Merge branch 'WES-128-Hangman-Clear-Feedback' into 'development'

Resolve WES-128-Hangman-Clear_feedback

See merge request wesign/unity-application!74
This commit was merged in pull request #74.
This commit is contained in:
Jelle De Geest
2023-04-05 20:54:20 +00:00
56 changed files with 10178 additions and 5310 deletions

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@@ -17,7 +17,7 @@ MonoBehaviour:
description: "In deze minigame moet je een woord raden door \xE9\xE9n voor \xE9\xE9n
letters te raden. Kan jij het woord vinden voordat je mannetje hangt?"
themeList: {fileID: 0}
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thumbnail: {fileID: 21300000, guid: 98ec939c075818c4e869916da0b33aad, type: 3}
minigameEntryPoint: Hangman/Scenes/HangmanGame
controls: Spel de letters die je wilt raden met vingerspelling. Na 10 foute keuzes
is het spel gedaan. Hoe meer letters je correct spelt, hoe meer punten je krijgt,

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@@ -1,26 +0,0 @@
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@@ -0,0 +1,203 @@
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// The hangman-variant of the ScoreBoard
/// </summary>
public class HangmanGameEndedPanel : MonoBehaviour
{
/// <summary>
/// "VERLOREN" or "GEWONNEN"
/// </summary>
public TMP_Text endText;
/// <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>
/// Word that needed to be guessed
/// </summary>
public TMP_Text wordText;
/// <summary>
/// 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>
/// Reference to the end result image
/// </summary>
public Image image;
public List<Sprite> sprites;
/// <summary>
/// Generate the content of the GameEnded panel
/// </summary>
/// <param name="guessWord">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="sprite">Sprite to be displayed alongside the final score</param>
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
/// <param name="score">Final score</param>
public void GenerateContent(string guessWord, int correctLetters, int incorrectLetters, Sprite sprite, string result, int score)
{
// Final result
endText.text = result;
image.sprite = sprite;
// 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
wordText.text = guessWord;
// 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
var progress = user.GetMinigameProgress(MinigameIndex.HANGMAN);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.highestScores;
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
// Instantiate scoreboard entries
int rank = 1;
foreach (Tuple<string, Score> tup in allScores.Take(10))
{
string username = tup.Item1;
Score score = tup.Item2;
GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
scoreboardEntries.Add(entry);
// Set the player icon
entry.transform.Find("Image").GetComponent<Image>().sprite = UserList.GetUserByUsername(username).GetAvatar();
// Set the player name
entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
// Set the score
entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
// Set the rank
entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
// Set the ago
// Convert the score.time to Datetime
DateTime time = DateTime.Parse(score.time);
DateTime currentTime = DateTime.Now;
TimeSpan diff = currentTime.Subtract(time);
string formatted;
if (diff.Days > 0)
{
formatted = $"{diff.Days}d ";
}
else if (diff.Hours > 0)
{
formatted = $"{diff.Hours}h ";
}
else if (diff.Minutes > 0)
{
formatted = $"{diff.Minutes}m ";
}
else
{
formatted = "now";
}
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
// Alternating colors looks nice
if (rank % 2 == 0)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
}
// Make new score stand out
if (diff.TotalSeconds < 1)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(0, 229, 255, 233);
}
rank++;
}
}
}

View File

@@ -1,5 +1,5 @@
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@@ -1,16 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
/// <summary>
/// Class for holding all stage images for the hangman minigame
/// </summary>
[CreateAssetMenu(menuName = "Create new Scriptable/HangmanImages")]
public class HangmanImages : ScriptableObject
{
/// <summary>
/// This list will hold all the images for the stages of hangman.
/// </summary>
public List<Sprite> hangmanStages = new List<Sprite>();
}

View File

@@ -0,0 +1,46 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class PanelHangmanGame : MonoBehaviour
{
/// <summary>
/// This textfield holds the letters previously guessed
/// </summary>
public TMP_Text guessesTextField;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgressBar;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
public Image feedbackProgressImage;
/// <summary>
/// reference to the webcam background
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Holds a reference to the TimerCircle to update its fill
/// </summary>
public Image timerCircle;
/// <summary>
/// Hold a reference to the confirmPanel to toggle its activity
/// </summary>
public GameObject confirmPanel;
/// <summary>
/// Hold a reference to the confirmPanel to toggle its activity
/// </summary>
public TMP_Text confirmText;
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,51 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class PanelMultiplayerInput : MonoBehaviour
{
/// <summary>
/// The button to go into the game
/// </summary>
public GameObject gotoGameButton;
/// <summary>
/// This textfield holds the word that player 1 is typing
/// </summary>
public TMP_Text inputTextField;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgressBar;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
public Image feedbackProgressImage;
/// <summary>
/// reference to the webcam background
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Holds a reference to the TimerCircle to update its fill
/// </summary>
public Image timerCircle;
/// <summary>
/// Hold a reference to the confirmPanel to toggle its activity
/// </summary>
public GameObject confirmPanel;
/// <summary>
/// Hold a reference to the confirmPanel to toggle its activity
/// </summary>
public TMP_Text confirmText;
}

