Resolve WES-132-Common-Abstract-Minigame
This commit is contained in:
committed by
Jelle De Geest
parent
4fdb8f95cb
commit
966475455a
@@ -1,8 +1,6 @@
|
||||
using DigitalRuby.Tween;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@@ -11,7 +9,7 @@ using Random = UnityEngine.Random;
|
||||
/// <summary>
|
||||
/// Contains all game logic for the JustSign game
|
||||
/// </summary>
|
||||
public class JustSignController : AbstractFeedback
|
||||
public class JustSignController : AbstractMinigameController
|
||||
{
|
||||
/// <summary>
|
||||
/// All of the words that can be used in this session
|
||||
@@ -33,17 +31,6 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
public TMP_Text scoreDisplay;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the minigame ScriptableObject
|
||||
/// </summary>
|
||||
public Minigame minigame;
|
||||
|
||||
/// <summary>
|
||||
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
|
||||
/// DO NOT REMOVE
|
||||
/// </summary>
|
||||
public MinigameList minigamelist;
|
||||
|
||||
/// </summary>
|
||||
/// Reference to the list of available songs
|
||||
/// </summary>
|
||||
@@ -69,11 +56,6 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
public RectTransform hitZoneMeh;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the webcam
|
||||
/// </summary>
|
||||
public RawImage webcamScreen;
|
||||
|
||||
/// <summary>
|
||||
/// Score obtained when getting a perfect hit
|
||||
/// </summary>
|
||||
@@ -124,11 +106,6 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
private List<GameObject> activeSymbols = new List<GameObject>();
|
||||
|
||||
/// <summary>
|
||||
/// Have the symbols started spawning or not
|
||||
/// </summary>
|
||||
private bool gameIsActive = false;
|
||||
|
||||
/// <summary>
|
||||
/// Controls movement speed of symbols (higher -> faster)
|
||||
/// </summary>
|
||||
@@ -184,26 +161,6 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
private int incorrectSigns;
|
||||
|
||||
/// <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 current user
|
||||
/// </summary>
|
||||
private User user;
|
||||
|
||||
/// <summary>
|
||||
/// LPM
|
||||
/// </summary>
|
||||
@@ -239,21 +196,11 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
public TMP_Text scoreText;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the gameEnded panel, so we can update its display
|
||||
/// </summary>
|
||||
public GameObject gameEndedPanel;
|
||||
|
||||
/// <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>
|
||||
@@ -299,53 +246,9 @@ public class JustSignController : AbstractFeedback
|
||||
/// </summary>
|
||||
public GameObject userFeedback;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
public void Start()
|
||||
protected override Theme signPredictorTheme
|
||||
{
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
signPredictor.SetModel(currentTheme.modelIndex);
|
||||
signPredictor.SwapScreen(webcamScreen);
|
||||
AddSelfAsListener();
|
||||
|
||||
StartController();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Holds the game-specific logic to start the controller
|
||||
/// </summary>
|
||||
public void StartController()
|
||||
{
|
||||
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
|
||||
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
|
||||
perfectSigns = 0;
|
||||
goodSigns = 0;
|
||||
mehSigns = 0;
|
||||
terribleSigns = 0;
|
||||
incorrectSigns = 0;
|
||||
timingFeedback.text = "";
|
||||
imageFeedback.sprite = minigame.thumbnail;
|
||||
gameEndedPanel.SetActive(false);
|
||||
// Create entry in current user for keeping track of progress
|
||||
user = UserList.GetCurrentUser();
|
||||
var progress = user.GetMinigameProgress(minigame.index);
|
||||
if (progress == null)
|
||||
{
|
||||
progress = new PersistentDataController.SavedMinigameProgress();
|
||||
progress.minigameIndex = minigame.index;
|
||||
user.AddMinigameProgress(progress);
|
||||
}
|
||||
UserList.Save();
|
||||
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
words.AddRange(currentTheme.learnables);
|
||||
currentSong = songList.songs[songList.currentSongIndex];
|
||||
