Resolve WES-132-Common-Abstract-Minigame
This commit is contained in:
committed by
Jelle De Geest
parent
4fdb8f95cb
commit
966475455a
@@ -1,210 +0,0 @@
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using System;
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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 class GameEndedPanel : MonoBehaviour
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{
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/// <summary>
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/// "VERLOREN" or "GEWONNEN"
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/// </summary>
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public TMP_Text endText;
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/// <summary>
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/// LPM
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/// </summary>
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public TMP_Text lpmText;
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/// <summary>
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/// Letters ( right | wrong )
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/// </summary>
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public TMP_Text lettersRightText;
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public TMP_Text lettersWrongText;
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/// <summary>
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/// Letters
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/// </summary>
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public TMP_Text lettersTotalText;
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/// <summary>
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/// Accuracy
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/// </summary>
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public TMP_Text accuracyText;
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/// <summary>
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/// Words
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/// </summary>
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public TMP_Text wordsText;
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/// <summary>
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/// Time
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/// </summary>
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public TMP_Text timeText;
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/// <summary>
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/// Score
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/// </summary>
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public TMP_Text scoreText;
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/// <summary>
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/// Reference to the scoreboard entries container
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/// </summary>
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public Transform scoreboardEntriesContainer;
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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> scoreboardEntries = new List<GameObject>();
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/// <summary>
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/// Reference to the ScoreboardEntry prefab
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/// </summary>
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public GameObject scoreboardEntry;
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/// <summary>
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/// Generate the content of the GameEnded panel
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/// </summary>
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/// <param name="startTime">Time of starting the minigame</param>
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/// <param name="totalWords">Total number of words</param>
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/// <param name="correctLetters">Total number of correctly spelled letters</param>
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/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
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/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
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/// <param name="score">Final score</param>
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public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
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{
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// Final result
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endText.text = result;
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// LPM
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TimeSpan duration = DateTime.Now.Subtract(startTime);
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lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
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// Letters ( right | wrong ) total
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lettersRightText.text = correctLetters.ToString();
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lettersWrongText.text = incorrectLetters.ToString();
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lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
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// Accuracy
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if (correctLetters + incorrectLetters > 0)
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{
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accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
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}
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else
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{
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accuracyText.text = "-";
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}
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// Words
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wordsText.text = $"{totalWords}";
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// Time
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timeText.text = duration.ToString(@"mm\:ss");
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// Score
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scoreText.text = $"Score: {score}";
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SetScoreBoard();
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}
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/// <summary>
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/// Sets the scoreboard
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/// </summary>
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private void SetScoreBoard()
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{
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// Clean the previous scoreboard entries
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for (int i = 0; i < scoreboardEntries.Count; i++)
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{
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Destroy(scoreboardEntries[i]);
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}
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scoreboardEntries.Clear();
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// Instantiate new entries
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// Get all scores from all users
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List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
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foreach (User user in UserList.GetUsers())
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{
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// Get user's progress for this minigame
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var progress = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
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if (progress != null)
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{
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// Add scores to dictionary
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List<Score> scores = progress.highestScores;
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foreach (Score score in scores)
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{
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allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
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}
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}
