This commit is contained in:
Jelle De Geest
2023-04-26 19:04:34 +02:00
parent 172938cec8
commit 47f8b96122
1004 changed files with 60756 additions and 117444 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Abstract class for all minigame-gameEndedPanels
/// </summary>
public abstract class AbstractGameEndedPanel : MonoBehaviour
{
/// <summary>
/// The index of minigame that needs a GameEndedPanel
/// </summary>
protected abstract MinigameIndex minigameIndex
{
get;
}
/// <summary>
/// Reference to the scoreboard entries container
/// </summary>
public Transform scoreboardEntriesContainer;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> scoreboardEntries = new List<GameObject>();
/// <summary>
/// Reference to the ScoreboardEntry prefab
/// </summary>
public GameObject scoreboardEntry;
/// <summary>
/// Sets the scoreboard
/// </summary>
protected void SetScoreBoard()
{
// Clean the previous scoreboard entries
for (int i = 0; i < scoreboardEntries.Count; i++)
{
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
var progress = user.GetMinigameProgress(minigameIndex);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.highestScores;
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
}
}
}
// 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).GetAvatar();
// 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)
{
formatted = $"{diff.Days}d ";
}
else if (diff.Hours > 0)
{
formatted = $"{diff.Hours}h ";
}
else if (diff.Minutes > 0)
{
formatted = $"{diff.Minutes}m ";
}
else
{
formatted = "now";
}
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
// Alternating colors looks nice
if (rank % 2 == 0)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
}
// Make new score stand out
if (diff.TotalSeconds < 1)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(0, 229, 255, 233);
}
rank++;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Shared abstract class for the minigameControllers
/// </summary>
public abstract class AbstractMinigameController : AbstractFeedback
{
[Header("AbstractVariables")]
/// <summary>
/// We keep the minigamelist so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// <summary>
/// A bool to denote whether or not the game is still being played
/// </summary>
protected bool gameIsActive;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgress;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
protected Minigame minigame;
/// <summary>
/// Each minigame has a webcamTexture, this will be used in children-methods
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Reference to the gameEnded panel, so we can update its display
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// The theme that will be used by the signpredictor, this needs to be passed from the concrete class.
/// This theme CAN be different from the theme that words are fetched from (Think SpellingBee and Hangman)
/// </summary>
protected abstract Theme signPredictorTheme
{
get;
}
/// <summary>
/// Start is called before the first frame update, seal it to prevent minigames from changing it
/// </summary>
protected void Start()
{
// Get the scriptable of the current minigame
minigame = minigamelist.minigames[minigamelist.currentMinigameIndex];
// Start the game-specific start-logic
StartController();
// Prepare the signPredictor
signPredictor.SetModel(signPredictorTheme.modelIndex);
signPredictor.SwapScreen(webcamScreen);
signPredictor.SetSignsList(GetSignsList());
AddSelfAsListener();
}
/// <summary>
/// All minigames use the same principle, they grab the most probable sign and use said sign to show feedback to the user
/// Because we don't want minigames to write their own UpdateFeedbacks this function will be sealed
/// </summary>
/// <returns></returns>
/// <exception cref="System.NotImplementedException"></exception>
protected override sealed 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 ^^^
ProcessMostProbableSign(accuracy, predictedSign);
}
// This part is the only reason that feedbackProgress is needed in the abstract
else if (feedbackProgress != null)
{
feedbackProgress.value = 0.0f;
}
yield return null;
}
/// <summary>
/// Each game keeps a score, this score needs to be saved at some point
/// </summary>
public void SaveScores()
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
PersistentDataController.GetInstance().Save();
}
/// <summary>
/// The function that activates when the game ends, handles some endgame logic and displays the EndPanel
/// </summary>
/// <param name="won"></param>
public void ActivateEnd(bool victory)
{
EndGameLogic(victory);
SaveScores();
SetScoreBoard(victory);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Once the most probable sign has been fetched, they can be processed
/// </summary>
/// <param name="accuracy">The accuracy of the passed sign</param>
/// <param name="predictedSign">The name of the passed sign</param>
protected abstract void ProcessMostProbableSign(float accuracy, string predictedSign);
/// <summary>
/// Each minigame has their own way of calculating their score
/// </summary>
/// <returns>The score that the user has at that point</returns>
public abstract int CalculateScore();
/// <summary>
/// Each minigame has an AbstractGameEndedPanel at the end, but they each have their own unique concrete instance
/// </summary>
/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
protected abstract void SetScoreBoard(bool victory);
/// <summary>
/// Each minigame puts their GameLogic to be called at (re)start in a seperate function from Start()
/// </summary>
public void StartController()
{
StartGameLogic();
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress);
}
UserList.Save();
}
/// <summary>
/// Logic to be called at the start of the game
/// </summary>
protected abstract void StartGameLogic();
/// <summary>
/// Function that contains all the logic to end the game
/// </summary>
/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
protected abstract void EndGameLogic(bool victory);
/// <summary>
/// All non-fingerspelling-minigames have the same logic for the GetSignsList
/// </summary>
/// <returns>The signsList that needs to be passed to the signPredictor</returns>
private List<string> GetSignsList()
{
List<string> signsList = new List<string>();
foreach (Learnable learnable in signPredictorTheme.learnables)
{
signsList.Add(learnable.name);
}
return signsList;
}
}

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