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
|
||||
beginTime = Time.time;
|
||||
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
|
||||
|
||||
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
|
||||
get { return currentTheme; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -388,7 +291,8 @@ public class JustSignController : AbstractFeedback
|
||||
// Check if the song has ended and activate scorescreen if it has
|
||||
if (currentTime - beginTime > currentSong.duration)
|
||||
{
|
||||
ActivateEnd();
|
||||
// The boolean that is passed is irrelevant for this game
|
||||
ActivateEnd(true);
|
||||
}
|
||||
|
||||
// Move all active symbols to the right
|
||||
@@ -406,28 +310,11 @@ public class JustSignController : AbstractFeedback
|
||||
/// Calculate the score
|
||||
/// </summary>
|
||||
/// <returns>The calculated score</returns>
|
||||
public int CalculateScore()
|
||||
public override int CalculateScore()
|
||||
{
|
||||
return goodSigns * goodScore + perfectSigns * perfectScore + mehScore * mehSigns + terribleScore * terribleSigns + incorrectSigns * offscreenScore;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display Scoreboard + Metrics
|
||||
/// </summary>
|
||||
public void ActivateEnd()
|
||||
{
|
||||
gameIsActive = false;
|
||||
while (activeSymbols.Count > 0)
|
||||
{
|
||||
DestroySymbolAt(0);
|
||||
}
|
||||
// TODO: Scoreboard
|
||||
SaveScores();
|
||||
SetScoreMetrics();
|
||||
SetScoreBoard();
|
||||
gameEndedPanel.SetActive(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroy the symbol at the given index
|
||||
/// </summary>
|
||||
@@ -474,282 +361,160 @@ public class JustSignController : AbstractFeedback
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update and save the scores
|
||||
/// The logic to process the signs sent by the signPredictor
|
||||
/// </summary>
|
||||
public void SaveScores()
|
||||
/// <param name="accuracy">The accuracy of the passed sign</param>
|
||||
/// <param name="predictedSign">The name of the passed sign</param>
|
||||
protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
|
||||
{
|
||||
// Calculate new score
|
||||
int newScore = CalculateScore();
|
||||
Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper() == predictedSign);
|
||||
|
||||
// Save the score as a tuple: < int score, string time ago>
|
||||
Score score = new Score();
|
||||
score.scoreValue = newScore;
|
||||
score.time = DateTime.Now.ToString();
|
||||
|
||||
// Save the new score
|
||||
var progress = user.GetMinigameProgress(minigame.index);
|
||||
|
||||
// Get the current list of scores
|
||||
List<Score> latestScores = progress.latestScores;
|
||||
List<Score> highestScores = progress.highestScores;
|
||||
|
||||
// Add the new score
|
||||
latestScores.Add(score);
|
||||
highestScores.Add(score);
|
||||
|
||||
// Sort the scores
|
||||
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
|
||||
|
||||
// Only save the top 10 scores, so this list doesn't keep growing endlessly
|
||||
progress.latestScores = latestScores.Take(10).ToList();
|
||||
progress.highestScores = highestScores.Take(10).ToList();
|
||||
|
||||
PersistentDataController.GetInstance().Save();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set score metrics
|
||||
/// </summary>
|
||||
private void SetScoreMetrics()
|
||||
{
|
||||
// In de zone
|
||||
perfectSignsText.text = perfectSigns.ToString();
|
||||
|
||||
// Aanvaardbaar
|
||||
goodSignsText.text = goodSigns.ToString();
|
||||
|
||||
// Nipt
|
||||
mehSignsText.text = mehSigns.ToString();
|
||||
|
||||
// Slechte timing
|
||||
terribleSignsText.text = terribleSigns.ToString();
|
||||
|
||||
// Niet Geraden
|
||||
notFoundSignsText.text = incorrectSigns.ToString();
|
||||
|
||||
// LPM
|
||||
int duration = songList.songs[songList.currentSongIndex].duration;
|
||||
int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
|
||||
lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
|
||||
|
||||
// Score
|
||||
scoreText.text = $"Score: {CalculateScore()}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the scoreboard
|
||||
/// </summary>
|
||||
