Resolve WES-43 "Minigame framework"
This commit is contained in:
@@ -1,286 +1,296 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System;
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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 SpellingBeeController : MonoBehaviour {
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// All of the words that can be used in this session
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private string[] words;
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// Where we currently are in the word
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private int letterIndex;
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// Where we currently are in the word list
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private int wordIndex;
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// The word that is currently being spelled
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private string currentWord;
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// All of the available themes
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private ThemeList themeList;
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// The theme we are currently using
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private Theme currentTheme;
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// The GameObjects representing the letters
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private GameObject[] letters;
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// The Image component for displaying the appropriate sprite
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public Image image;
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// The input field for testing purposes
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public TMP_InputField input;
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// Current value of timer in seconds
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private float timerValue;
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// Timer display
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public TMP_Text timerText;
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// "Game over" or "You win!"
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public TMP_Text endText;
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// First score display
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public TMP_Text correctWordsText;
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// Second score display
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public TMP_Text correctLettersText;
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// The game over panel
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public GameObject gameEndedPanel;
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// Button for restarting the game
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public Button replayButton;
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// Indicates if the game is still going
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private bool gameEnded;
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// Amount of seconds user gets per letter of the current word
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// Set to 1 for testing; should be increased later
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private int secondsPerLetter = 1;
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// Counter that keeps track of how many words have been spelled correctly
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private int spelledLetters;
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// Counter that keeps track of how many letters have been spelled correctly
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private int spelledWords;
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// Start is called before the first frame update
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void Start() {
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spelledLetters = 0;
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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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gameEnded = false;
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wordIndex = 0;
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input.text = "";
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timerValue = 0.0f;
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gameEndedPanel.SetActive(false);
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replayButton.onClick.AddListener(() => Start());
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themeList = ThemeLoader.loadJson();
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currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
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words = currentTheme.words;
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ShuffleWords();
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SetNextWord();
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}
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// Update is called once per frame
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void Update() {
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if (!gameEnded) {
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if (input.text.Length > 0) {
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CheckChar(input.text[0]);
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}
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timerValue -= Time.deltaTime;
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if (timerValue <= 0.0f) {
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timerValue = 0.0f;
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ActivateGameOver();
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}
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int minutes = Mathf.FloorToInt(timerValue / 60.0f);
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int seconds = Mathf.FloorToInt(timerValue % 60.0f);
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timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
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}
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}
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// Randomly shuffle the list of words
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void ShuffleWords() {
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for (int i = words.Length - 1; i > 0; i--) {
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// Generate a random index between 0 and i (inclusive)
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int j = UnityEngine.Random.Range(0, i + 1);
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// Swap the values at indices i and j
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string temp = words[i];
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words[i] = words[j];
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words[j] = temp;
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}
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}
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// Displays the game over panel and score values
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void ActivateGameOver() {
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DeleteWord();
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endText.text = "GAME OVER";
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correctLettersText.text = "Correctly spelled letters: " + spelledLetters.ToString();
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correctWordsText.text = "Correctly spelled words: " + spelledWords.ToString();
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Display win screen
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void ActivateWin() {
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DeleteWord();
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endText.text = "YOU WIN!";
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correctLettersText.text = "Your time: " + spelledLetters.ToString();
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int totalWordsDuration = 0;
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foreach (string word in words) {
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totalWordsDuration += word.Length * secondsPerLetter + 1;
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}
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// How much time was spent by the player
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int spentTime = totalWordsDuration - (int) timerValue;
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int seconds = spentTime % 60;
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int minutes = spentTime / 60;
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if (minutes == 0) {
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correctLettersText.text = "Your time: " + seconds + " seconds";
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} else {
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correctLettersText.text = "Your time: " + minutes + " minutes and " + seconds + " seconds";
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}
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correctWordsText.text = "";
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Check if the correct char has been given as input
