Resolve WES-132-Common-Abstract-Minigame
This commit is contained in:
committed by
Jelle De Geest
parent
4fdb8f95cb
commit
966475455a
@@ -1,15 +1,14 @@
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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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using Random = UnityEngine.Random;
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public class HangmanController : AbstractFeedback
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public class HangmanController : AbstractMinigameController
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{
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[Header("ConcreteVariables")]
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/// <summary>
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/// The scriptable with all the themes, will be used to select a random word for hangman.
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/// The spellingthemeList will be used for the words.
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@@ -17,7 +16,7 @@ public class HangmanController : AbstractFeedback
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public ThemeList themeList;
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/// <summary>
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/// reference to the fingerspelling-theme to reach the letter-thresholds
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/// reference to the fingerspelling-theme to reach the letter-thresholds and to pass to the signPredictor
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/// </summary>
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public Theme fingerSpelling;
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@@ -96,11 +95,6 @@ public class HangmanController : AbstractFeedback
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/// </summary>
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public TMP_Text scoreBonus;
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///// <summary>
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///// This panel holds the panels for input and playing the game, sharing webcam and feedback
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///// </summary>
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//public GameObject inputGamePanel;
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/// <summary>
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/// This int shows what mode we are in, used in update: <br></br>
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/// 0 : single or multiplayer?<br></br>
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@@ -111,27 +105,6 @@ public class HangmanController : AbstractFeedback
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/// </summary>
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private int mode;
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/// <summary>
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/// The game over panel
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/// </summary>
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public GameObject gameEndedPanel;
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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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/// 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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/// The button to go into the game
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/// </summary>
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@@ -152,21 +125,11 @@ public class HangmanController : AbstractFeedback
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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
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/// </summary>
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public Slider feedbackProgress;
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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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/// reference to the webcam background
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/// </summary>
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public RawImage webcamScreen;
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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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@@ -239,48 +202,11 @@ public class HangmanController : AbstractFeedback
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private int winScore = 25;
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/// <summary>
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/// Start is called before the first frame update
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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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void Start()
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protected override Theme signPredictorTheme
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{
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signPredictor.SwapScreen(webcamScreen);
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signPredictor.SetModel(ModelIndex.FINGERSPELLING);
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AddSelfAsListener();
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StartController();
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}
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/// <summary>
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/// Called at the start of the scene AND when the scene is replayed
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/// </summary>
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public void StartController()
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{
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// Make sure the mode starts at zero
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mode = 0;
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// Make sure that only the player-selection panel is the one shown
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gamePanel.SetActive(false);
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inputPanel.SetActive(false);
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playerPanel.SetActive(true);
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// Make sure that unneeded panels are inactive
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gameEndedPanel.SetActive(false);
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confirmPanel.SetActive(false);
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// Create entry in current user for keeping track of progress
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user = UserList.GetCurrentUser();
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var progress = user.GetMinigameProgress(minigame.index);
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if (progress == null)
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{
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progress = new PersistentDataController.SavedMinigameProgress();
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progress.minigameIndex = minigame.index;
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user.AddMinigameProgress(progress);
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}
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UserList.Save();
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// Guesses needs to be created instantly because it is used in the FeedbackLoop
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//guesses = new List<string>();
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get { return fingerSpelling; }
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}
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/// <summary>
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@@ -289,7 +215,7 @@ public class HangmanController : AbstractFeedback
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public void StartGame()
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{
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// Change the mode
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mode = 2;
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SwitchMode(2);
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// Activate the right panel
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gamePanel.SetActive(true);
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@@ -334,11 +260,7 @@ public class HangmanController : AbstractFeedback
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public void GoToInput()
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{
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// Change the mode
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mode = 1;
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// Initialise the word to an empty String
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currentWord = "";
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inputTextField.text = currentWord.ToUpper();
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SwitchMode(1);
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// Activate the right panel
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gamePanel.SetActive(false);
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@@ -346,7 +268,11 @@ public class HangmanController : AbstractFeedback
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inputPanel.SetActive(true);
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playerPanel.SetActive(false);
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// Initialise the word to an empty String
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currentWord = "";
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PanelMultiplayerInput script = inputPanel.GetComponent<PanelMultiplayerInput>();
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script.inputTextField.text = "";
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gotoGameButton = script.gotoGameButton;
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inputTextField = script.inputTextField;
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@@ -470,7 +396,7 @@ public class HangmanController : AbstractFeedback
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{
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confirmPanel.SetActive(true);
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confirmText.text = $"Letter '{currentSign.ToUpper()}' ?";
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mode = 4;
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SwitchMode(4);
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}
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}
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break;
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@@ -478,7 +404,7 @@ public class HangmanController : AbstractFeedback
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case 2: // Sign your letter
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if (!guesses.Contains(currentSign))
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{
