Sprint 4
This commit is contained in:
@@ -1,456 +0,0 @@
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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 TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public partial class GameController : MonoBehaviour
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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 string[] words;
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private List<Learnable> words = new List<Learnable>();
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/// <summary>
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/// Where we currently are in the word
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/// </summary>
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private int letterIndex;
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/// <summary>
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/// Where we currently are in the word list
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/// </summary>
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private int wordIndex;
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/// <summary>
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/// The word that is currently being spelled
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/// </summary>
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private string currentWord;
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/// <summary>
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/// All of the available themes
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/// </summary>
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public ThemeList themeList;
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/// <summary>
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/// The theme we are currently using
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/// </summary>
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private Theme currentTheme;
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/// <summary>
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/// Current value of timer in seconds
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/// </summary>
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private float timerValue;
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/// <summary>
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/// Indicates if the game is still going
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/// </summary>
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private bool gameEnded;
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/// <summary>
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/// Amount of seconds user gets per letter of the current word
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/// Set to 1 for testing; should be increased later
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/// </summary>
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private const int secondsPerLetter = 5;
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/// <summary>
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/// Counter that keeps track of how many letters have been spelled correctly
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/// </summary>
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private int correctLetters;
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/// <summary>
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/// Counter that keeps track of how many letters have been spelled incorrectly
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/// </summary>
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private int incorrectLetters;
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/// <summary>
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/// Counter that keeps track of how many words have been spelled correctly
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/// </summary>
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private int spelledWords;
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/// <summary>
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/// Timer that keeps track of when the game was started
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/// </summary>
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private DateTime startTime;
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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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/// 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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/// Letter prefab
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/// </summary>
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public GameObject letterPrefab;
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/// <summary>
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/// Reference to letter container
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/// </summary>
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public Transform letterContainer;
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/// <summary>
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/// The Image component for displaying the appropriate sprite
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/// </summary>
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public Image wordImage;
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/// <summary>
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/// Timer display
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/// </summary>
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public TMP_Text timerText;
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/// <summary>
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/// Bonus time display
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/// </summary>
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public GameObject bonusTimeText;
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/// <summary>
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/// Timer to display the bonus time
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/// </summary>
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private float bonusActiveRemaining = 0.0f;
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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> letters = new List<GameObject>();
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/// <summary>
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/// Reference to the scoreboard
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/// </summary>
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public Transform Scoreboard;
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/// <summary>
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/// Accuracy feeback object
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/// </summary>