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void CheckChar(char letter) {
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if (Char.ToUpper(letter) == Char.ToUpper(currentWord[letterIndex]) && input.text.Length == 1) {
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letters[letterIndex].GetComponent<Image>().color = Color.green;
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input.text = "";
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spelledLetters++;
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letterIndex++;
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if (letterIndex >= currentWord.Length) {
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DeleteWord();
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StartCoroutine(Wait());
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SetNextWord();
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}
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}
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}
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// Delete all letter objects
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void DeleteWord() {
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for (int i = 0; i < currentWord.Length; i++) {
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Destroy(letters[i]);
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}
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}
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// Adds seconds to timer
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void AddSeconds(int seconds) {
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timerValue += (float) seconds;
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}
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// Find the chosen theme by its name
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Theme FindThemeByName(string themeName) {
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int themeIndex = 0;
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while (themeIndex < themeList.themes.Length) {
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Theme theme = themeList.themes[themeIndex];
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if (theme.name == themeName) {
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return theme;
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}
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themeIndex++;
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}
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Debug.Log("Requested theme not found");
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return null;
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}
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// Display next word in the series
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void SetNextWord() {
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spelledWords++;
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if (wordIndex < words.Length) {
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currentWord = words[wordIndex];
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ChangeSprite(currentWord);
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DisplayWord(currentWord);
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AddSeconds(currentWord.Length * secondsPerLetter + 1);
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letterIndex = 0;
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wordIndex++;
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} else {
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ActivateWin();
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}
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}
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// Displays the word that needs to be spelled
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void DisplayWord(string word) {
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int length = word.Length;
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int canvasWidth = 1920;
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int maxWidth = 1080;
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int spacing = maxWidth / (length - 1);
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letters = new GameObject[length];
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int[] xvalues = new int[length];
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for (int i = 0; i < length; i++) {
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xvalues[i] = (canvasWidth - maxWidth) / 2 + i * spacing;
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}
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for (int i = 0; i < length; i++) {
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GameObject colorBox = new GameObject("Letter box");
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colorBox.transform.SetParent(gameObject.transform);
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letters[i] = colorBox;
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// Add an Image component to the new GameObject
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Image background = colorBox.AddComponent<Image>();
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background.color = Color.red;
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background.sprite = UnityEditor.AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");
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// Create a new child GameObject to hold the Text component
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GameObject letterObject = new GameObject("Text");
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letterObject.transform.SetParent(colorBox.transform);
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// Add a Text component to the new child GameObject
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Text letterComponent = letterObject.AddComponent<Text>();
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letterComponent.text = Char.ToString(Char.ToUpper(word[i]));
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letterComponent.alignment = TextAnchor.MiddleCenter;
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letterComponent.fontSize = 60;
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// Set the font of the Text component
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letterComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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// Set the position of the parent GameObject
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colorBox.transform.position = new Vector2(xvalues[i], 450);
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}
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}
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// Change the image that is being displayed
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void ChangeSprite(string spriteName) {
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Image imageComponent = image.GetComponent<Image>();
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// Load the new sprite from the Resources folder
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Sprite sprite = Resources.Load<Sprite>("SpellingBee/images/" + spriteName);
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// Set the new sprite as the Image component's source image
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image.sprite = sprite;
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}
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IEnumerator Wait() {
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yield return new WaitForSecondsRealtime(2);
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System;
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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 GameController : MonoBehaviour
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{
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// All of the words that can be used in this session
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private string[] words;
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// Where we currently are in the word
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private int letterIndex;
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// Where we currently are in the word list
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private int wordIndex;
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// The word that is currently being spelled
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private string currentWord;
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// All of the available themes
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private ThemeList themeList;
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// The theme we are currently using
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private Theme currentTheme;
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// The input field for testing purposes
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public TMP_InputField input;
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// Current value of timer in seconds
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private float timerValue;
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// "Game over" or "You win!"
