Merge branch 'WES-144-feedback-JustSign' into 'development'

Resolve WES-144 "Feedback justsign"

See merge request wesign/unity-application!79
This commit was merged in pull request #79.
This commit is contained in:
Helena Van Breugel
2023-04-08 20:28:46 +00:00
56 changed files with 2966 additions and 1262 deletions

File diff suppressed because one or more lines are too long

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m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: 'Pick your theme:' m_text: Kies een thema
m_isRightToLeft: 0 m_isRightToLeft: 0
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m_fontMaterials: [] m_fontMaterials: []
m_fontColor32: m_fontColor32:
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m_colorMode: 3 m_colorMode: 3
m_fontColorGradient: m_fontColorGradient:
@@ -382,8 +382,8 @@ MonoBehaviour:
m_faceColor: m_faceColor:
serializedVersion: 2 serializedVersion: 2
rgba: 4294967295 rgba: 4294967295
m_fontSize: 48 m_fontSize: 90
m_fontSizeBase: 48 m_fontSizeBase: 90
m_fontWeight: 400 m_fontWeight: 400
m_enableAutoSizing: 0 m_enableAutoSizing: 0
m_fontSizeMin: 18 m_fontSizeMin: 18
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m_Name: Image
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m_Icon: {fileID: 0}
m_NavMeshLayer: 0
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m_Name:
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:
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m_Father: {fileID: 1768150806} m_Father: {fileID: 1768150806}
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@@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: HouseTheme m_Name: HouseTheme
m_EditorClassIdentifier: m_EditorClassIdentifier:
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description: Van zetel tot villa description: Van zetel tot villa
themeIndex: 5 themeIndex: 5
modelIndex: 0 modelIndex: 0
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@@ -20,3 +20,4 @@ MonoBehaviour:
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@@ -55,6 +55,11 @@ public class MinigameActivityScreen : MonoBehaviour
/// </summary> /// </summary>
public GameObject prefab; public GameObject prefab;
/// <summary>
/// Reference to the ranking title
/// </summary>
public GameObject rankingTitle;
/// <summary> /// <summary>
/// Sets the infopage for a given minigame /// Sets the infopage for a given minigame
/// </summary> /// </summary>
@@ -119,6 +124,8 @@ public class MinigameActivityScreen : MonoBehaviour
} }
} }
rankingTitle.SetActive(allScores.Count > 0);
// Sort allScores based on Score.scoreValue // Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item3.scoreValue.CompareTo(a.Item3.scoreValue)); allScores.Sort((a, b) => b.Item3.scoreValue.CompareTo(a.Item3.scoreValue));

View File

@@ -13,7 +13,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
index: 5 index: 5
title: Het huis beschrijven title: Het huis
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View File

@@ -14,13 +14,9 @@ MonoBehaviour:
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index: 1 index: 1
title: Galgje title: Galgje
description: "In deze minigame moet je een woord raden door \xE9\xE9n voor \xE9\xE9n description: Kan jij het woord vinden voordat je mannetje hangt?
letters te raden. Kan jij het woord vinden voordat je mannetje hangt?"
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minigameEntryPoint: Hangman/Scenes/HangmanGame minigameEntryPoint: Hangman/Scenes/HangmanGame
controls: Spel de letters die je wilt raden met vingerspelling. Na 10 foute keuzes controls: Leer het handalfabet door galgje te spelen. Raad zoveel mogelijk juiste
is het spel gedaan. Hoe meer letters je correct spelt, hoe meer punten je krijgt, letters en vind het gezochte woord. Dit spel kan ook door twee gespeeld worden.
verder krijg je ook extra punten als je weinig fouten maakt. Voor multiplayer
wordt het woord door speler 1 ingegeven, waarna speler 2 het woord probeert te
raden, beide aan de hand van vingerspelling