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}
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// Sort allScores based on Score.scoreValue
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allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
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// Instantiate scoreboard entries
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int rank = 1;
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foreach (Tuple<string, Score> tup in allScores.Take(10))
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{
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string username = tup.Item1;
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Score score = tup.Item2;
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GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
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scoreboardEntries.Add(entry);
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// Set the player icon
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entry.transform.Find("Image").GetComponent<Image>().sprite = UserList.GetUserByUsername(username).GetAvatar();
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// Set the player name
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entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
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// Set the score
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entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
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// Set the rank
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entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
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// Set the ago
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// Convert the score.time to Datetime
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DateTime time = DateTime.Parse(score.time);
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DateTime currentTime = DateTime.Now;
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TimeSpan diff = currentTime.Subtract(time);
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string formatted;
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if (diff.Days > 0)
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{
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formatted = $"{diff.Days}d ";
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}
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else if (diff.Hours > 0)
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{
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formatted = $"{diff.Hours}h ";
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}
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else if (diff.Minutes > 0)
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{
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formatted = $"{diff.Minutes}m ";
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}
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else
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{
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formatted = "now";
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}
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entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
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// Alternating colors looks nice
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if (rank % 2 == 0)
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{
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Image image = entry.transform.GetComponent<Image>();
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image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
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}
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// Make new score stand out
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if (diff.TotalSeconds < 1)
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{
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Image image = entry.transform.GetComponent<Image>();
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image.color = new Color(0, 229, 255, 233);
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}
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rank++;
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}
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}
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}
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@@ -7,7 +7,7 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public partial class SpellingBeeController : AbstractFeedback
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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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@@ -45,11 +45,6 @@ public partial class SpellingBeeController : AbstractFeedback
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/// </summary>
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private float timerValue;
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/// <summary>
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/// Indicates if the game is still going
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/// </summary>
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private bool gameEnded;
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/// <summary>
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/// List of learnables to get the threshold for the letters
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/// </summary>
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@@ -81,22 +76,6 @@ public partial class SpellingBeeController : AbstractFeedback
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/// </summary>
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private DateTime startTime;
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/// <summary>
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/// Reference to the current user
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/// </summary>
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private User user;
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/// <summary>
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/// Reference to the minigame ScriptableObject
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/// </summary>
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public Minigame minigame;
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/// <summary>
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/// We keep the minigamelist as well so that the minigame-index doesn't get reset
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/// DO NOT REMOVE
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/// </summary>
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public MinigameList minigamelist;
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/// <summary>
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/// Letter prefab
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/// </summary>
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@@ -137,21 +116,11 @@ public partial class SpellingBeeController : AbstractFeedback
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/// </summary>
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public Transform Scoreboard;
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/// <summary>
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/// Reference to the gameEnded panel, so we can update its display
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/// </summary>
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public GameObject gameEndedPanel;
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/// <summary>
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/// 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
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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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@@ -172,11 +141,6 @@ public partial class SpellingBeeController : AbstractFeedback
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/// </summary>
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protected string previousIncorrectSign = null;
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/// <summary>
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/// Reference used to set the webcam for the SignPredictor
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/// </summary>
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public RawImage webcamScreen;
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/// <summary>