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public Feedback feedback;
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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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/// Start is called before the first frame update
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/// </summary>
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public void Start()
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{
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correctLetters = 0;
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incorrectLetters = 0;
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words.Clear();
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// We use -1 instead of 0 so SetNextWord can simply increment it each time
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spelledWords = -1;
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wordIndex = 0;
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gameEnded = false;
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timerValue = 30.0f;
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bonusActiveRemaining = 0.0f;
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startTime = DateTime.Now;
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gameEndedPanel.SetActive(false);
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bonusTimeText.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", MinigameIndex.SPELLING_BEE);
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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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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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feedback.signPredictor.model = currentTheme.model;
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words.AddRange(currentTheme.learnables);
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ShuffleWords();
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NextWord();
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// Set calllbacks
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feedback.getSignCallback = () =>
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{
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if (letterIndex < currentWord.Length)
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{
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return currentWord[letterIndex].ToString().ToUpper();
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}
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return null;
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};
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feedback.predictSignCallback = (sign) =>
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{
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bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
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if (successful)
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{
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AddSeconds(secondsPerLetter);
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}
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NextLetter(successful);
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};
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}
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/// <summary>
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/// Update is called once per frame
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/// </summary>
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public void Update()
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{
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if (!gameEnded)
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{
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timerValue -= Time.deltaTime;
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if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
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{
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bonusTimeText.SetActive(false);
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}
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else
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{
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bonusActiveRemaining -= Time.deltaTime;
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}
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if (timerValue <= 0.0f)
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{
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timerValue = 0.0f;
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ActivateGameOver();
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}
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int minutes = Mathf.FloorToInt(timerValue / 60.0f);
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int seconds = Mathf.FloorToInt(timerValue % 60.0f);
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timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
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}
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}
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/// <summary>
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/// Randomly shuffle the list of words
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/// </summary>
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public void ShuffleWords()
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{
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for (int i = words.Count - 1; i > 0; i--)
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{
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// Generate a random index between 0 and i (inclusive)
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int j = UnityEngine.Random.Range(0, i + 1);
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// Swap the values at indices i and j
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(words[j], words[i]) = (words[i], words[j]);
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}
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}
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/// <summary>
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/// Calculate the score
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/// </summary>
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/// <returns>The calculated score</returns>
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public int CalculateScore()
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{
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return spelledWords * 5 + correctLetters;
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}
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/// <summary>
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/// Displays the game over panel and score values
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/// </summary>
