Sprint 4
This commit is contained in:
@@ -1,26 +1,21 @@
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using System;
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using DigitalRuby.Tween;
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using System.Collections;
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using System.Collections.Generic;
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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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/// <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 : AbstractMinigameController
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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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@@ -29,24 +24,13 @@ 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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public TMP_Text feedBack;
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public TMP_Text timingFeedback;
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/// <summary>
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/// The current score
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/// </summary>
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public TMP_Text scoreDisplay;
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/// <summary>
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/// Reference to the minigame ScriptableObject
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/// </summary>
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public Minigame minigame;
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/// <summary>
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/// We keep the minigamelist as well so that the minigame-index doesn't get reset
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/// DO NOT REMOVE
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/// </summary>
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public MinigameList minigamelist;
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/// </summary>
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/// Reference to the list of available songs
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/// </summary>
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@@ -57,11 +41,45 @@ 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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/// Reference to the perfect hitzone
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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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/// Reference to the good hitzone
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/// </summary>
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public GameObject hitZone;
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public RectTransform hitZoneGood;
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/// <summary>
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/// Reference to the meh hitzone
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/// </summary>
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public RectTransform hitZoneMeh;
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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 = 50;
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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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private int goodScore = 20;
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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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private int mehScore = 10;
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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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private int terribleScore = -3;
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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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/// Symbol prefab
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@@ -88,75 +106,20 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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private List<GameObject> activeSymbols = new List<GameObject>();
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/// <summary>
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/// The current score
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/// </summary>
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private int score;
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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 = -1100;
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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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private int trackY = -200;
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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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/// <summary>
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/// Score obtained when getting a good hit
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/// </summary>
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private int goodScore = 3;
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/// <summary>
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/// Max distance from hit zone to get meh score
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/// </summary>
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private int mehBoundary = 200;
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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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private int mehScore = 1;
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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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private int terribleScore = -3;
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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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private int trackY = 0;
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/// <summary>
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/// Time at which the last symbol was spawned
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@@ -198,31 +161,6 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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private int incorrectSigns;
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/// <summary>
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/// Reference to the scoreboard entries container
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/// </summary>
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public Transform scoreboardEntriesContainer;
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/// <summary>
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/// The GameObjects representing the letters
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/// </summary>
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private List<GameObject> scoreboardEntries = new List<GameObject>();
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/// <summary>
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/// Reference to the ScoreboardEntry prefab
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/// </summary>
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public GameObject scoreboardEntry;
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/// <summary>
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/// Reference to the user list to access the current user
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/// </summary>
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public UserList userList;
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/// <summary>
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/// Reference to the current user
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/// </summary>
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private User user;
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/// <summary>
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/// LPM
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/// </summary>
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@@ -259,45 +197,58 @@ public class JustSignController : MonoBehaviour
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public TMP_Text scoreText;
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/// <summary>
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/// Reference to the gameEnded panel, so we can update its display
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/// Reference to the feedback field
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/// </summary>
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public GameObject gameEndedPanel;
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public TMP_Text feedbackText;
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/// <summary>
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/// Start is called before the first frame update
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/// Reference to the progress bar image, so we can add fancy colors
