Resolve WES-132-Common-Abstract-Minigame
This commit is contained in:
committed by
Jelle De Geest
parent
4fdb8f95cb
commit
966475455a
@@ -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;
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if (accPredictSign > thresholdCurrentSign)
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{
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feedbackText.text = "Goed";
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col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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}
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else if (accCurrentSign > 0.9 * thresholdCurrentSign)
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{
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feedbackText.text = "Bijna...";
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col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
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}
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else if (accPredictSign > thresholdPredictedSign)
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{
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feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
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col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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accCurrentSign = 0.0f;
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}
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else
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{
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feedbackText.text = "Detecteren...";
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col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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}
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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float oldValue = feedbackProgress.value;
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// use an exponential scale
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float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
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feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
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{
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if (feedbackProgress != null)
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{
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feedbackProgress.value = t.CurrentValue;
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}
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});
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}
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// The logic for the internal workings of the game
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if (accPredictSign > thresholdPredictedSign)
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{
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// Correct sign, instantly pass it along
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if (predictedSign == currentSign)
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{
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PredictSign(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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// Incorrect sign, wait a bit before passing it along
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else
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{
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if (previousIncorrectSign != predictedSign)
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{
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timer = DateTime.Now;
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previousIncorrectSign = predictedSign;
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}
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else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
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{
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PredictSign(predictedSign);
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timer = DateTime.Now;
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predictedSign = null;
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previousIncorrectSign = null;
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}
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}
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}
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}
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/// <summary>
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/// The logic to set the scoreboard of spellingbee
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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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// Save the scores and show the scoreboard
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gameEndedPanel.GetComponent<SpellingBeeGameEndedPanel>().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: 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 spellinbee-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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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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gameIsActive = true;
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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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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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}
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/// <summary>
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/// The spellingbee-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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gameIsActive = false;
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DeleteWord();
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}
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}
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Reference in New Issue
Block a user