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public void ActivateGameOver()
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{
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gameEnded = true;
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DeleteWord();
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
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startTime: startTime,
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totalWords: spelledWords,
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correctLetters: correctLetters,
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incorrectLetters: incorrectLetters,
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result: "VERLOREN",
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score: CalculateScore()
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);
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gameEndedPanel.SetActive(true);
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}
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/// <summary>
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/// Display win screen
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/// </summary>
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public void ActivateWin()
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{
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gameEnded = true;
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DeleteWord();
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
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startTime: startTime,
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totalWords: spelledWords,
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correctLetters: correctLetters,
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incorrectLetters: incorrectLetters,
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result: "GEWONNEN",
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score: CalculateScore()
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);
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gameEndedPanel.SetActive(true);
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}
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/// <summary>
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/// Update and save the scores
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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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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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/// Delete all letter objects
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/// </summary>
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public void DeleteWord()
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{
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for (int i = 0; i < letters.Count; i++)
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{
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Destroy(letters[i]);
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}
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letters.Clear();
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}
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/// <summary>
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/// Adds seconds to timer
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/// </summary>
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/// <param name="seconds"></param>
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public void AddSeconds(int seconds)
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{
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timerValue += (float)seconds;
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bonusTimeText.SetActive(true);
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bonusActiveRemaining = 2.0f;
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}
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/// <summary>
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/// Display the next letter
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/// </summary>
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/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
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public void NextLetter(bool successful)
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{
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if (gameEnded) { return; }
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// Change color of current letter (skip spaces)
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if (successful)
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{
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correctLetters++;
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letters[letterIndex].GetComponent<Image>().color = Color.green;
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}
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else
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{
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incorrectLetters++;
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letters[letterIndex].GetComponent<Image>().color = new Color(0.5f, 0.0f, 0.0f);
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}
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do
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{
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letterIndex++;
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} while (letterIndex < currentWord.Length && currentWord[letterIndex] == ' ');
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// Change the color of the next letter or change to new word
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if (letterIndex < currentWord.Length)
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{
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letters[letterIndex].GetComponent<Image>().color = Color.yellow;
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}
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else
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{
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StartCoroutine(Wait());
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NextWord();
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}
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}
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/// <summary>
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/// Display next word in the series
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/// </summary>
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public void NextWord()
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{
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DeleteWord();
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spelledWords++;
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if (wordIndex < words.Count)