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public TMP_Text endText;
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// First score display
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public TMP_Text correctWordsText;
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// Second score display
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public TMP_Text correctLettersText;
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// The game over panel
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public GameObject gameEndedPanel;
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// Button for restarting the game
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public Button replayButton;
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// Indicates if the game is still going
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private bool gameEnded;
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// Amount of seconds user gets per letter of the current word
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// Set to 1 for testing; should be increased later
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private int secondsPerLetter = 1;
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// Counter that keeps track of how many words have been spelled correctly
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private int spelledLetters;
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// Counter that keeps track of how many letters have been spelled correctly
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private int spelledWords;
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[Header("Letter prefab")]
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// Letter prefab
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public GameObject letterPrefab;
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[Header("UI References")]
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// Reference to letter prefab
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public Transform letterContainer;
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// The Image component for displaying the appropriate sprite
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public Image wordImage;
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// Timer display
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public TMP_Text timerText;
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[Header("private variables")]
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// The GameObjects representing the letters
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private List<GameObject> letters = new List<GameObject>();
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// Start is called before the first frame update
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public void Start()
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{
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spelledLetters = 0;
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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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gameEnded = false;
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wordIndex = 0;
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input.text = "";
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timerValue = 0.0f;
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gameEndedPanel.SetActive(false);
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replayButton.onClick.AddListener(Start);
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// TODO: change to ScriptableObject
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themeList = ThemeLoader.LoadJson();
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currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
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words = currentTheme.words;
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ShuffleWords();
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SetNextWord();
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}
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// Update is called once per frame
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public void Update()
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{
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if (!gameEnded)
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{
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if (input.text.Length > 0)
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{
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CheckChar(input.text[0]);
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}
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timerValue -= Time.deltaTime;
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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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}
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int minutes = Mathf.FloorToInt(timerValue / 60.0f);
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int seconds = Mathf.FloorToInt(timerValue % 60.0f);
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timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
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}
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}
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// Randomly shuffle the list of words
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private void ShuffleWords()
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{
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for (int i = words.Length - 1; i > 0; i--)
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{
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// Generate a random index between 0 and i (inclusive)
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int j = UnityEngine.Random.Range(0, i + 1);
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// Swap the values at indices i and j
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(words[j], words[i]) = (words[i], words[j]);
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}
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}
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// Displays the game over panel and score values
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private void ActivateGameOver()
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{
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DeleteWord();
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endText.text = "GAME OVER";
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correctLettersText.text = "Correctly spelled letters: " + spelledLetters.ToString();
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correctWordsText.text = "Correctly spelled words: " + spelledWords.ToString();
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Display win screen