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/// Reference to display the score
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/// </summary>
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@@ -198,57 +162,11 @@ public partial class SpellingBeeController : AbstractFeedback
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private int incorrectLettersScore = -5;
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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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public void Start()
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protected override Theme signPredictorTheme
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{
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signPredictor.SetModel(ModelIndex.FINGERSPELLING);
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signPredictor.SwapScreen(webcamScreen);
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AddSelfAsListener();
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StartController();
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}
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/// <summary>
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/// Is called at the start of the scene AND when the game is replayed
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/// </summary>
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public void StartController()
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{
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correctLetters = 0;
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incorrectLetters = 0;
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words.Clear();
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// We use -1 instead of 0 so SetNextWord can simply increment it each time
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spelledWords = -1;
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wordIndex = 0;
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gameEnded = false;
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timerValue = 30.0f;
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bonusActiveRemaining = 0.0f;
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startTime = DateTime.Now;
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gameEndedPanel.SetActive(false);
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bonusTimeText.SetActive(false);
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// Create entry in current user for keeping track of progress
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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 = MinigameIndex.SPELLING_BEE;
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user.AddMinigameProgress(progress);
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}
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UserList.Save();
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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//feedback.signPredictor.SetModel(currentTheme.modelIndex);
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words.AddRange(currentTheme.learnables);
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ShuffleWords();
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NextWord();
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scoreDisplay.text = $"Score: {CalculateScore()}";
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scoreBonus.text = "";
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get { return fingerspelling; }
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}
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/// <summary>
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@@ -256,7 +174,7 @@ public partial class SpellingBeeController : AbstractFeedback
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/// </summary>
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public void Update()
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{
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if (!gameEnded)
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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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@@ -272,7 +190,8 @@ public partial class SpellingBeeController : AbstractFeedback
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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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//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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@@ -302,89 +221,11 @@ public partial class SpellingBeeController : AbstractFeedback
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/// Calculate the score
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/// </summary>
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/// <returns>The calculated score</returns>
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public int CalculateScore()
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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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/// Displays the game over panel and score values
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/// </summary>
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public void ActivateGameOver()
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{
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gameEnded = true;
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DeleteWord();
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
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startTime: startTime,
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totalWords: spelledWords,
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correctLetters: correctLetters,
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incorrectLetters: incorrectLetters,
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result: "VERLOREN",
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score: CalculateScore()
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);
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gameEndedPanel.SetActive(true);
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}
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/// <summary>
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/// Display win screen
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/// </summary>
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public void ActivateWin()
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{
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gameEnded = true;
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DeleteWord();
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// Save the scores and show the scoreboard
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SaveScores();
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gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
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startTime: startTime,
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totalWords: spelledWords,
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correctLetters: correctLetters,
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incorrectLetters: incorrectLetters,
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result: "GEWONNEN",
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score: CalculateScore()
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);
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gameEndedPanel.SetActive(true);
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}
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/// <summary>
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/// Update and save the scores
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/// </summary>
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public void SaveScores()
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{
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// Calculate new score
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int newScore = CalculateScore();
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// Save the score as a tuple: < int score, string time ago>
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Score score = new Score();
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score.scoreValue = newScore;
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score.time = DateTime.Now.ToString();
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// Save the new score
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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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/// Delete all letter objects
