
|
||||
camdex += 1;
|
||||
camdex %= WebCamTexture.devices.Length;
|
||||
|
||||
// Start the new camera
|
||||
WebCamDevice device = WebCamTexture.devices[camdex];
|
||||
tex = new WebCamTexture(device.name);
|
||||
display.texture = tex;
|
||||
|
||||
tex.Play();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scene changing is implemented here to avoid problems with webcam
|
||||
/// </summary>
|
||||
public void GotoThemeSelection()
|
||||
{
|
||||
display.texture = null;
|
||||
tex.Stop();
|
||||
tex = null;
|
||||
|
||||
SystemController.GetInstance().BackToPreviousScene();
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9291edb7593521fbb7e0a486724fd3c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- minigameList: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
|
||||
- display: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user