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{
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currentWord = words[wordIndex].name;
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letterIndex = 0;
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DisplayWord(currentWord);
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wordIndex++;
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}
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else
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{
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ActivateWin();
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}
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}
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/// <summary>
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/// Displays the word that needs to be spelled
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/// </summary>
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/// <param name="word">The word to display</param>
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public void DisplayWord(string word)
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{
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for (int i = 0; i < word.Length; i++)
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{
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// Create instance of prefab
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GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
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letters.Add(instance);
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// Dynamically load appearance
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char c = Char.ToUpper(word[i]);
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Image background = instance.GetComponent<Image>();
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background.color = i == 0 ? Color.yellow : c != ' ' ? Color.red : Color.clear;
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TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
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txt.text = Char.ToString(c);
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}
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wordImage.sprite = words[wordIndex].image;
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}
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/// <summary>
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/// wait for 2 seconds
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/// </summary>
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/// <returns></returns>
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private IEnumerator Wait()
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{
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yield return new WaitForSecondsRealtime(2);
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}
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}
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@@ -1,25 +0,0 @@
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fileFormatVersion: 2
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guid: 44fbed5ae228de39b9f727def7578d06
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences:
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- input: {instanceID: 0}
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- endText: {instanceID: 0}
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- correctWordsText: {instanceID: 0}
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- correctLettersText: {instanceID: 0}
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- gameEndedPanel: {instanceID: 0}
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- replayButton: {instanceID: 0}
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- userList: {instanceID: 0}
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- minigame: {instanceID: 0}
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- letterPrefab: {instanceID: 0}
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- letterContainer: {instanceID: 0}
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- wordImage: {instanceID: 0}
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- timerText: {instanceID: 0}
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||||
- Scoreboard: {instanceID: 0}
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||||
- scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,212 +0,0 @@
|
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using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GameEndedPanel : MonoBehaviour
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{
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public UserList userList;
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||||
/// <summary>
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/// "VERLOREN" or "GEWONNEN"
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/// </summary>
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||||
public TMP_Text endText;
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||||
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||||
/// <summary>
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/// LPM
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/// </summary>
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public TMP_Text lpmText;
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/// <summary>
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/// Letters ( right | wrong )
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/// </summary>
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public TMP_Text lettersRightText;
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public TMP_Text lettersWrongText;
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/// <summary>
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/// Letters
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/// </summary>
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public TMP_Text lettersTotalText;
|
||||
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||||
/// <summary>
|
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/// Accuracy
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/// </summary>
|
||||
public TMP_Text accuracyText;
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||||
|
||||
/// <summary>
|
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/// Words
|
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/// </summary>
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||||
public TMP_Text wordsText;
|
||||
|
||||
/// <summary>
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/// Time
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||||
/// </summary>
|
||||
public TMP_Text timeText;
|
||||
|
||||
/// <summary>
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||||
/// Score
|
||||
/// </summary>
|
||||
public TMP_Text scoreText;
|
||||
|
||||
