Resolve WES-131-Feedback-REfactor
This commit is contained in:
committed by
Dries Van Schuylenbergh
parent
b955d2164c
commit
a808e73a29
@@ -5,8 +5,9 @@ using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using DigitalRuby.Tween;
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public partial class SpellingBeeController : MonoBehaviour
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public partial class SpellingBeeController : AbstractFeedback
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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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@@ -136,20 +137,55 @@ public partial class SpellingBeeController : MonoBehaviour
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/// </summary>
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public Transform Scoreboard;
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/// <summary>
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/// Accuracy feeback object
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/// </summary>
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public Feedback feedback;
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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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public Image feedbackProgressImage;
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/// <summary>
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/// Timer to keep track of how long a incorrect sign is performed
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/// </summary>
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protected DateTime timer;
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/// <summary>
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/// Current predicted sign
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/// </summary>
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protected string predictedSign = null;
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/// <summary>
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/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
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/// </summary>
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protected string previousIncorrectSign = null;
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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public void Start()
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{
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StartController();
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signPredictor.SetModel(currentTheme.modelIndex);
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AddSelfAsListener();
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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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@@ -182,29 +218,10 @@ public partial class SpellingBeeController : MonoBehaviour
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userList.Save();
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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feedback.signPredictor.ChangeModel(currentTheme.modelIndex);
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//feedback.signPredictor.ChangeModel(currentTheme.modelIndex);
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words.AddRange(currentTheme.learnables);
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ShuffleWords();
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NextWord();
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// Set calllbacks
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feedback.getSignCallback = () =>
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{
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if (letterIndex < currentWord.Length)
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{
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return currentWord[letterIndex].ToString().ToUpper();
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}
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return null;
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};
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feedback.predictSignCallback = (sign) =>
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{
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bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
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if (successful)
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{
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AddSeconds(secondsPerLetter);
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}
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NextLetter(successful);
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};
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}
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/// <summary>
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@@ -453,4 +470,116 @@ public partial class SpellingBeeController : MonoBehaviour
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{
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yield return new WaitForSecondsRealtime(2);
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}
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/// <summary>
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/// The updateFunction that is called when new probabilities become available
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/// </summary>
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/// <returns></returns>
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protected override IEnumerator UpdateFeedback()
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{
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// Get current sign
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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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{
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float accuracy = signPredictor.learnableProbabilities[currentSign];
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if (feedbackText != null && feedbackProgressImage != null)
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{
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if (accuracy > 0.90)
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{
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feedbackText.text = "Goed";
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feedbackText.color = Color.green;
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feedbackProgressImage.color = Color.green;
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}
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else if (accuracy > 0.80)
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{
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feedbackText.text = "Bijna...";
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Color col = new Color(0xff / 255.0f, 0x66 / 255.0f, 0x00 / 255.0f);
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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}
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else
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{
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feedbackText.text = "Detecteren...";
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feedbackText.color = Color.red;
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feedbackProgressImage.color = Color.red;
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}
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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 * (accuracy - 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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// Check whether (in)correct sign has high accuracy
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foreach (var kv in signPredictor.learnableProbabilities)
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{
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if (kv.Value > 0.90)
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{
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predictedSign = kv.Key;
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// Correct sign
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if (predictedSign == currentSign)
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{
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yield return new WaitForSeconds(1.0f);
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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
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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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break;
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}
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}
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}
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else if (feedbackProgress != null)
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{
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feedbackProgress.value = 0.0f;
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}
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yield return null;
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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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/// <returns>the current letter that needs to be signed</returns>
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public string GetSign(){
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if (letterIndex<currentWord.Length){
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return currentWord[letterIndex].ToString().ToUpper();
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}
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return null;
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}
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/// <summary>
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/// Function to confirm your prediction and check if it is correct.
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/// </summary>
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/// <param name="sign"></param>
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public void predictSign(string sign) {
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bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
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if (successful)
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{
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AddSeconds(secondsPerLetter);
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}
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NextLetter(successful);
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}
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}
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