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mode = 3;
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SwitchMode(3);
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ConfirmAccept();
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}
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break;
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@@ -517,24 +443,23 @@ public class HangmanController : AbstractFeedback
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usedLettersText.text += letter.ToString().ToUpper();
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// The current sign was accepted, return to the game
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mode = 2;
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if (corrects == currentWord.Replace(" ", "").Length)
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SwitchMode(2);
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if (corrects == currentWord.Length)
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{
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// Victory, deactivate the model and show the scoreboard
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ActivateWin();
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ActivateEnd(true);
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}
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else if (NUMBER_OF_FAILS_BEFORE_GAMEOVER < wrongs)
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{
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// You lost, deactivate the model and show the scoreboard
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ActivateGameOver();
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ActivateEnd(false);
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}
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}
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else if (mode == 4)
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{
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currentWord += letter;
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inputTextField.text = currentWord.ToUpper();
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mode = 1;
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SwitchMode(1);
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}
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}
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@@ -544,9 +469,23 @@ public class HangmanController : AbstractFeedback
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// The current sign was rejected, return to the game-mode
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if (mode == 3)
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mode = 2;
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SwitchMode(2);
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else if (mode == 4)
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mode = 1;
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SwitchMode(1);
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}
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public void SwitchMode(int mode)
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{
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this.mode = mode;
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// In mode 1 and 2, the signPredictor needs to run, otherwise it does not
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if (mode == 1 || mode == 2)
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{
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gameIsActive = true;
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}
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else
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{
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gameIsActive = false;
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}
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}
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/// <summary>
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@@ -599,7 +538,7 @@ public class HangmanController : AbstractFeedback
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/// This function returns the score that the user currently has
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/// </summary>
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/// <returns>The current score of the user</returns>
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private int CalculateScore()
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public override int CalculateScore()
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{
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int won = corrects == currentWord.Length ? 1 : 0;
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return corrects * correctLetterScore + wrongs * incorrectLetterScore + winScore * won;
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@@ -640,115 +579,19 @@ public class HangmanController : AbstractFeedback
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}
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/// <summary>
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/// Update and save the scores
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/// The logic to process the signs sent by the signPredictor
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/// </summary>
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private void SaveScores()
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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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// 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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// Grab the threshold for the most probable letter
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Learnable letter = fingerSpelling.learnables.Find((l) => l.name == predictedSign);
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float threshold = letter.thresholdPercentage;
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// Save the new score
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var progress = user.GetMinigameProgress(minigame.index);
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// Get the current list of scores
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List<Score> latestScores = progress.latestScores;
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List<Score> highestScores = progress.highestScores;
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// Add the new score
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latestScores.Add(score);
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highestScores.Add(score);
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// Sort the scores
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highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
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// Only save the top 10 scores, so this list doesn't keep growing endlessly
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progress.latestScores = latestScores.Take(10).ToList();
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progress.highestScores = highestScores.Take(10).ToList();
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UserList.Save();
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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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private void ActivateWin()
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{
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// Deactivate the model
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mode = 0;
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
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guessWord: currentWord.ToLower(),
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correctLetters: corrects,
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incorrectLetters: wrongs,
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sprite: hangmanImage.sprite,
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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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// @lukas stuff
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DeleteWord();
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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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private void ActivateGameOver()
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{
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// Deactivate the model
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mode = 0;
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
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guessWord: currentWord.ToLower(),
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correctLetters: corrects,
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incorrectLetters: wrongs,
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sprite: hangmanImage.sprite,
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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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DeleteWord();
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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 the sign with the highest prediction
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if ((mode == 1 || mode == 2) &&
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signPredictor != null &&
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signPredictor.learnableProbabilities != null)
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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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KeyValuePair<string, float> highestPrediction = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value ? x : y);
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float accuracy = highestPrediction.Value;
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string predictedSign = highestPrediction.Key;
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// vvv TEMPORARY STUFF vvv
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if (predictedSign == "J" && accuracy <= 0.965f)
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{
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highestPrediction = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y);
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}
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accuracy = highestPrediction.Value;
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predictedSign = highestPrediction.Key;
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// ^^^ TEMPORARY STUFF ^^^
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// Grab the threshold for the most probable letter
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Learnable letter = fingerSpelling.learnables.Find((l) => l.name == predictedSign);
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float threshold = letter.thresholdPercentage;
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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(accuracy / threshold, 0.0f, 1.0f) - 1.0f));