/// <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>
|
||||
/// Generate the content of the GameEnded panel
|
||||
/// </summary>
|
||||
/// <param name="startTime">Time of starting the minigame</param>
|
||||
/// <param name="totalWords">Total number of words</param>
|
||||
/// <param name="correctLetters">Total number of correctly spelled letters</param>
|
||||
/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
|
||||
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
|
||||
/// <param name="score">Final score</param>
|
||||
public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
|
||||
{
|
||||
// Final result
|
||||
endText.text = result;
|
||||
|
||||
// LPM
|
||||
TimeSpan duration = DateTime.Now.Subtract(startTime);
|
||||
lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
|
||||
|
||||
// Letters ( right | wrong ) total
|
||||
lettersRightText.text = correctLetters.ToString();
|
||||
lettersWrongText.text = incorrectLetters.ToString();
|
||||
lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
|
||||
|
||||
// Accuracy
|
||||
if (correctLetters + incorrectLetters > 0)
|
||||
{
|
||||
accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
|
||||
}
|
||||
else
|
||||
{
|
||||
accuracyText.text = "-";
|
||||
}
|
||||
|
||||
// Words
|
||||
wordsText.text = $"{totalWords}";
|
||||
|
||||
// Time
|
||||
timeText.text = duration.ToString(@"mm\:ss");
|
||||
|
||||
// Score
|
||||
scoreText.text = $"Score: {score}";
|
||||
SetScoreBoard();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets the scoreboard
|
||||
/// </summary>
|
||||
private 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
|
||||
Progress progress = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
|
||||
if (progress != null)
|
||||
{
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
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++;
|
||||
}
|
||||
}
|
||||
}
|
||||
637
Assets/SpellingBee/Scripts/SpellingBeeController.cs
Normal file
637
Assets/SpellingBee/Scripts/SpellingBeeController.cs
Normal file
@@ -0,0 +1,637 @@
|
||||
using DigitalRuby.Tween;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public partial class SpellingBeeController : AbstractMinigameController
|
||||
{
|
||||
/// <summary>
|
||||
/// All of the words that can be used in this session
|
||||
/// </summary>
|
||||
//private string[] words;
|
||||
private List<Learnable> words = new List<Learnable>();
|
||||
|
||||
/// <summary>
|
||||
/// Where we currently are in the word
|
||||
/// </summary>
|
||||
private int letterIndex;
|
||||
|
||||
/// <summary>
|
||||
/// Where we currently are in the word list
|
||||
/// </summary>
|
||||
private int wordIndex;
|
||||
|
||||
/// <summary>
|
||||
/// The word that is currently being spelled
|
||||
/// </summary>
|
||||
private string currentWord;
|
||||
|
||||
/// <summary>
|
||||
/// All of the available themes
|
||||
/// </summary>
|
||||
public ThemeList themeList;
|
||||
|
||||
/// <summary>
|
||||
/// The theme we are currently using
|
||||
/// </summary>
|
||||
private Theme currentTheme;
|
||||
|
||||
/// <summary>
|
||||
/// Current value of timer in seconds
|
||||
/// </summary>
|
||||
private float timerValue;
|
||||
|
||||
/// <summary>
|
||||
/// List of learnables to get the threshold for the letters
|
||||
/// </summary>
|
||||
public Theme fingerspelling;
|
||||
|
||||
/// <summary>
|
||||
/// Amount of seconds user gets per letter of the current word
|
||||
/// Set to 1 for testing; should be increased later
|
||||
/// </summary>
|
||||
private const int secondsPerLetter = 5;
|
||||
|
||||
/// <summary>
|
||||
/// Counter that keeps track of how many letters have been spelled correctly
|
||||
/// </summary>
|
||||
private int correctLetters;
|
||||
|
||||
/// <summary>
|
||||
/// Counter that keeps track of how many letters have been spelled incorrectly
|
||||
/// </summary>
|
||||
private int incorrectLetters;
|
||||
|
||||
/// <summary>
|
||||
/// Counter that keeps track of how many words have been spelled correctly
|
||||
/// </summary>
|
||||
private int spelledWords;
|
||||
|
||||
/// <summary>
|
||||
/// Timer that keeps track of when the game was started
|
||||
/// </summary>
|
||||
private DateTime startTime;
|
||||
|
||||
/// <summary>
|
||||
/// Letter prefab
|
||||
/// </summary>
|
||||
public GameObject letterPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to letter container
|
||||
/// </summary>
|
||||
public Transform letterContainer;
|
||||
|
||||
/// <summary>
|
||||
/// The Image component for displaying the appropriate sprite
|
||||
/// </summary>
|
||||
public Image wordImage;
|
||||
|
||||
/// <summary>
|
||||
/// Timer display
|
||||
/// </summary>
|
||||
public TMP_Text timerText;
|
||||
|
||||
/// <summary>
|
||||
/// Bonus time display
|
||||
/// </summary>
|
||||
public GameObject bonusTimeText;
|
||||
|
||||
/// <summary>
|
||||
/// Timer to display the bonus time
|
||||
/// </summary>
|
||||
private float bonusActiveRemaining = 0.0f;
|
||||
|
||||
/// <summary>
|
||||
/// The GameObjects representing the letters
|
||||
/// </summary>
|
||||
private List<GameObject> letters = new List<GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the scoreboard
|
||||
/// </summary>
|
||||
public Transform Scoreboard;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the feedback field
|
||||
/// </summary>
|
||||
public TMP_Text feedbackText;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the progress bar image, so we can add fancy colors
|
||||
/// </summary>
|
||||
public Image feedbackProgressImage;
|
||||
|
||||
/// <summary>
|
||||
/// Timer to keep track of how long a incorrect sign is performed
|
||||
/// </summary>
|
||||
protected DateTime timer;
|
||||
|
||||
/// <summary>
|
||||
/// Current predicted sign
|
||||
/// </summary>
|
||||
protected string predictedSign = null;
|
||||
|
||||
/// <summary>
|
||||
/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
|
||||
/// </summary>
|
||||
protected string previousIncorrectSign = null;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to display the score
|
||||
/// </summary>
|
||||
public TMP_Text scoreDisplay;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to display the points lost/won
|
||||
/// </summary>
|
||||
public TMP_Text scoreBonus;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when spelling a letter
|
||||
/// </summary>
|
||||
private int correctLettersScore = 10;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when spelling the wrong letter :o
|
||||
/// </summary>
|
||||
private int incorrectLettersScore = -5;
|
||||
|
||||
/// <summary>
|
||||
/// Set the AbstractMinigameController variable to inform it of the theme for the signPredictor
|
||||
/// </summary>
|
||||
protected override Theme signPredictorTheme
|
||||
{
|
||||
get { return fingerspelling; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update is called once per frame
|
||||
/// </summary>
|
||||
public void Update()
|
||||
{
|
||||
if (gameIsActive)
|
||||
{
|
||||
timerValue -= Time.deltaTime;
|
||||
if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