View File

@@ -14,7 +14,7 @@ public class HangmanController : AbstractFeedback
/// The scriptable with all the themes, will be used to select a random word for hangman. /// The scriptable with all the themes, will be used to select a random word for hangman.
/// The spellingthemeList will be used for the words. /// The spellingthemeList will be used for the words.
/// </summary> /// </summary>
public ThemeList themelist; public ThemeList themeList;
/// <summary> /// <summary>
/// reference to the fingerspelling-theme to reach the letter-thresholds /// reference to the fingerspelling-theme to reach the letter-thresholds
@@ -86,6 +86,16 @@ public class HangmanController : AbstractFeedback
/// </summary> /// </summary>
public GameObject inputPanel; public GameObject inputPanel;
/// <summary>
/// Reference to display the score
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// Reference to display the points lost/won
/// </summary>
public TMP_Text scoreBonus;
///// <summary> ///// <summary>
///// This panel holds the panels for input and playing the game, sharing webcam and feedback ///// This panel holds the panels for input and playing the game, sharing webcam and feedback
///// </summary> ///// </summary>
@@ -171,7 +181,7 @@ public class HangmanController : AbstractFeedback
/// <summary> /// <summary>
/// Holds the time which the user needs to hold the sign for, for it to be accepted. /// Holds the time which the user needs to hold the sign for, for it to be accepted.
/// </summary> /// </summary>
private float maxTime = 1f; private float maxTime = 0.3f;
/// <summary> /// <summary>
/// Holds the current amount of time the user has held their sign for /// Holds the current amount of time the user has held their sign for
@@ -208,8 +218,26 @@ public class HangmanController : AbstractFeedback
/// </summary> /// </summary>
public const int MAX_EXC_WORD_LENGHT = 17; public const int MAX_EXC_WORD_LENGHT = 17;
/// <summary>
/// Number of fails before the game ends
/// </summary>
public const int NUMBER_OF_FAILS_BEFORE_GAMEOVER = 7; public const int NUMBER_OF_FAILS_BEFORE_GAMEOVER = 7;
/// <summary>
/// Score obtained when guessing a correct letter
/// </summary>
private int correctLetterScore = 10;
/// <summary>
/// Score obtained when guessing an incorrect letter
/// </summary>
private int incorrectLetterScore = -5;
/// <summary>
/// Score obtained when guessing the entire word
/// </summary>
private int winScore = 25;
/// <summary> /// <summary>
/// Start is called before the first frame update /// Start is called before the first frame update
/// </summary> /// </summary>
@@ -293,6 +321,9 @@ public class HangmanController : AbstractFeedback
DisplayWord(currentWord); DisplayWord(currentWord);
ChangeSprite(); ChangeSprite();
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = "";
// Temporary // Temporary
//timer.SetActive(true); //timer.SetActive(true);
} }
@@ -353,15 +384,15 @@ public class HangmanController : AbstractFeedback
// Then get a random index for a word to pull // Then get a random index for a word to pull
// First get random index for the themes // First get random index for the themes
int amountThemes = themelist.themes.Count; int amountThemes = themeList.themes.Count;
int themeIndex = Random.Range(0, amountThemes); int themeIndex = Random.Range(0, amountThemes);
// Check how many words are in this theme // Check how many words are in this theme
int amountWords = themelist.themes[themeIndex].learnables.Count; int amountWords = themeList.themes[themeIndex].learnables.Count;
int wordIndex = Random.Range(0, amountWords); int wordIndex = Random.Range(0, amountWords);
// Take the word, but lowercase it. // Take the word, but lowercase it.
currentWord = themelist.themes[themeIndex].learnables[wordIndex].name.ToUpper(); currentWord = themeList.themes[themeIndex].learnables[wordIndex].name.ToUpper();
} }
/// <summary> /// <summary>
@@ -447,9 +478,8 @@ public class HangmanController : AbstractFeedback
case 2: // Sign your letter case 2: // Sign your letter
if (!guesses.Contains(currentSign)) if (!guesses.Contains(currentSign))
{ {
confirmPanel.SetActive(true);
confirmText.text = $"Letter '{currentSign.ToUpper()}' ?";
mode = 3; mode = 3;
ConfirmAccept();
} }
break; break;
@@ -477,9 +507,6 @@ public class HangmanController : AbstractFeedback
// The guess was wrong, the wrongs integer needs to be incremented // The guess was wrong, the wrongs integer needs to be incremented
wrongs++; wrongs++;
// For now, we will loop back to stage zero after we reach the losing stage 10