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private void ActivateWin()
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{
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DeleteWord();
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endText.text = "YOU WIN!";
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correctLettersText.text = "Your time: " + spelledLetters.ToString();
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int totalWordsDuration = 0;
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foreach (string word in words)
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{
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totalWordsDuration += word.Length * secondsPerLetter + 1;
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}
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// How much time was spent by the player
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int spentTime = totalWordsDuration - (int)timerValue;
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int seconds = spentTime % 60;
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int minutes = spentTime / 60;
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if (minutes == 0)
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{
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correctLettersText.text = "Your time: " + seconds + " seconds";
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}
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else
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{
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correctLettersText.text = "Your time: " + minutes + " minutes and " + seconds + " seconds";
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}
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correctWordsText.text = "";
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Check if the correct char has been given as input
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private void CheckChar(char letter)
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{
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if (Char.ToUpper(letter) == Char.ToUpper(currentWord[letterIndex]) && input.text.Length == 1)
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{
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letters[letterIndex].GetComponent<Image>().color = Color.green;
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input.text = "";
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spelledLetters++;
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letterIndex++;
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if (letterIndex >= currentWord.Length)
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{
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DeleteWord();
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StartCoroutine(Wait());
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SetNextWord();
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}
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}
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}
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// Delete all letter objects
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private void DeleteWord()
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{
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for (int i = 0; i < currentWord.Length; i++)
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{
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Destroy(letters[i]);
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}
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letters.Clear();
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}
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// Adds seconds to timer
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private void AddSeconds(int seconds)
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{
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timerValue += (float)seconds;
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}
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// Find the chosen theme by its name
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private Theme FindThemeByName(string themeName)
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{
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int themeIndex = 0;
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while (themeIndex < themeList.themes.Length)
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{
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Theme theme = themeList.themes[themeIndex];
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if (theme.name == themeName)
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{
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return theme;
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}
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themeIndex++;
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}
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Debug.Log("Requested theme not found");
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return null;
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}
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// Display next word in the series
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private void SetNextWord()
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{
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spelledWords++;
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if (wordIndex < words.Length)
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{
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currentWord = words[wordIndex];
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ChangeSprite(currentWord);
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DisplayWord(currentWord);
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AddSeconds(currentWord.Length * secondsPerLetter + 1);
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letterIndex = 0;
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wordIndex++;
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}
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else
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{
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ActivateWin();
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}
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}
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// Displays the word that needs to be spelled
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private void DisplayWord(string word)
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{
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for (int i = 0; i < word.Length; i++)
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{
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// Create instance of prefab
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GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