|
||||
{
|
||||
bonusTimeText.SetActive(false);
|
||||
scoreBonus.text = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
bonusActiveRemaining -= Time.deltaTime;
|
||||
}
|
||||
|
||||
if (timerValue <= 0.0f)
|
||||
{
|
||||
timerValue = 0.0f;
|
||||
//ActivateGameOver();
|
||||
ActivateEnd(false);
|
||||
}
|
||||
|
||||
int minutes = Mathf.FloorToInt(timerValue / 60.0f);
|
||||
int seconds = Mathf.FloorToInt(timerValue % 60.0f);
|
||||
|
||||
timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomly shuffle the list of words
|
||||
/// </summary>
|
||||
public void ShuffleWords()
|
||||
{
|
||||
for (int i = words.Count - 1; i > 0; i--)
|
||||
{
|
||||
// Generate a random index between 0 and i (inclusive)
|
||||
int j = UnityEngine.Random.Range(0, i + 1);
|
||||
|
||||
// Swap the values at indices i and j
|
||||
(words[j], words[i]) = (words[i], words[j]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the score
|
||||
/// </summary>
|
||||
/// <returns>The calculated score</returns>
|
||||
public override int CalculateScore()
|
||||
{
|
||||
return correctLetters * correctLettersScore + incorrectLetters * incorrectLettersScore;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delete all letter objects
|
||||
/// </summary>
|
||||
public void DeleteWord()
|
||||
{
|
||||
for (int i = 0; i < letters.Count; i++)
|
||||
{
|
||||
Destroy(letters[i]);
|
||||
}
|
||||
letters.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds seconds to timer
|
||||
/// </summary>
|
||||
/// <param name="seconds"></param>
|
||||
public void AddSeconds(int seconds)
|
||||
{
|
||||
timerValue += (float)seconds;
|
||||
bonusTimeText.SetActive(true);
|
||||
bonusActiveRemaining = 1.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display the next letter
|
||||
/// </summary>
|
||||
/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
|
||||
public void NextLetter(bool successful)
|
||||
{
|
||||
if (!gameIsActive) { return; }
|
||||
|
||||
// Change color of current letter (skip spaces)
|
||||
if (successful)
|
||||
{
|
||||
correctLetters++;
|
||||
letters[letterIndex].GetComponent<Image>().color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
scoreBonus.text = $"+{correctLettersScore}";
|
||||
scoreBonus.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
incorrectLetters++;
|
||||
letters[letterIndex].GetComponent<Image>().color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
scoreBonus.text = $"{incorrectLettersScore}";
|
||||
scoreBonus.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
do
|
||||
{
|
||||
letterIndex++;
|
||||
} while (letterIndex < currentWord.Length && currentWord[letterIndex] == ' ');
|
||||
|
||||
// Change the color of the next letter or change to new word
|
||||
if (letterIndex < currentWord.Length)
|
||||
{
|
||||
letters[letterIndex].GetComponent<Image>().color = new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(Wait());
|
||||
NextWord();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display next word in the series
|
||||
/// </summary>
|
||||
public void NextWord()
|
||||
{
|
||||
DeleteWord();
|
||||
spelledWords++;
|
||||
|
||||
if (wordIndex < words.Count)
|
||||
{
|
||||
currentWord = words[wordIndex].name;
|
||||
letterIndex = 0;
|
||||
|
||||
DisplayWord(currentWord);
|
||||
wordIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
//ActivateWin();
|
||||
ActivateEnd(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Displays the word that needs to be spelled
|
||||
/// </summary>
|
||||
/// <param name="word">The word to display</param>
|
||||
public void DisplayWord(string word)
|
||||
{
|
||||
for (int i = 0; i < word.Length; i++)
|
||||
{
|
||||
// Create instance of prefab
|
||||
GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
|
||||
letters.Add(instance);
|
||||
|
||||
// Dynamically load appearance
|
||||
char c = Char.ToUpper(word[i]);
|
||||
Image background = instance.GetComponent<Image>();
|
||||
background.color = i == 0 ? new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f) : Color.clear;
|
||||
TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
|
||||
txt.text = Char.ToString(c);
|
||||
}
|
||||
wordImage.sprite = words[wordIndex].image;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// wait for 2 seconds
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerator Wait()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the threshold for a given sign
|
||||
/// </summary>
|
||||
/// <param name="sign"></param>
|
||||
/// <returns></returns>
|
||||
private float GetTresholdPercentage(string sign)
|
||||
{
|
||||
Learnable letter = fingerspelling.learnables.Find(l => l.name == sign);
|
||||
return letter.thresholdPercentage;
|
||||
}
|
||||
/*
|
||||
/// <summary>
|
||||
/// The updateFunction that is called when new probabilities become available
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected override IEnumerator UpdateFeedback()
|
||||
{
|
||||
// Get current sign
|
||||
string currentSign = GetSign();
|
||||
// Get the predicted sign
|
||||
if (signPredictor != null && signPredictor.learnableProbabilities != null &&
|
||||
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign) && gameIsActive)
|
||||
{
|
||||
float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
|
||||
float thresholdCurrentSign = GetTresholdPercentage(currentSign);
|
||||
|
||||
// Get highest predicted sign
|
||||
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
|
||||
float accPredictSign = signPredictor.learnableProbabilities[predictedSign];
|
||||
float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
|
||||
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
Color col;
|
||||
if (accCurrentSign > thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Goed";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (accCurrentSign > 0.9 * thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Bijna...";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
accCurrentSign = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
// Correct sign
|
||||
if (predictedSign == currentSign)
|
||||
{
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
// Incorrect sign
|
||||
else
|
||||
{
|
||||
if (previousIncorrectSign != predictedSign)
|
||||
{
|
||||
timer = DateTime.Now;
|
||||
previousIncorrectSign = predictedSign;
|
||||
}
|
||||
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
|
||||
{
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else if (feedbackProgress != null)
|
||||
{
|
||||
|
||||
feedbackProgress.value = 0.0f;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
*/
|
||||
/// <summary>
|
||||
/// Function to get the current letter that needs to be signed
|
||||
/// </summary>
|
||||
/// <returns>the current letter that needs to be signed</returns>
|
||||
public string GetSign()
|
||||
{
|
||||
if (letterIndex < currentWord.Length)
|
||||
{
|
||||
return currentWord[letterIndex].ToString().ToUpper();
|
||||
}
|
||||
return null;
|
||||
}
|
||||
/// <summary>
|
||||
/// Function to confirm your prediction and check if it is correct.