//wrongs = wrongs % NUMBER_OF_FAILS_BEFORE_GAMEOVER;
// Afterwards, the next stage needs to be displayed // Afterwards, the next stage needs to be displayed
ChangeSprite(); ChangeSprite();
} }
@@ -533,6 +560,10 @@ public class HangmanController : AbstractFeedback
// Set the new sprite as the Image component's source image // Set the new sprite as the Image component's source image
hangmanImage.sprite = sprite; hangmanImage.sprite = sprite;
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"{incorrectLetterScore}";
scoreBonus.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
} }
/// <summary> /// <summary>
@@ -541,6 +572,8 @@ public class HangmanController : AbstractFeedback
/// <param name="c">The letter that needs to be updated</param> /// <param name="c">The letter that needs to be updated</param>
private void UpdateWord(string c) private void UpdateWord(string c)
{ {
int hits = 0;
for (int i = 0; i < currentWord.Length; i++) for (int i = 0; i < currentWord.Length; i++)
{ {
if (currentWord[i] == c[0]) if (currentWord[i] == c[0])
@@ -553,21 +586,23 @@ public class HangmanController : AbstractFeedback
// You correctly guessed a letter // You correctly guessed a letter
corrects++; corrects++;
hits++;
} }
} }
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"+{hits * correctLetterScore}";
scoreBonus.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
} }
/// <summary> /// <summary>
/// This function returns the score that the user currently has /// This function returns the score that the user currently has
/// </summary> /// </summary>
/// <returns>The current score of the user</returns> /// <returns>The current score of the user</returns>
private int GetScore() private int CalculateScore()
{ {
// Scoring works as follows: int won = corrects == currentWord.Length ? 1 : 0;
// You get 3 points for each letter in the word that is correctly guessed (corrects * 3) return corrects * correctLetterScore + wrongs * incorrectLetterScore + winScore * won;
// You get 9 points for each part of the hangman figure which is NOT displayed ((10 - wrongs) * 9)
return 3 * corrects + (MAX_EXC_WORD_LENGHT - wrongs) * 9;
} }
// The following functions originate from Spellingbee // The following functions originate from Spellingbee
@@ -610,7 +645,7 @@ public class HangmanController : AbstractFeedback
private void SaveScores() private void SaveScores()
{ {
// Calculate new score // Calculate new score
int newScore = GetScore(); int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago> // Save the score as a tuple: < int score, string time ago>
Score score = new Score(); Score score = new Score();
score.scoreValue = newScore; score.scoreValue = newScore;
@@ -653,7 +688,7 @@ public class HangmanController : AbstractFeedback
incorrectLetters: wrongs, incorrectLetters: wrongs,
sprite: hangmanImage.sprite, sprite: hangmanImage.sprite,
result: "GEWONNEN", result: "GEWONNEN",
score: GetScore() score: CalculateScore()
); );
gameEndedPanel.SetActive(true); gameEndedPanel.SetActive(true);
@@ -678,7 +713,7 @@ public class HangmanController : AbstractFeedback
incorrectLetters: wrongs, incorrectLetters: wrongs,
sprite: hangmanImage.sprite, sprite: hangmanImage.sprite,
result: "VERLOREN", result: "VERLOREN",
score: GetScore() score: CalculateScore()
); );
gameEndedPanel.SetActive(true); gameEndedPanel.SetActive(true);
@@ -701,6 +736,15 @@ public class HangmanController : AbstractFeedback
float accuracy = highestPrediction.Value; float accuracy = highestPrediction.Value;
string predictedSign = highestPrediction.Key; string predictedSign = highestPrediction.Key;
// vvv TEMPORARY STUFF vvv
if (predictedSign == "J" && accuracy <= 0.965f)
{
highestPrediction = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y);
}
accuracy = highestPrediction.Value;
predictedSign = highestPrediction.Key;
// ^^^ TEMPORARY STUFF ^^^
// Grab the threshold for the most probable letter // Grab the threshold for the most probable letter
Learnable letter = fingerSpelling.learnables.Find((l) => l.name == predictedSign); Learnable letter = fingerSpelling.learnables.Find((l) => l.name == predictedSign);
float threshold = letter.thresholdPercentage; float threshold = letter.thresholdPercentage;
@@ -746,7 +790,7 @@ public class HangmanController : AbstractFeedback
previousSign = predictedSign; previousSign = predictedSign;
currentTime = 0; currentTime = 0;
if ((mode == 1) || if ((mode == 1) ||
(mode == 2 && !guesses.Contains(previousSign.ToLower()))) (mode == 2 && !guesses.Contains(previousSign.ToUpper())))
{ {
runTime = true; runTime = true;
} }

