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637
Assets/SpellingBee/Scripts/SpellingBeeController.cs
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637
Assets/SpellingBee/Scripts/SpellingBeeController.cs
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using DigitalRuby.Tween;
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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 SpellingBeeController : AbstractMinigameController
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{
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/// <summary>
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/// All of the words that can be used in this session
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/// </summary>
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//private 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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/// List of learnables to get the threshold for the letters
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/// </summary>
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public Theme fingerspelling;
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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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/// 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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/// Reference to the feedback field
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/// </summary>
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public TMP_Text feedbackText;
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/// <summary>
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/// Reference to the progress bar image, so we can add fancy colors
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/// </summary>
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public Image feedbackProgressImage;
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/// <summary>
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/// Timer to keep track of how long a incorrect sign is performed
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/// </summary>
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protected DateTime timer;
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/// <summary>
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/// Current predicted sign
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/// </summary>
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protected string predictedSign = null;
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/// <summary>
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/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
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/// </summary>
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protected string previousIncorrectSign = null;
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/// <summary>
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/// Reference to display the score
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/// </summary>
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public TMP_Text scoreDisplay;
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/// <summary>
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/// Reference to display the points lost/won
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/// </summary>
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public TMP_Text scoreBonus;
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/// <summary>
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/// Score obtained when spelling a letter
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/// </summary>
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private int correctLettersScore = 10;
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/// <summary>
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/// Score obtained when spelling the wrong letter :o
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/// </summary>
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private int incorrectLettersScore = -5;
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/// <summary>
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/// Set the AbstractMinigameController variable to inform it of the theme for the signPredictor
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/// </summary>
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protected override Theme signPredictorTheme
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{
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get { return fingerspelling; }
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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 (gameIsActive)
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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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scoreBonus.text = "";
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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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ActivateEnd(false);
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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 override int CalculateScore()
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{
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return correctLetters * correctLettersScore + incorrectLetters * incorrectLettersScore;
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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 = 1.0f;
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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 (!gameIsActive) { 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 = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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scoreDisplay.text = $"Score: {CalculateScore()}";
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scoreBonus.text = $"+{correctLettersScore}";
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scoreBonus.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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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(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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scoreDisplay.text = $"Score: {CalculateScore()}";
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scoreBonus.text = $"{incorrectLettersScore}";
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scoreBonus.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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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 = new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f);
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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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ActivateEnd(true);
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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 ? new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f) : 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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/// <summary>
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/// Get the threshold for a given sign
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/// </summary>
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/// <param name="sign"></param>
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/// <returns></returns>
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private float GetTresholdPercentage(string sign)
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{
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Learnable letter = fingerspelling.learnables.Find(l => l.name == sign);
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return letter.thresholdPercentage;
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}
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/*
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/// <summary>
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/// The updateFunction that is called when new probabilities become available
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/// </summary>
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/// <returns></returns>
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protected override IEnumerator UpdateFeedback()
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{
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// Get current sign
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string currentSign = GetSign();
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// Get the predicted sign
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if (signPredictor != null && signPredictor.learnableProbabilities != null &&
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currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign) && gameIsActive)
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{
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float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
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float thresholdCurrentSign = GetTresholdPercentage(currentSign);
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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 accPredictSign = signPredictor.learnableProbabilities[predictedSign];
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float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
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if (feedbackText != null && feedbackProgressImage != null)
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{
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Color col;
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if (accCurrentSign > thresholdCurrentSign)
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{
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feedbackText.text = "Goed";
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col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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}
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else if (accCurrentSign > 0.9 * thresholdCurrentSign)
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{
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feedbackText.text = "Bijna...";
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col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
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}
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else if (accPredictSign > thresholdPredictedSign)
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{
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feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
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col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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accCurrentSign = 0.0f;
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}
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else
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{
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feedbackText.text = "Detecteren...";
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col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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}
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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float oldValue = feedbackProgress.value;
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// use an exponential scale
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float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
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feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
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{
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if (feedbackProgress != null)
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{
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feedbackProgress.value = t.CurrentValue;
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}
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});
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}
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if (accPredictSign > thresholdPredictedSign)
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{
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// Correct sign
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if (predictedSign == currentSign)
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{
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yield return new WaitForSeconds(0.5f);
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PredictSign(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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// Incorrect sign
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else
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{
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if (previousIncorrectSign != predictedSign)
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{
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timer = DateTime.Now;
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previousIncorrectSign = predictedSign;
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}
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else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
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{
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PredictSign(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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}
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}
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}
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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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*/
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/// <summary>
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/// Function to get the current letter that needs to be signed
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/// </summary>
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/// <returns>the current letter that needs to be signed</returns>
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public string GetSign()
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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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/// <summary>
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/// Function to confirm your prediction and check if it is correct.
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/// </summary>
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/// <param name="sign"></param>
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public void PredictSign(string 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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/// <summary>
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/// The logic to process the signs sent by the signPredictor
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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 override void ProcessMostProbableSign(float accuracy, string predictedSign)
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{
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string currentSign = GetSign();
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float accPredictSign = accuracy;
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float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
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float thresholdCurrentSign = GetTresholdPercentage(currentSign);
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float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
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// If there is a feedback-object, we wil change its appearance
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if (feedbackText != null && feedbackProgressImage != null)
|
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{
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Color col;
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if (accPredictSign > thresholdCurrentSign)
|
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{
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feedbackText.text = "Goed";
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col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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}
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else if (accCurrentSign > 0.9 * thresholdCurrentSign)
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{
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feedbackText.text = "Bijna...";
|
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col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
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else if (accPredictSign > thresholdPredictedSign)
|
||||
{
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feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
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||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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||||
accCurrentSign = 0.0f;
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||||
}
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||||
else
|
||||
{
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||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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||||
}
|
||||
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feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
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float oldValue = feedbackProgress.value;
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||||
// 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();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user