|
||||
/// </summary>
|
||||
/// <param name="sign"></param>
|
||||
public void PredictSign(string sign)
|
||||
{
|
||||
bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
|
||||
if (successful)
|
||||
{
|
||||
AddSeconds(secondsPerLetter);
|
||||
}
|
||||
NextLetter(successful);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The logic to process the signs sent by the signPredictor
|
||||
/// </summary>
|
||||
/// <param name="accuracy">The accuracy of the passed sign</param>
|
||||
/// <param name="predictedSign">The name of the passed sign</param>
|
||||
protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
|
||||
{
|
||||
string currentSign = GetSign();
|
||||
float accPredictSign = accuracy;
|
||||
float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
|
||||
float thresholdCurrentSign = GetTresholdPercentage(currentSign);
|
||||
float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
|
||||
|
||||
// If there is a feedback-object, we wil change its appearance
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
Color col;
|
||||
if (accPredictSign > thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Goed";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (accCurrentSign > 0.9 * thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Bijna...";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
accCurrentSign = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// The logic for the internal workings of the game
|
||||
if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
// Correct sign, instantly pass it along
|
||||
if (predictedSign == currentSign)
|
||||
{
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
|
||||
// Incorrect sign, wait a bit before passing it along
|
||||
else
|
||||
{
|
||||
if (previousIncorrectSign != predictedSign)
|
||||
{
|
||||
timer = DateTime.Now;
|
||||
previousIncorrectSign = predictedSign;
|
||||
}
|
||||
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
|
||||
{
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The logic to set the scoreboard of spellingbee
|
||||
/// </summary>
|
||||
/// <param name="victory">SHows whether or not the player won</param>
|
||||
protected override void SetScoreBoard(bool victory)
|
||||
{
|
||||
string resultTxt;
|
||||
if (victory)
|
||||
{
|
||||
resultTxt = "GEWONNEN";
|
||||
}
|
||||
else
|
||||
{
|
||||
resultTxt = "VERLOREN";
|
||||
}
|
||||
// Save the scores and show the scoreboard
|
||||
gameEndedPanel.GetComponent<SpellingBeeGameEndedPanel>().GenerateContent(
|
||||
startTime: startTime,
|
||||
totalWords: spelledWords,
|
||||
correctLetters: correctLetters,
|
||||
incorrectLetters: incorrectLetters,
|
||||
result: resultTxt,
|
||||
score: CalculateScore()
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The spellinbee-specific logic that needs to be called at the start of the game
|
||||
/// </summary>
|
||||
protected override void StartGameLogic()
|
||||
{
|
||||
correctLetters = 0;
|
||||
incorrectLetters = 0;
|
||||
|
||||
words.Clear();
|
||||
// We use -1 instead of 0 so SetNextWord can simply increment it each time
|
||||
spelledWords = -1;
|
||||
wordIndex = 0;
|
||||
|
||||
gameIsActive = true;
|
||||
timerValue = 30.0f;
|
||||
bonusActiveRemaining = 0.0f;
|
||||
startTime = DateTime.Now;
|
||||
|
||||
gameEndedPanel.SetActive(false);
|
||||
bonusTimeText.SetActive(false);
|
||||
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
//feedback.signPredictor.SetModel(currentTheme.modelIndex);
|
||||
words.AddRange(currentTheme.learnables);
|
||||
ShuffleWords();
|
||||
NextWord();
|
||||
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
scoreBonus.text = "";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The spellingbee-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;