private void SetScoreBoard()
|
||||
{
|
||||
// Clean the previous scoreboard entries
|
||||
for (int i = 0; i < scoreboardEntries.Count; i++)
|
||||
// If there is a feedback-object, we wil change its appearance
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
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(minigame.index);
|
||||
if (progress != null)
|
||||
Color col;
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
// Add scores to dictionary
|
||||
List<Score> scores = progress.highestScores;
|
||||
foreach (Score score in scores)
|
||||
{
|
||||
allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
|
||||
}
|
||||
feedbackText.text = $"Herkent '{predictedSign}'";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
else if (accuracy > 0.9 * predSign.thresholdPercentage)
|
||||
{
|
||||
formatted = $"{diff.Days}d ";
|
||||
}
|
||||
else if (diff.Hours > 0)
|
||||
{
|
||||
formatted = $"{diff.Hours}h ";
|
||||
}
|
||||
else if (diff.Minutes > 0)
|
||||
{
|
||||
formatted = $"{diff.Minutes}m ";
|
||||
feedbackText.text = $"Lijkt op '{predictedSign}'";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
formatted = "now";
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
|
||||
// Alternating colors looks nice
|
||||
if (rank % 2 == 0)
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
Image image = entry.transform.GetComponent<Image>();
|
||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
|
||||
}
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Make new score stand out
|
||||
if (diff.TotalSeconds < 1)
|
||||
// The logic for the internal workings of the game
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
|
||||
|
||||
// Destroy the oldest symbol if the current input matches it
|
||||
if (0 <= matchedSymbolIndex)
|
||||
{
|
||||
Image image = entry.transform.GetComponent<Image>();
|
||||
image.color = new Color(0, 229, 255, 233);
|
||||
}
|
||||
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
|
||||
|
||||
rank++;
|
||||
// parameters to define the Perfect hit zone
|
||||
float perfectRange = hitZonePerfect.sizeDelta.x;
|
||||
float perfectCenter = hitZonePerfect.localPosition.x;
|
||||
// parameters to define the Good hit zone
|
||||
float goodRange = hitZoneGood.sizeDelta.x;
|
||||
float goodCenter = hitZoneGood.localPosition.x;
|
||||
// parameters to define the Meh hit zone
|
||||
float mehRange = hitZoneMeh.sizeDelta.x;
|
||||
float mehCenter = hitZoneMeh.localPosition.x;
|
||||
|
||||
if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Perfect! \n +{perfectScore}";
|
||||
imageFeedback.sprite = perfectSprite;
|
||||
perfectSigns++;
|
||||
timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Goed \n +{goodScore}";
|
||||
imageFeedback.sprite = goodSprite;
|
||||
goodSigns++;
|
||||
timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
|
||||
}
|
||||
else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Bijna... \n +{mehScore}";
|
||||
imageFeedback.sprite = mehSprite;
|
||||
mehSigns++;
|
||||
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
|
||||
imageFeedback.sprite = terribleSprite;
|
||||
terribleSigns++;
|
||||
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
DestroySymbolAt(matchedSymbolIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The updateFunction that is called when new probabilities become available
|
||||
/// The logic to set the scoreboard of justsign
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
protected override IEnumerator UpdateFeedback()
|
||||
/// <param name="victory">Shows whether or not the player won, is not relevant for JustSIgn</param>
|
||||
protected override void SetScoreBoard(bool victory)
|
||||
{
|
||||
// Get the predicted sign
|
||||
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
|
||||
gameEndedPanel.GetComponent<JustSignGameEndedPanel>().GenerateContent(
|
||||
perfectSigns: perfectSigns,
|
||||
goodSigns: goodSigns,
|
||||
mehSigns: mehSigns,
|
||||
terribleSigns: terribleSigns,
|
||||
incorrectSigns: incorrectSigns,
|
||||
duration: currentSong.duration,
|
||||
score: CalculateScore()