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/// </summary>
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public void Start()
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public Image feedbackProgressImage;
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/// <summary>
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/// Sprite shown when perfect score
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/// </summary>
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public Sprite perfectSprite;
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/// <summary>
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/// Sprite shown when good score
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/// </summary>
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public Sprite goodSprite;
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/// <summary>
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/// Sprite shown when meh score
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/// </summary>
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public Sprite mehSprite;
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/// <summary>
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/// Sprite shown when terrible score (too soon)
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/// </summary>
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public Sprite terribleSprite;
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/// <summary>
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/// Sprite shown when sign leaves screen
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/// </summary>
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public Sprite tooLateSprite;
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/// <summary>
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/// Reference to display the feedback image
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/// </summary>
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public Image imageFeedback;
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/// <summary>
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/// Message to display when there is no model
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/// </summary>
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public GameObject previewMessage;
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/// <summary>
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/// Reference to the score, feedback and image
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/// </summary>
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public GameObject userFeedback;
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protected override Theme signPredictorTheme
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{
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perfectSigns = 0;
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goodSigns = 0;
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mehSigns = 0;
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terribleSigns = 0;
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incorrectSigns = 0;
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score = 0;
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gameEndedPanel.SetActive(false);
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// Create entry in current user for keeping track of progress
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userList.Load();
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user = userList.GetCurrentUser();
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Progress progress = user.GetMinigameProgress(minigame.index);
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if (progress == null)
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{
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progress = new Progress();
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progress.AddOrUpdate<MinigameIndex>("minigameIndex", minigame.index);
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progress.AddOrUpdate<List<Score>>("highestScores", new List<Score>());
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progress.AddOrUpdate<List<Score>>("latestScores", new List<Score>());
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user.minigames.Add(progress);
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}
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userList.Save();
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scoreDisplay.text = "Score: " + score.ToString();
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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words.AddRange(currentTheme.learnables);
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currentSong = songList.songs[songList.currentSongIndex];
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AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
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beginTime = Time.time;
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lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
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StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
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get { return currentTheme; }
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}
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/// <summary>
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@@ -314,94 +265,62 @@ public class JustSignController : MonoBehaviour
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/// Update is called once per frame
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/// </summary>
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void Update()
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{
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if (gameIsActive) {
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int matchedSymbolIndex = -1;
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for (int i = 0; i < activeWords.Count; i++) {
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if (activeWords[i].ToLower() == answerField.text.ToLower()) {
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matchedSymbolIndex = i;
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}
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}
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// Destroy the oldest symbol if the current input matches it
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if (matchedSymbolIndex >= 0) {
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int difference = Math.Abs((int) (activeSymbols[matchedSymbolIndex].transform.position.x - hitZone.transform.position.x));
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if (difference < perfectBoundary) {
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feedBack.text = "Perfect!";
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perfectSigns++;
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score += perfectScore;
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} else if (difference < goodBoundary) {
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feedBack.text = "Good!";
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goodSigns++;
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score += goodScore;
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} else if (difference < mehBoundary) {
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feedBack.text = "Meh...";
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mehSigns++;
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score += mehScore;
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} else {
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feedBack.text = "Terrible!";
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terribleSigns++;
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score += terribleScore;
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}
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DestroySymbolAt(matchedSymbolIndex);
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answerField.text = "";
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}
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{
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if (gameIsActive)
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{
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// Destroy the oldest symbol if it leaves the screen
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if (activeSymbols.Count > 0) {
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if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX) {
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if (activeSymbols.Count > 0)
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{
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if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > trackX)
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{
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DestroySymbolAt(0);
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incorrectSigns++;