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@@ -781,37 +624,33 @@ public class HangmanController : AbstractFeedback
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feedbackText.color = red;
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feedbackProgressImage.color = red;
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}
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}
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if (accuracy > threshold)
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// The logic for the internal workings of the game
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if (accuracy > threshold)
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{
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// A different sign was predicted compared to the last call of this function
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if (previousSign != predictedSign)
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{
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if (previousSign != predictedSign)
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// Reset the timer
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previousSign = predictedSign;
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currentTime = 0;
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// If you are entering a word the timer needs to work
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// If you are playing the game and haven't guessed the letter yet, then the timer needs to work
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if ((mode == 1) ||
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(mode == 2 && !guesses.Contains(previousSign.ToUpper())))
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{
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// Reset the timer
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previousSign = predictedSign;
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currentTime = 0;
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if ((mode == 1) ||
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(mode == 2 && !guesses.Contains(previousSign.ToUpper())))
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{
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runTime = true;
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}
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timerCircle.fillAmount = currentTime;
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runTime = true;
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}
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else if (currentTime == maxTime)
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{
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// Set the predictedSign as your guess and update the Hangman
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currentSign = predictedSign;
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UpdateSign();
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// reset the timer and look for a new prediction
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previousSign = null;
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currentTime = 0;
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runTime = false;
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timerCircle.fillAmount = currentTime;
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}
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timerCircle.fillAmount = currentTime;
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}
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else
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// The same sign was predicted as last time and said sign has been held for a sufficiently long time
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else if (currentTime == maxTime)
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{
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// The sign was dropped, reset the timer
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// Set the predictedSign as your guess and update the Hangman
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currentSign = predictedSign;
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UpdateSign();
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// reset the timer and look for a new prediction
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previousSign = null;
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currentTime = 0;
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runTime = false;
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@@ -819,11 +658,69 @@ public class HangmanController : AbstractFeedback
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}
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}
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else if (feedbackProgress != null)
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else
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{
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feedbackProgress.value = 0.0f;
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// The sign was dropped, reset the timer
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previousSign = null;
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currentTime = 0;
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runTime = false;
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timerCircle.fillAmount = currentTime;
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}
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yield return null;
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}
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/// <summary>
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/// The logic to set the scoreboard of hangman
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/// </summary>
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/// <param name="victory">SHows whether or not the player won</param>
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protected override void SetScoreBoard(bool victory)
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{
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string resultTxt;
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if (victory)
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{
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resultTxt = "GEWONNEN";
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}
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else
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{
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resultTxt = "VERLOREN";
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}
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gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
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guessWord: currentWord.ToLower(),
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correctLetters: corrects,
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incorrectLetters: wrongs,
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sprite: hangmanImage.sprite,
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result: resultTxt,
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score: CalculateScore()
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);
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}
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/// <summary>
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/// The hangman-specific logic that needs to be called at the start of the game
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/// </summary>
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protected override void StartGameLogic()
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{
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// Make sure the mode starts at zero
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SwitchMode(0);
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// Make sure that only the player-selection panel is the one shown
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gamePanel.SetActive(false);
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inputPanel.SetActive(false);
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playerPanel.SetActive(true);
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// Make sure that unneeded panels are inactive
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gameEndedPanel.SetActive(false);
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confirmPanel.SetActive(false);
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}
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/// <summary>
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/// The Hangman-specific logic that needs to be called at the end of a game
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/// </summary>
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/// <param name="victory"></param>
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protected override void EndGameLogic(bool victory)
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{
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// Deactivate the model
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SwitchMode(0);
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DeleteWord();
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}
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}
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@@ -7,8 +7,16 @@ using UnityEngine.UI;
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/// <summary>
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/// The hangman-variant of the ScoreBoard
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/// </summary>
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public class HangmanGameEndedPanel : MonoBehaviour
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public class HangmanGameEndedPanel : AbstractGameEndedPanel
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{
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/// <summary>
|
||||
/// Tell the scoreboard that the scoreboard is for HangMan
|
||||
/// </summary>
|
||||
protected override MinigameIndex minigameIndex
|
||||
{
|
||||
get { return MinigameIndex.HANGMAN; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// "VERLOREN" or "GEWONNEN"
|
||||
/// </summary>
|
||||
@@ -40,28 +48,11 @@ public class HangmanGameEndedPanel : MonoBehaviour
|
||||
/// </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>
|
||||
@@ -99,105 +90,4 @@ public class HangmanGameEndedPanel : MonoBehaviour
|
||||
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++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,9 +5,10 @@
|
||||
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
|
||||
"GUID:6055be8ebefd69e48b49212b09b47b2f",
|
||||
"GUID:1631ed2680c61245b8211d943c1639a8",
|
||||
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
|
||||
"GUID:58e104b97fb3752438ada2902a36dcbf",
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
|
||||
"GUID:403dd94a93598934eb522dc36df43d7b",
|
||||
"GUID:d0b6b39a21908f94fbbd9f2c196a9725"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
Reference in New Issue
Block a user