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Assets/Minigames/Scripts/AbstractMinigameController.cs
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Assets/Minigames/Scripts/AbstractMinigameController.cs
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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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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Shared abstract class for the minigameControllers
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/// </summary>
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public abstract class AbstractMinigameController : AbstractFeedback
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{
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[Header("AbstractVariables")]
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/// <summary>
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/// We keep the minigamelist 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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/// A bool to denote whether or not the game is still being played
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/// </summary>
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protected bool gameIsActive;
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/// <summary>
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/// Reference to the progress bar
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/// </summary>
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public Slider feedbackProgress;
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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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/// Reference to the minigame ScriptableObject
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/// </summary>
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protected Minigame minigame;
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/// <summary>
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/// Each minigame has a webcamTexture, this will be used in children-methods
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/// </summary>
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public RawImage webcamScreen;
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/// <summary>
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/// Reference to the gameEnded panel, so we can update its display
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/// </summary>
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public GameObject gameEndedPanel;
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/// <summary>
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/// The theme that will be used by the signpredictor, this needs to be passed from the concrete class.
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/// This theme CAN be different from the theme that words are fetched from (Think SpellingBee and Hangman)
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/// </summary>
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protected abstract Theme signPredictorTheme
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{
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get;
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}
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/// <summary>
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/// Start is called before the first frame update, seal it to prevent minigames from changing it
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/// </summary>
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protected void Start()
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{
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// Get the scriptable of the current minigame
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minigame = minigamelist.minigames[minigamelist.currentMinigameIndex];
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// Start the game-specific start-logic
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StartController();
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// Prepare the signPredictor
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signPredictor.SetModel(signPredictorTheme.modelIndex);
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signPredictor.SwapScreen(webcamScreen);
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signPredictor.SetSignsList(GetSignsList());
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AddSelfAsListener();
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}
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/// <summary>
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/// All minigames use the same principle, they grab the most probable sign and use said sign to show feedback to the user
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/// Because we don't want minigames to write their own UpdateFeedbacks this function will be sealed
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/// </summary>
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/// <returns></returns>
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/// <exception cref="System.NotImplementedException"></exception>
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protected override sealed IEnumerator UpdateFeedback()
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{
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// Get the predicted sign
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if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
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{
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// Get highest predicted sign
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string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
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float accuracy = signPredictor.learnableProbabilities[predictedSign];
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// vvv TEMPORARY STUFF vvv
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if (predictedSign == "J" && accuracy <= 0.97f)
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{
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predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
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}
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accuracy = signPredictor.learnableProbabilities[predictedSign];
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// ^^^ TEMPORARY STUFF ^^^
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ProcessMostProbableSign(accuracy, predictedSign);
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}
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// This part is the only reason that feedbackProgress is needed in the abstract
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else if (feedbackProgress != null)
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{
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feedbackProgress.value = 0.0f;
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}
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yield return null;
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}
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/// <summary>
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/// Each game keeps a score, this score needs to be saved at some point
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/// </summary>
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public void SaveScores()
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{
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// Calculate new score
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int newScore = CalculateScore();
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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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var progress = user.GetMinigameProgress(minigame.index);
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// Get the current list of scores
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List<Score> latestScores = progress.latestScores;
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List<Score> highestScores = progress.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.latestScores = latestScores.Take(10).ToList();
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progress.highestScores = highestScores.Take(10).ToList();
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PersistentDataController.GetInstance().Save();
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}
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/// <summary>
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/// The function that activates when the game ends, handles some endgame logic and displays the EndPanel
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/// </summary>
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/// <param name="won"></param>
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public void ActivateEnd(bool victory)
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{
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EndGameLogic(victory);
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SaveScores();
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SetScoreBoard(victory);
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gameEndedPanel.SetActive(true);
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}
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/// <summary>
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/// Once the most probable sign has been fetched, they can be processed
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/// </summary>
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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 abstract void ProcessMostProbableSign(float accuracy, string predictedSign);
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/// <summary>
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/// Each minigame has their own way of calculating their score
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/// </summary>
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/// <returns>The score that the user has at that point</returns>
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public abstract int CalculateScore();
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/// <summary>
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/// Each minigame has an AbstractGameEndedPanel at the end, but they each have their own unique concrete instance
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/// </summary>
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/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
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protected abstract void SetScoreBoard(bool victory);
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/// <summary>
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/// Each minigame puts their GameLogic to be called at (re)start in a seperate function from Start()
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/// </summary>
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public void StartController()
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{
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StartGameLogic();
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// Create entry in current user for keeping track of progress
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user = UserList.GetCurrentUser();
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var progress = user.GetMinigameProgress(minigame.index);
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if (progress == null)
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{
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progress = new PersistentDataController.SavedMinigameProgress();
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progress.minigameIndex = minigame.index;
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user.AddMinigameProgress(progress);
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}
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UserList.Save();
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}
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/// <summary>
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/// Logic to be called at the start of the game
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/// </summary>
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protected abstract void StartGameLogic();
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/// <summary>
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/// Function that contains all the logic to end the game
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/// </summary>
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/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
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protected abstract void EndGameLogic(bool victory);
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/// <summary>
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/// All non-fingerspelling-minigames have the same logic for the GetSignsList
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/// </summary>
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/// <returns>The signsList that needs to be passed to the signPredictor</returns>
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private List<string> GetSignsList()
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{
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List<string> signsList = new List<string>();
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foreach (Learnable learnable in signPredictorTheme.learnables)
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{
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signsList.Add(learnable.name);
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}
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return signsList;
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}
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}
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