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feedBack.text = "Te laat!";
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score += offscreenScore;
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timingFeedback.text = $"Te laat! \n {offscreenScore}";
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imageFeedback.sprite = tooLateSprite;
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}
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}
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// Spawn new symbol every spawn period
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float currentTime = Time.time;
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if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime) {
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if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime)
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{
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lastSpawn = currentTime;
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SpawnNewSymbol();
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}
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// Check if the song has ended and activate scorescreen if it has
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if (currentTime - beginTime > currentSong.duration) {
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ActivateEnd();
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if (currentTime - beginTime > currentSong.duration)
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{
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// The boolean that is passed is irrelevant for this game
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ActivateEnd(true);
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}
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// Move all active symbols to the right
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foreach (GameObject symbol in activeSymbols) {
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foreach (GameObject symbol in activeSymbols)
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{
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RectTransform rectTransform = symbol.GetComponent<RectTransform>();
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rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
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}
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scoreDisplay.text = "Score: " + score.ToString();
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scoreDisplay.text = $"Score: {CalculateScore()}";
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}
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}
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/// <summary>
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/// Display Scoreboard + Metrics
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/// Calculate the score
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/// </summary>
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public void ActivateEnd()
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/// <returns>The calculated score</returns>
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public override int CalculateScore()
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{
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gameIsActive = false;
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while (activeSymbols.Count > 0)
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{
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DestroySymbolAt(0);
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}
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// TODO: Scoreboard
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SaveScores();
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SetScoreMetrics();
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SetScoreBoard();
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gameEndedPanel.SetActive(true);
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return goodSigns * goodScore + perfectSigns * perfectScore + mehScore * mehSigns + terribleScore * terribleSigns + incorrectSigns * offscreenScore;
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}
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/// <summary>
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/// Destroy the symbol at the given index
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/// </summary>
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/// <param name="index">The index of the symbol to destroy</param>
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void DestroySymbolAt(int index) {
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void DestroySymbolAt(int index)
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{
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activeWords.RemoveAt(index);
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GameObject symbol = activeSymbols[index];
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activeSymbols.RemoveAt(index);
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@@ -411,198 +330,191 @@ public class JustSignController : MonoBehaviour
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/// <summary>
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/// Create a new symbol at the start of the track
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/// </summary>
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void SpawnNewSymbol() {
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void SpawnNewSymbol()
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{
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// Pick a word that isn't in use yet
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List<int> unusedWordIndices = new List<int>();
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for (int i = 0; i < words.Count; i++) {
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if (!activeWords.Contains(words[i].name)) {
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for (int i = 0; i < words.Count; i++)
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{
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if (!activeWords.Contains(words[i].name))
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{
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unusedWordIndices.Add(i);
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}
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}
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Learnable newLearnable = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]];
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Learnable newLearnable = words[unusedWordIndices[Random.Range(0, unusedWordIndices.Count)]];
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string nextSymbol = newLearnable.name;
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GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer);
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GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, new Vector3(0, trackY, 0), Quaternion.identity, symbolContainer);
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// Dynamically load appearance
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Image image = newSymbolObject.GetComponent<Image>();
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Image image = newSymbolObject.transform.Find("Image").GetComponent<Image>();
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image.sprite = newLearnable.image;
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image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
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// Place the word that the symbol represents under the image
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TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
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text.text = nextSymbol;
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text.color = Color.black;
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text.rectTransform.localPosition = new Vector3(0, -160, 0);
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activeWords.Add(nextSymbol);
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activeWords.Add(nextSymbol.ToUpper());
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activeSymbols.Add(newSymbolObject);
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}
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/// <summary>
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/// Update and save the scores
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/// The logic to process the signs sent by the signPredictor
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/// </summary>
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public void SaveScores()
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/// <param name="accuracy">The accuracy of the passed sign</param>
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/// <param name="predictedSign">The name of the passed sign</param>
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protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