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The justsign-specific logic that needs to be called at the start of the game
|
||||
/// </summary>
|
||||
protected override void StartGameLogic()
|
||||
{
|
||||
// Set the current theme so that it can be passed along
|
||||
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
|
||||
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
|
||||
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
|
||||
perfectSigns = 0;
|
||||
goodSigns = 0;
|
||||
mehSigns = 0;
|
||||
terribleSigns = 0;
|
||||
incorrectSigns = 0;
|
||||
timingFeedback.text = "";
|
||||
imageFeedback.sprite = minigame.thumbnail;
|
||||
gameEndedPanel.SetActive(false);
|
||||
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
words.AddRange(currentTheme.learnables);
|
||||
currentSong = songList.songs[songList.currentSongIndex];
|
||||
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
|
||||
beginTime = Time.time;
|
||||
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
|
||||
|
||||
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The justsign-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;
|
||||
while (activeSymbols.Count > 0)
|
||||
{
|
||||
// Get highest predicted sign
|
||||
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
|
||||
float accuracy = signPredictor.learnableProbabilities[predictedSign];
|
||||
|
||||
// vvv TEMPORARY STUFF vvv
|
||||
if (predictedSign == "J" && accuracy <= 0.97f)
|
||||
{
|
||||
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
|
||||
}
|
||||
accuracy = signPredictor.learnableProbabilities[predictedSign];
|
||||
// ^^^ TEMPORARY STUFF ^^^
|
||||
|
||||
Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper().Replace(" ", "-") == predictedSign);
|
||||
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
Color col;
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
feedbackText.text = $"Herkent '{predictedSign}'";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (accuracy > 0.9 * predSign.thresholdPercentage)
|
||||
{
|
||||
feedbackText.text = $"Lijkt op '{predictedSign}'";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
float oldValue = feedbackProgressBar.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgressBar != null)
|
||||
{
|
||||
feedbackProgressBar.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (accuracy > predSign.thresholdPercentage)
|
||||
{
|
||||
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
|
||||
|
||||
// Destroy the oldest symbol if the current input matches it
|
||||
if (0 <= matchedSymbolIndex)
|
||||
{
|
||||
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
|
||||
|
||||
// parameters to define the Perfect hit zone
|
||||
float perfectRange = hitZonePerfect.sizeDelta.x;
|
||||
float perfectCenter = hitZonePerfect.localPosition.x;
|
||||
// parameters to define the Good hit zone
|
||||
float goodRange = hitZoneGood.sizeDelta.x;
|
||||
float goodCenter = hitZoneGood.localPosition.x;
|
||||
// parameters to define the Meh hit zone
|
||||
float mehRange = hitZoneMeh.sizeDelta.x;
|
||||
float mehCenter = hitZoneMeh.localPosition.x;
|
||||
|
||||
if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Perfect! \n +{perfectScore}";
|
||||
imageFeedback.sprite = perfectSprite;
|
||||
perfectSigns++;
|
||||
timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Goed \n +{goodScore}";
|
||||
imageFeedback.sprite = goodSprite;
|
||||
goodSigns++;
|
||||
timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
|
||||
}
|
||||
else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
|
||||
{
|
||||
timingFeedback.text = $"Bijna... \n +{mehScore}";
|
||||
imageFeedback.sprite = mehSprite;
|
||||
mehSigns++;
|
||||
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
|
||||
imageFeedback.sprite = terribleSprite;
|
||||
terribleSigns++;
|
||||
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
DestroySymbolAt(matchedSymbolIndex);
|
||||
}
|
||||
}
|
||||
DestroySymbolAt(0);
|
||||
}
|
||||
else if (feedbackProgressBar != null)
|
||||
{
|
||||
|
||||
feedbackProgressBar.value = 0.0f;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user