|
||||
DeleteWord();
|
||||
}
|
||||
}
|
||||
11
Assets/SpellingBee/Scripts/SpellingBeeController.cs.meta
Normal file
11
Assets/SpellingBee/Scripts/SpellingBeeController.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44fbed5ae228de39b9f727def7578d06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
102
Assets/SpellingBee/Scripts/SpellingBeeGameEndedPanel.cs
Normal file
102
Assets/SpellingBee/Scripts/SpellingBeeGameEndedPanel.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SpellingBeeGameEndedPanel : AbstractGameEndedPanel
|
||||
{
|
||||
/// <summary>
|
||||
/// Tell the scoreboard that the scoreboard is for SpellingBee
|
||||
/// </summary>
|
||||
protected override MinigameIndex minigameIndex
|
||||
{
|
||||
get { return MinigameIndex.SPELLING_BEE; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// "VERLOREN" or "GEWONNEN"
|
||||
/// </summary>
|
||||
public TMP_Text endText;
|
||||
|
||||
/// <summary>
|
||||
/// LPM
|
||||
/// </summary>
|
||||
public TMP_Text lpmText;
|
||||
|
||||
/// <summary>
|
||||
/// Letters ( right | wrong )
|
||||
/// </summary>
|
||||
public TMP_Text lettersRightText;
|
||||
public TMP_Text lettersWrongText;
|
||||
|
||||
/// <summary>
|
||||
/// Letters
|
||||
/// </summary>
|
||||
public TMP_Text lettersTotalText;
|
||||
|
||||
/// <summary>
|
||||
/// Accuracy
|
||||
/// </summary>
|
||||
public TMP_Text accuracyText;
|
||||
|
||||
/// <summary>
|
||||
/// Words
|
||||
/// </summary>
|
||||
public TMP_Text wordsText;
|
||||
|
||||
/// <summary>
|
||||
/// Time
|
||||
/// </summary>
|
||||
public TMP_Text timeText;
|
||||
|
||||
/// <summary>
|
||||
/// Score
|
||||
/// </summary>
|
||||
public TMP_Text scoreText;
|
||||
|
||||
/// <summary>
|
||||
/// Generate the content of the GameEnded panel
|
||||
/// </summary>
|
||||
/// <param name="startTime">Time of starting the minigame</param>
|
||||
/// <param name="totalWords">Total number of words</param>
|
||||
/// <param name="correctLetters">Total number of correctly spelled letters</param>
|
||||
/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
|
||||
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
|
||||
/// <param name="score">Final score</param>
|
||||
public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
|
||||
{
|
||||
// Final result
|
||||
endText.text = result;
|
||||
|
||||
// LPM
|
||||
TimeSpan duration = DateTime.Now.Subtract(startTime);
|
||||
lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
|
||||
|
||||
// Letters ( right | wrong ) total
|
||||
lettersRightText.text = correctLetters.ToString();
|
||||
lettersWrongText.text = incorrectLetters.ToString();
|
||||
lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
|
||||
|
||||
// Accuracy
|
||||
if (correctLetters + incorrectLetters > 0)
|
||||
{
|
||||
accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
|
||||
}
|
||||
else
|
||||
{
|
||||
accuracyText.text = "-";
|
||||
}
|
||||
|
||||
// Words
|
||||
wordsText.text = $"{totalWords}";
|
||||
|
||||
// Time
|
||||
timeText.text = duration.ToString(@"mm\:ss");
|
||||
|
||||
// Score
|
||||
scoreText.text = $"Score: {score}";
|
||||
SetScoreBoard();
|
||||
}
|
||||
}
|
||||
@@ -6,8 +6,10 @@
|
||||
"GUID:1631ed2680c61245b8211d943c1639a8",
|
||||
"GUID:3444c67d5a3a93e5a95a48906078c372",
|
||||
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
|
||||
"GUID:5c2b5ba89f9e74e418232e154bc5cc7a",
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
|
||||
"GUID:58e104b97fb3752438ada2902a36dcbf",
|
||||
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
|
||||
"GUID:403dd94a93598934eb522dc36df43d7b"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
Reference in New Issue
Block a user