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m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
m_SelectOnRight: {fileID: 0}
m_Transition: 1
m_Transition: 0
m_Colors:
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
@@ -116,7 +116,7 @@ MonoBehaviour:
m_PressedTrigger: Pressed
m_SelectedTrigger: Selected
m_DisabledTrigger: Disabled
m_Interactable: 1
m_Interactable: 0
m_TargetGraphic: {fileID: 0}
m_FillRect: {fileID: 4318122120334233317}
m_HandleRect: {fileID: 0}
@@ -227,8 +227,8 @@ MonoBehaviour:
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m_fontSizeMax: 72
m_fontStyle: 1
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m_fontStyle: 0
m_HorizontalAlignment: 1
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0

View File

@@ -360,6 +360,7 @@ public class SignPredictor : MonoBehaviour
yield return null;
}
}
/// <summary>
@@ -416,24 +417,8 @@ public class SignPredictor : MonoBehaviour
webcamTexture.Play();
}
}
/*
/// <summary>
/// Swaps the display screens
/// </summary>
public void SwapScreen()
{
if (screen2.texture == null && screen.texture != null)
{
screen2.texture = webcamTexture;
screen.texture = null;
}
else if (screen2.texture != null && screen.texture == null)
{
screen.texture = webcamTexture;
screen2.texture = null;
}
}
*/
public void SetModel(ModelIndex index)
{
this.modelList.SetCurrentModel(index);

View File

@@ -406,7 +406,7 @@ MonoBehaviour:
m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0
m_StyleSheet: {fileID: 0}
m_TextStyleHashCode: 97690656
m_TextStyleHashCode: -1183493901
m_overrideHtmlColors: 0
m_faceColor:
serializedVersion: 2
@@ -418,8 +418,8 @@ MonoBehaviour:
m_fontSizeMin: 18
m_fontSizeMax: 72
m_fontStyle: 1
m_HorizontalAlignment: 1
m_VerticalAlignment: 256
m_HorizontalAlignment: 2
m_VerticalAlignment: 512
m_textAlignment: 65535
m_characterSpacing: 0
m_wordSpacing: 0
@@ -1863,6 +1863,10 @@ PrefabInstance:
propertyPath: m_Name
value: Feedback
objectReference: {fileID: 0}
- target: {fileID: 4318122120222767928, guid: 7c71c65ecb5fe0449a8b0d178987f016, type: 3}
propertyPath: m_fontStyle
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4318122120222767928, guid: 7c71c65ecb5fe0449a8b0d178987f016, type: 3}
propertyPath: m_fontColor.b
value: 0.23921569
@@ -1877,7 +1881,15 @@ PrefabInstance:
objectReference: {fileID: 0}
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propertyPath: m_fontColor32.rgba
value: 4280295456
value: 4282206709
objectReference: {fileID: 0}
- target: {fileID: 4318122120222767928, guid: 7c71c65ecb5fe0449a8b0d178987f016, type: 3}
propertyPath: m_VerticalAlignment
value: 512
objectReference: {fileID: 0}
- target: {fileID: 4318122120222767928, guid: 7c71c65ecb5fe0449a8b0d178987f016, type: 3}
propertyPath: m_HorizontalAlignment
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4318122120334233317, guid: 7c71c65ecb5fe0449a8b0d178987f016, type: 3}
propertyPath: m_AnchorMax.y
@@ -3317,7 +3329,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 1496768391}
m_TargetAssemblyTypeName: SpellingBeeController, SpellingBeeScripts
m_MethodName: Start
m_MethodName: StartController
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}

View File

@@ -179,12 +179,11 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
public void Start()
{
StartController();
// signPredictor.SwapScreen(webcamScreen);
// signPredictor.SetModel(currentTheme.modelIndex);
signPredictor.SetModel(ModelIndex.FINGERSPELLING);
signPredictor.SwapScreen(webcamScreen);
AddSelfAsListener();
StartController();
}
/// <summary>

View File

@@ -138,6 +138,18 @@ PlayerSettings:
preloadedAssets:
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- {fileID: 0}
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- {fileID: 0}
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- {fileID: 11400000, guid: 04c0ccfeb1b80884fae8ac57e1d73d35, type: 2}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1