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letters.Add(instance);
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// Dynamically load appearance
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Image background = instance.GetComponent<Image>();
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background.color = Color.red;
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TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
|
||||
txt.text = Char.ToString(Char.ToUpper(word[i]));
|
||||
}
|
||||
}
|
||||
|
||||
// Change the image that is being displayed
|
||||
private void ChangeSprite(string spriteName)
|
||||
{
|
||||
// Load the new sprite from the Resources folder
|
||||
Sprite sprite = Resources.Load<Sprite>("SpellingBee/images/" + spriteName);
|
||||
|
||||
// Set the new sprite as the Image component's source image
|
||||
wordImage.sprite = sprite;
|
||||
}
|
||||
|
||||
private IEnumerator Wait()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(2);
|
||||
}
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class SpellingBeeThemeSelectionController : MonoBehaviour
|
||||
{
|
||||
private int buttonHeight = 140;
|
||||
private int buttonWidth = 600;
|
||||
|
||||
private int canvasWidth = 1920;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
ThemeList themeList = ThemeLoader.loadJson();
|
||||
|
||||
for (int i = 0; i < themeList.themes.Length; i++)
|
||||
{
|
||||
Theme theme = themeList.themes[i];
|
||||
|
||||
// First, you need to create a new button game object
|
||||
GameObject newButton = new GameObject("Button - " + theme.name);
|
||||
newButton.transform.SetParent(gameObject.transform);
|
||||
|
||||
// Then, add the button component to the game object
|
||||
Button buttonComponent = newButton.AddComponent<Button>();
|
||||
buttonComponent.onClick.AddListener(() => OnButtonClick(theme.name));
|
||||
|
||||
GameObject colorBox = new GameObject("Letter box");
|
||||
colorBox.transform.SetParent(newButton.transform);
|
||||
Image background = colorBox.AddComponent<Image>();
|
||||
background.rectTransform.sizeDelta = new Vector2(buttonWidth, buttonHeight);
|
||||
background.color = Color.black;
|
||||
background.sprite = UnityEditor.AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UIMask.psd");
|
||||
|
||||
// Create the text game object
|
||||
GameObject textObject = new GameObject("Text - " + theme.name);
|
||||
textObject.transform.SetParent(newButton.transform);
|
||||
|
||||
// Set the position of the button game object
|
||||
int xPos = (int)(i % 2 == 0 ? canvasWidth * 0.25f : canvasWidth * 0.75f);
|
||||
int yPos = (1 + i / 2) * 180;
|
||||
|
||||
newButton.transform.position = new Vector2(xPos, yPos);
|
||||
|
||||
// Add the text component to the game object
|
||||
Text textComponent = textObject.AddComponent<Text>();
|
||||
textComponent.alignment = TextAnchor.MiddleCenter;
|
||||
|
||||
textComponent.color = new Color(50, 50, 50);
|
||||
textComponent.text = theme.name;
|
||||
textComponent.rectTransform.sizeDelta = new Vector2(buttonWidth, buttonHeight);
|
||||
|
||||
textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
textComponent.fontSize = 36;
|
||||
}
|
||||
}
|
||||
|
||||
void OnButtonClick(string clickedTheme)
|
||||
{
|
||||
PlayerPrefs.SetString("themeName", clickedTheme);
|
||||
SceneManager.LoadScene("SpellingBee");
|
||||
}
|
||||
}
|
||||
44
Assets/SpellingBee/Scripts/ThemeItem.cs
Normal file
44
Assets/SpellingBee/Scripts/ThemeItem.cs
Normal file
@@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ThemeItem : MonoBehaviour
|
||||
{
|
||||
// TODO: change to ScriptableObject Theme;
|
||||
[Header("ScriptableObject Theme")]
|
||||
public string themeTitle;
|
||||
public string themeDescription;
|
||||
public UnityAction startGameCallback;
|
||||
|
||||
[Header("UI references")]
|
||||
// Reference to thumbnail object
|
||||
public TMP_Text title;
|
||||
// Reference to description object
|
||||
public TMP_Text description;
|
||||
// Refetence to object so correct callback can be trigger on click
|
||||
public Button button;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Use public function so that this component can get Instantiated
|
||||
GenerateContent();
|
||||
}
|
||||
|
||||
public void GenerateContent()
|
||||
{
|
||||
// Set appearance
|
||||
title.text = themeTitle;
|
||||
|
||||
// TODO: make description only visible when hovering
|
||||
description.text = themeDescription;
|
||||
|
||||
// Add click functionality
|
||||
button.onClick.AddListener(startGameCallback);
|
||||
}
|
||||
}
|
||||
11
Assets/SpellingBee/Scripts/ThemeItem.cs.meta
Normal file
11
Assets/SpellingBee/Scripts/ThemeItem.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4446e36fb27e24d4781dc866e8487e6b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -4,13 +4,15 @@ using UnityEngine;
|
||||
|
||||
// JSON structure containing all themes/words
|
||||
[System.Serializable]
|
||||
public class ThemeList {
|
||||
public class ThemeList
|
||||
{
|
||||
public Theme[] themes;
|
||||
}
|
||||
|
||||
// Object representing part of the JSON containing word data
|
||||
[System.Serializable]
|
||||
public class Theme {
|
||||
public class Theme
|
||||
{
|
||||
public string name;
|
||||
public string description;
|
||||
public string[] words;
|
||||
@@ -19,7 +21,8 @@ public class Theme {
|
||||
public class ThemeLoader : MonoBehaviour
|
||||
{
|
||||
// Loads the JSON file containing all of the themes
|
||||
public static ThemeList loadJson() {
|
||||
public static ThemeList LoadJson()
|
||||
{
|
||||
TextAsset themeJson = Resources.Load<TextAsset>("SpellingBee/words");
|
||||
return JsonUtility.FromJson<ThemeList>(themeJson.text);
|
||||
}
|
||||
|
||||
42
Assets/SpellingBee/Scripts/ThemeSelectionController.cs
Normal file
42
Assets/SpellingBee/Scripts/ThemeSelectionController.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ThemeSelectionController : MonoBehaviour
|
||||
{
|
||||
[Header("Theme Selection")]
|
||||
// Theme prefab
|
||||
public GameObject themePrefab;
|
||||
// Reference to container holding all theme-buttons
|
||||
public Transform themesContainer;
|
||||
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// TODO: change to ScriptableObject
|
||||
ThemeList themeList = ThemeLoader.LoadJson();
|
||||
|
||||
for (int i = 0; i < themeList.themes.Length; i++)
|
||||
{
|
||||
Theme theme = themeList.themes[i];
|
||||
|
||||
// First, you need to create a new button game object
|
||||
GameObject instance = GameObject.Instantiate(themePrefab, themesContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
ThemeItem item = instance.GetComponent<ThemeItem>();
|
||||
item.themeTitle = theme.name;
|
||||
item.themeDescription = theme.description;
|
||||
item.startGameCallback = () => OnButtonClick(theme.name);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnButtonClick(string clickedTheme)
|
||||
{
|
||||
PlayerPrefs.SetString("themeName", clickedTheme);
|
||||
SceneManager.LoadScene("Game");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user