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/// </summary>
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@@ -414,7 +255,7 @@ public partial class SpellingBeeController : AbstractFeedback
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/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
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public void NextLetter(bool successful)
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{
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if (gameEnded) { return; }
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if (!gameIsActive) { return; }
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// Change color of current letter (skip spaces)
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if (successful)
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@@ -469,7 +310,8 @@ public partial class SpellingBeeController : AbstractFeedback
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}
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else
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{
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ActivateWin();
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//ActivateWin();
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ActivateEnd(true);
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}
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}
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@@ -514,7 +356,7 @@ public partial class SpellingBeeController : AbstractFeedback
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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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@@ -525,7 +367,7 @@ public partial class SpellingBeeController : AbstractFeedback
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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))
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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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@@ -613,6 +455,7 @@ public partial class SpellingBeeController : AbstractFeedback
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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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@@ -638,4 +481,157 @@ public partial class SpellingBeeController : AbstractFeedback
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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;
|
||||
if (accPredictSign > thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Goed";
|
||||
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
||||
}
|
||||
else if (accCurrentSign > 0.9 * thresholdCurrentSign)
|
||||
{
|
||||
feedbackText.text = "Bijna...";
|
||||
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
accCurrentSign = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// The logic for the internal workings of the game
|
||||
if (accPredictSign > thresholdPredictedSign)
|
||||
{
|
||||
// Correct sign, instantly pass it along
|
||||
if (predictedSign == currentSign)
|
||||
{
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
|
||||
// Incorrect sign, wait a bit before passing it along
|
||||
else
|
||||
{
|
||||
if (previousIncorrectSign != predictedSign)
|
||||
{
|
||||
timer = DateTime.Now;
|
||||
previousIncorrectSign = predictedSign;
|
||||
}
|
||||
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
|
||||
{
|
||||
PredictSign(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The logic to set the scoreboard of spellingbee
|
||||
/// </summary>
|
||||
/// <param name="victory">SHows whether or not the player won</param>
|
||||
protected override void SetScoreBoard(bool victory)
|
||||
{
|
||||
string resultTxt;
|
||||
if (victory)
|
||||
{
|
||||
resultTxt = "GEWONNEN";
|
||||
}
|
||||
else
|
||||
{
|
||||
resultTxt = "VERLOREN";
|
||||
}
|
||||
// Save the scores and show the scoreboard
|
||||
gameEndedPanel.GetComponent<SpellingBeeGameEndedPanel>().GenerateContent(
|
||||
startTime: startTime,
|
||||
totalWords: spelledWords,
|
||||
correctLetters: correctLetters,
|
||||
incorrectLetters: incorrectLetters,
|
||||
result: resultTxt,
|
||||
score: CalculateScore()
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The spellinbee-specific logic that needs to be called at the start of the game
|
||||
/// </summary>
|
||||
protected override void StartGameLogic()
|
||||
{
|
||||
correctLetters = 0;
|
||||
incorrectLetters = 0;
|
||||
|
||||
words.Clear();
|
||||
// We use -1 instead of 0 so SetNextWord can simply increment it each time
|
||||
spelledWords = -1;
|
||||
wordIndex = 0;
|
||||
|
||||
gameIsActive = true;
|
||||
timerValue = 30.0f;
|
||||
bonusActiveRemaining = 0.0f;
|
||||
startTime = DateTime.Now;
|
||||
|
||||
gameEndedPanel.SetActive(false);
|
||||
bonusTimeText.SetActive(false);
|
||||
|
||||
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
||||
//feedback.signPredictor.SetModel(currentTheme.modelIndex);
|
||||
words.AddRange(currentTheme.learnables);
|
||||
ShuffleWords();
|
||||
NextWord();
|
||||
|
||||
scoreDisplay.text = $"Score: {CalculateScore()}";
|
||||
scoreBonus.text = "";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The spellingbee-specific logic that needs to be called at the end of a game
|
||||
/// </summary>
|
||||
/// <param name="victory"></param>
|
||||
protected override void EndGameLogic(bool victory)
|
||||
{
|
||||
gameIsActive = false;
|
||||
DeleteWord();
|
||||
}
|
||||
}
|
||||
|
||||
102
Assets/SpellingBee/Scripts/SpellingBeeGameEndedPanel.cs
Normal file
102
Assets/SpellingBee/Scripts/SpellingBeeGameEndedPanel.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SpellingBeeGameEndedPanel : AbstractGameEndedPanel
|
||||
{
|
||||
/// <summary>
|
||||
/// Tell the scoreboard that the scoreboard is for SpellingBee
|
||||
/// </summary>
|
||||
protected override MinigameIndex minigameIndex
|
||||
{
|
||||
get { return MinigameIndex.SPELLING_BEE; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// "VERLOREN" or "GEWONNEN"
|
||||
/// </summary>
|
||||
public TMP_Text endText;
|
||||
|
||||
/// <summary>
|
||||
/// LPM
|
||||
/// </summary>
|
||||
public TMP_Text lpmText;
|
||||
|
||||
/// <summary>
|
||||
/// Letters ( right | wrong )
|
||||
/// </summary>
|
||||
public TMP_Text lettersRightText;
|
||||
public TMP_Text lettersWrongText;
|
||||
|
||||
/// <summary>
|
||||
/// Letters
|
||||
/// </summary>
|
||||
public TMP_Text lettersTotalText;
|
||||
|
||||
/// <summary>
|
||||
/// Accuracy
|
||||
/// </summary>
|
||||
public TMP_Text accuracyText;
|
||||
|
||||
/// <summary>
|
||||
/// Words
|
||||
/// </summary>
|
||||
public TMP_Text wordsText;
|
||||
|
||||
/// <summary>
|
||||
/// Time
|
||||
/// </summary>
|
||||
public TMP_Text timeText;
|
||||
|
||||
/// <summary>
|
||||
/// Score
|
||||
/// </summary>
|
||||
public TMP_Text scoreText;
|
||||
|
||||
/// <summary>
|
||||
/// Generate the content of the GameEnded panel
|
||||
/// </summary>
|
||||
/// <param name="startTime">Time of starting the minigame</param>
|
||||
/// <param name="totalWords">Total number of words</param>
|
||||
/// <param name="correctLetters">Total number of correctly spelled letters</param>
|
||||
/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
|
||||
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
|
||||
/// <param name="score">Final score</param>
|
||||
public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
|
||||
{
|
||||
// Final result
|
||||
endText.text = result;
|
||||
|
||||
// LPM
|
||||
TimeSpan duration = DateTime.Now.Subtract(startTime);
|
||||
lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
|
||||
|
||||
// Letters ( right | wrong ) total
|
||||
lettersRightText.text = correctLetters.ToString();
|
||||
lettersWrongText.text = incorrectLetters.ToString();
|
||||
lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
|
||||
|
||||
// Accuracy
|
||||
if (correctLetters + incorrectLetters > 0)
|
||||
{
|
||||
accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
|
||||
}
|
||||
else
|
||||
{
|
||||
accuracyText.text = "-";
|
||||
}
|
||||
|
||||
// Words
|
||||
wordsText.text = $"{totalWords}";
|
||||
|
||||
// Time
|
||||
timeText.text = duration.ToString(@"mm\:ss");
|
||||
|
||||
// Score
|
||||
scoreText.text = $"Score: {score}";
|
||||
SetScoreBoard();
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,8 @@
|
||||
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
|
||||
"GUID:58e104b97fb3752438ada2902a36dcbf",
|
||||
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
|
||||
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
|
||||
"GUID:403dd94a93598934eb522dc36df43d7b"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
Reference in New Issue
Block a user