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{
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// Calculate new score
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int newScore = this.score;
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Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper() == predictedSign);
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// Save the score as a tuple: < int score, string time ago>
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Score score = new Score();
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score.scoreValue = newScore;
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score.time = DateTime.Now.ToString();
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// Save the new score
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user = userList.GetCurrentUser();
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Progress progress = user.GetMinigameProgress(minigame.index);
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// Get the current list of scores
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List<Score> latestScores = progress.Get<List<Score>>("latestScores");
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List<Score> highestScores = progress.Get<List<Score>>("highestScores");
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// Add the new score
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latestScores.Add(score);
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highestScores.Add(score);
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// Sort the scores
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highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
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// Only save the top 10 scores, so this list doesn't keep growing endlessly
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progress.AddOrUpdate<List<Score>>("latestScores", latestScores.Take(10).ToList());
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progress.AddOrUpdate<List<Score>>("highestScores", highestScores.Take(10).ToList());
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userList.Save();
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}
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/// <summary>
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/// Set score metrics
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/// </summary>
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private void SetScoreMetrics()
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{
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// In de zone
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perfectSignsText.text = perfectSigns.ToString();
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||||
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||||
// Aanvaardbaar
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goodSignsText.text = goodSigns.ToString();
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// Nipt
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mehSignsText.text = mehSigns.ToString();
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// Slechte timing
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terribleSignsText.text = terribleSigns.ToString();
|
||||
|
||||
// Niet Geraden
|
||||
notFoundSignsText.text = incorrectSigns.ToString();
|
||||
|
||||
// LPM
|
||||
int duration = songList.songs[songList.currentSongIndex].duration;
|
||||
int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
|
||||
lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
|
||||
|
||||
// Score
|
||||
scoreText.text = "Score: " + score.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the scoreboard
|
||||
/// </summary>
|
||||
private void SetScoreBoard()
|
||||
{
|
||||
// Clean the previous scoreboard entries
|
||||
for (int i = 0; i < scoreboardEntries.Count; i++)
|
||||
// If there is a feedback-object, we wil change its appearance
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
Destroy(scoreboardEntries[i]);
|
||||
}
|
||||
scoreboardEntries.Clear();
|
||||
|
||||
// Instantiate new entries
|
||||
// Get all scores from all users
|
||||
List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
|
||||
foreach (User user in userList.GetUsers())
|
||||
{
|
||||
// Get user's progress for this minigame
|
||||
Progress progress = user.GetMinigameProgress(minigame.index);
|
||||
if (progress != null)
|
||||
Color col;
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
// Add scores to dictionary
|
||||
List<Score> scores = progress.Get<List<Score>>("highestScores");
|
||||
foreach (Score score in scores)
|
||||
{
|
||||
allScores.Add(new Tuple<string, Score>(user.username, score));
|
||||
}
|
||||
feedbackText.text = $"Herkent '{predictedSign}'";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// Sort allScores based on Score.scoreValue
|
||||
allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
|
||||
|
||||
// Instantiate scoreboard entries
|
||||
int rank = 1;
|
||||
foreach (Tuple<string, Score> tup in allScores.Take(10))
|
||||
{
|
||||
string username = tup.Item1;
|
||||
Score score = tup.Item2;
|
||||
|
||||
GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
|
||||
scoreboardEntries.Add(entry);
|
||||
|
||||
// Set the player icon
|
||||
entry.transform.Find("Image").GetComponent<Image>().sprite = userList.GetUserByUsername(username).avatar;
|
||||
|
||||
// Set the player name
|
||||
entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
|
||||
|
||||
// Set the score
|
||||
entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
|
||||
|
||||
// Set the rank
|
||||
entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
|
||||
|
||||
// Set the ago
|
||||
// Convert the score.time to Datetime
|
||||
DateTime time = DateTime.Parse(score.time);
|
||||
DateTime currentTime = DateTime.Now;
|
||||
TimeSpan diff = currentTime.Subtract(time);
|
||||
|
||||
string formatted;
|
||||
if (diff.Days > 0)
|
||||
else if (accuracy > 0.9 * predSign.thresholdPercentage)
|
||||
{
|
||||
formatted = $"{diff.Days}d ";
|
||||
}
|
||||
else if (diff.Hours > 0)
|
||||
{
|
||||
formatted = $"{diff.Hours}h ";
|
||||
}
|
||||
else if (diff.Minutes > 0)
|
||||
{
|
||||
formatted = $"{diff.Minutes}m ";
|
||||
feedbackText.text = $"Lijkt op '{predictedSign}'";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
formatted = "now";
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
|
||||
// Alternating colors looks nice
|
||||
if (rank % 2 == 0)
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
Image image = entry.transform.GetComponent<Image>();
|
||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
|
||||
}
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Make new score stand out
|
||||
if (diff.TotalSeconds < 1)
|
||||
// The logic for the internal workings of the game
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
|
||||
|
||||
// Destroy the oldest symbol if the current input matches it
|
||||
if (0 <= matchedSymbolIndex)
|
||||
{
|
||||
Image image = entry.transform.GetComponent<Image>();
|
||||
image.color = new Color(0, 229, 255, 233);
|
||||
}
|
||||
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
|
||||
|
||||
rank++;
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The logic to set the scoreboard of justsign
|
||||
/// </summary>
|
||||
/// <param name="victory">Shows whether or not the player won, is not relevant for JustSIgn</param>
|
||||
protected override void SetScoreBoard(bool victory)
|
||||
{
|
||||
gameEndedPanel.GetComponent<JustSignGameEndedPanel>().GenerateContent(
|
||||
perfectSigns: perfectSigns,
|
||||
goodSigns: goodSigns,
|
||||
mehSigns: mehSigns,
|
||||
terribleSigns: terribleSigns,
|
||||
incorrectSigns: incorrectSigns,
|
||||
duration: currentSong.duration,
|
||||
score: CalculateScore()
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The justsign-specific logic that needs to be called at the start of the game
|
||||
/// </summary>
|
||||
protected override void StartGameLogic()
|
||||
{
|
||||
// Set the current theme so that it can be passed along
|
||||
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
|
||||
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
|
||||
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
|
||||
perfectSigns = 0;
|
||||
goodSigns = 0;
|
||||
mehSigns = 0;
|
||||
terribleSigns = 0;
|
||||
incorrectSigns = 0;
|
||||
timingFeedback.text = "";
|
||||
imageFeedback.sprite = minigame.thumbnail;
|
||||
gameEndedPanel.SetActive(false);
|
||||
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
words.AddRange(currentTheme.learnables);
|
||||
currentSong = songList.songs[songList.currentSongIndex];
|
||||
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
|
||||
beginTime = Time.time;
|
||||
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
|
||||
|
||||
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The justsign-specific logic that needs to be called at the end of a game
|
||||
/// </summary>
|
||||
/// <param name="victory"></param>
|
||||
protected override void EndGameLogic(bool victory)
|
||||
{
|
||||
gameIsActive = false;
|
||||
while (activeSymbols.Count > 0)
|
||||
{
|
||||
DestroySymbolAt(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user