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Assets/JustSign/Scripts/JustSignGameEndedPanel.cs
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90
Assets/JustSign/Scripts/JustSignGameEndedPanel.cs
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using System;
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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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/// <summary>
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/// The JustSign-variant of the ScoreBoard
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/// </summary>
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public class JustSignGameEndedPanel : AbstractGameEndedPanel
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{
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/// <summary>
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/// Tell the scoreboard that the scoreboard is for JustSign
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/// </summary>
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protected override MinigameIndex minigameIndex
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{
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get { return MinigameIndex.JUST_SIGN; }
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}
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/// <summary>
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/// The field that will display the amount of perfect signs
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/// </summary>
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public TMP_Text perfectSignsText;
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/// <summary>
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/// The field that will display the amount of good signs
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/// </summary>
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public TMP_Text goodSignsText;
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/// <summary>
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/// The field that will display the amount of meh signs
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/// </summary>
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public TMP_Text mehSignsText;
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/// <summary>
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/// The field that will display the amount of terrible signs
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/// </summary>
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public TMP_Text terribleSignsText;
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/// <summary>
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/// The field that will display the amount of not found signs
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/// </summary>
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public TMP_Text notFoundSignsText;
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/// <summary>
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/// The field that will display the signs per minute
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/// </summary>
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public TMP_Text gpmText;
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/// <summary>
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/// Score
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/// </summary>
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public TMP_Text scoreText;
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/// <summary>
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/// Generate the content of the gameEnded panel
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/// </summary>
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/// <param name="perfectSigns">The amount of perfect signs</param>
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/// <param name="goodSigns">The amount of good signs</param>
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/// <param name="mehSigns">The amount of meh signs</param>
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/// <param name="terribleSigns">The emount of terrible signs</param>
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/// <param name="incorrectSigns">The amount of incorrect signs</param>
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/// <param name="duration">The duration of the song that was played</param>
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/// <param name="score">The score obtained by the player</param>
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public void GenerateContent(int perfectSigns, int goodSigns, int mehSigns, int terribleSigns, int incorrectSigns, int duration, int score)
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{
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// In de zone
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perfectSignsText.text = perfectSigns.ToString();
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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();
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// Niet Geraden
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notFoundSignsText.text = incorrectSigns.ToString();
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// LPM
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int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
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gpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
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// Score
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scoreText.text = $"Score: {score}";
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SetScoreBoard();
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}
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}
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