Merge branch 'WES-145-Consistency-controllers' into 'development'
Resolve WES-145 "Consistency controllers" See merge request wesign/unity-application!68
This commit was merged in pull request #68.
This commit is contained in:
456
Assets/SpellingBee/Scripts/SpellingBeeController.cs
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456
Assets/SpellingBee/Scripts/SpellingBeeController.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public partial class SpellingBeeController : MonoBehaviour
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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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/// </summary>
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//private string[] words;
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private List<Learnable> words = new List<Learnable>();
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/// <summary>
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/// Where we currently are in the word
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/// </summary>
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private int letterIndex;
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/// <summary>
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/// Where we currently are in the word list
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/// </summary>
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private int wordIndex;
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/// <summary>
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/// The word that is currently being spelled
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/// </summary>
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private string currentWord;
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/// <summary>
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/// All of the available themes
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/// </summary>
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public ThemeList themeList;
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/// <summary>
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/// The theme we are currently using
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/// </summary>
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private Theme currentTheme;
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/// <summary>
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/// Current value of timer in seconds
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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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/// 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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/// </summary>
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private const int secondsPerLetter = 5;
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/// <summary>
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/// Counter that keeps track of how many letters have been spelled correctly
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/// </summary>
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private int correctLetters;
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/// <summary>
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/// Counter that keeps track of how many letters have been spelled incorrectly
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/// </summary>
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private int incorrectLetters;
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/// <summary>
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/// Counter that keeps track of how many words have been spelled correctly
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/// </summary>
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private int spelledWords;
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/// <summary>
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/// Timer that keeps track of when the game was started
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/// </summary>
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private DateTime startTime;
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/// <summary>
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/// Reference to the user list to access the current user
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/// </summary>
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public UserList userList;
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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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public GameObject letterPrefab;
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/// <summary>
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/// Reference to letter container
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/// </summary>
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public Transform letterContainer;
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/// <summary>
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/// The Image component for displaying the appropriate sprite
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/// </summary>
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public Image wordImage;
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/// <summary>
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/// Timer display
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/// </summary>
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public TMP_Text timerText;
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/// <summary>
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/// Bonus time display
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/// </summary>
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public GameObject bonusTimeText;
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/// <summary>
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/// Timer to display the bonus time
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/// </summary>
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private float bonusActiveRemaining = 0.0f;
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/// <summary>
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/// The GameObjects representing the letters
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/// </summary>
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private List<GameObject> letters = new List<GameObject>();
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/// <summary>
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/// Reference to the scoreboard
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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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/// 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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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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userList.Load();
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user = userList.GetCurrentUser();
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Progress progress = user.GetMinigameProgress(minigame.index);
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if (progress == null)
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{
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progress = new Progress();
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progress.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
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progress.AddOrUpdate<List<Score>>("highestScores", new List<Score>());
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progress.AddOrUpdate<List<Score>>("latestScores", new List<Score>());
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user.minigames.Add(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.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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/// Update is called once per frame
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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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{
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timerValue -= Time.deltaTime;
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if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
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{
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bonusTimeText.SetActive(false);
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}
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else
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{
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bonusActiveRemaining -= Time.deltaTime;
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}
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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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/// <summary>
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/// Randomly shuffle the list of words
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/// </summary>
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public void ShuffleWords()
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{
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for (int i = words.Count - 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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/// <summary>
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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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{
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return spelledWords * 5 + correctLetters;
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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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user = userList.GetCurrentUser();
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Progress progress = user.GetMinigameProgress(minigame.index);
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// Get the current list of scores
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List<Score> latestScores = progress.Get<List<Score>>("latestScores");
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List<Score> highestScores = progress.Get<List<Score>>("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.AddOrUpdate<List<Score>>("latestScores", latestScores.Take(10).ToList());
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progress.AddOrUpdate<List<Score>>("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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public void DeleteWord()
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{
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for (int i = 0; i < letters.Count; 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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/// <summary>
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/// Adds seconds to timer
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/// </summary>
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/// <param name="seconds"></param>
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public void AddSeconds(int seconds)
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{
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timerValue += (float)seconds;
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bonusTimeText.SetActive(true);
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bonusActiveRemaining = 2.0f;
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}
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/// <summary>
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/// Display the next letter
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/// </summary>
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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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// Change color of current letter (skip spaces)
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if (successful)
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{
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correctLetters++;
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letters[letterIndex].GetComponent<Image>().color = Color.green;
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}
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else
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{
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incorrectLetters++;
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letters[letterIndex].GetComponent<Image>().color = new Color(0.5f, 0.0f, 0.0f);
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}
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do
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{
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letterIndex++;
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} while (letterIndex < currentWord.Length && currentWord[letterIndex] == ' ');
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// Change the color of the next letter or change to new word
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if (letterIndex < currentWord.Length)
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{
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letters[letterIndex].GetComponent<Image>().color = Color.yellow;
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}
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else
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{
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StartCoroutine(Wait());
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NextWord();
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}
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}
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/// <summary>
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/// Display next word in the series
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/// </summary>
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public void NextWord()
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{
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DeleteWord();
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spelledWords++;
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if (wordIndex < words.Count)
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{
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currentWord = words[wordIndex].name;
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letterIndex = 0;
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DisplayWord(currentWord);
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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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/// <summary>
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/// Displays the word that needs to be spelled
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/// </summary>
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/// <param name="word">The word to display</param>
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public 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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char c = Char.ToUpper(word[i]);
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Image background = instance.GetComponent<Image>();
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background.color = i == 0 ? Color.yellow : c != ' ' ? Color.red : Color.clear;
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TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
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txt.text = Char.ToString(c);
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}
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wordImage.sprite = words[wordIndex].image;
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}
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/// <summary>
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/// wait for 2 seconds
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/// </summary>
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/// <returns></returns>
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private IEnumerator Wait()
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{
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yield return new WaitForSecondsRealtime(2);
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}
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}
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Reference in New Issue
Block a user