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m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 60}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0}
--- !u!222 &2862254737186411956 --- !u!222 &2862254737186411956
CanvasRenderer: CanvasRenderer:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -143,17 +220,17 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_text: A m_text: Dries zie je dit?
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 3602bedf0ebe5b64596873f09eddf57b, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: -1030930060397404263, guid: 3602bedf0ebe5b64596873f09eddf57b, type: 2}
m_fontSharedMaterials: [] m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0} m_fontMaterial: {fileID: 0}
m_fontMaterials: [] m_fontMaterials: []
m_fontColor32: m_fontColor32:
serializedVersion: 2 serializedVersion: 2
rgba: 4282795590 rgba: 4279242768
m_fontColor: {r: 0.27450982, g: 0.27450982, b: 0.27450982, a: 1} m_fontColor: {r: 0.0627451, g: 0.0627451, b: 0.0627451, a: 1}
m_enableVertexGradient: 0 m_enableVertexGradient: 0
m_colorMode: 3 m_colorMode: 3
m_fontColorGradient: m_fontColorGradient:

File diff suppressed because it is too large Load Diff

View File

@@ -14,8 +14,9 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
index: 2 index: 2
title: Just Sign title: Just Sign
description: A rhythm game description: Verlies je in de muziek en voer gebaren uit naar hartenlust!
themeList: {fileID: 11400000, guid: a96bdbd3b1486d947a196fa1eb41d90b, type: 2} themeList: {fileID: 11400000, guid: a96bdbd3b1486d947a196fa1eb41d90b, type: 2}
thumbnail: {fileID: 21300000, guid: bd23bf3e2552a0849ab845e6b9508505, type: 3} thumbnail: {fileID: 21300000, guid: bd23bf3e2552a0849ab845e6b9508505, type: 3}
minigameEntryPoint: JustSign/Scenes/JustSignGame minigameEntryPoint: JustSign/Scenes/JustSignGame
controls: In this game, you will perform signs to the beat of the music. controls: Voer gebaren uit op het ritme van de muziek. Hoe beter je timing, hoe
hoger je scoort.

View File

@@ -1,3 +1,4 @@
using DigitalRuby.Tween;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@@ -5,22 +6,18 @@ using System.Linq;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using Random = UnityEngine.Random;
/// <summary> /// <summary>
/// Contains all game logic for the JustSign game /// Contains all game logic for the JustSign game
/// </summary> /// </summary>
public class JustSignController : MonoBehaviour public class JustSignController : AbstractFeedback
{ {
/// <summary> /// <summary>
/// All of the words that can be used in this session /// All of the words that can be used in this session
/// </summary> /// </summary>
private List<Learnable> words = new List<Learnable>(); private List<Learnable> words = new List<Learnable>();
/// <summary>
/// The canvas containing all components
/// </summary>
public Canvas canvas;
/// <summary> /// <summary>
/// The input field where the user can type his or her answer /// The input field where the user can type his or her answer
/// </summary> /// </summary>
@@ -29,7 +26,7 @@ public class JustSignController : MonoBehaviour
/// <summary> /// <summary>
/// The feedback on the timing /// The feedback on the timing
/// </summary> /// </summary>
public TMP_Text feedBack; public TMP_Text timingFeedback;
/// <summary> /// <summary>
/// The current score /// The current score
@@ -57,11 +54,50 @@ public class JustSignController : MonoBehaviour
/// </summary> /// </summary>
private Song currentSong; private Song currentSong;
/// <summary>
/// Reference to the perfect hitzone
/// </summary>
public RectTransform hitZonePerfect;
/// <summary> /// <summary>
/// The zone that the player should be hitting with his or her inputs /// Reference to the good hitzone
/// </summary> /// </summary>
public GameObject hitZone; public RectTransform hitZoneGood;
/// <summary>
/// Reference to the meh hitzone
/// </summary>
public RectTransform hitZoneMeh;
/// <summary>
/// Reference to the webcam
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Score obtained when getting a perfect hit
/// </summary>
private int perfectScore = 50;
/// <summary>
/// Score obtained when getting a good hit
/// </summary>
private int goodScore = 20;
/// <summary>
/// Score obtained when getting a meh hit
/// </summary>
private int mehScore = 10;
/// <summary>
/// Score obtained when getting a terrible hit
/// </summary>
private int terribleScore = -3;
/// <summary>
/// Score obtained when symbol goes offscreen
/// </summary>
private int offscreenScore = -5;
/// <summary> /// <summary>
/// Symbol prefab /// Symbol prefab
@@ -88,75 +124,25 @@ public class JustSignController : MonoBehaviour
/// </summary> /// </summary>
private List<GameObject> activeSymbols = new List<GameObject>(); private List<GameObject> activeSymbols = new List<GameObject>();
/// <summary>
/// The current score
/// </summary>
private int score;
/// <summary> /// <summary>
/// Have the symbols started spawning or not /// Have the symbols started spawning or not
/// </summary> /// </summary>
private bool gameIsActive = false; private bool gameIsActive = false;
/// <summary>
/// Width and height of the symbols
/// </summary>
private int symbolSize = 280;
/// <summary> /// <summary>
/// Controls movement speed of symbols (higher -> faster) /// Controls movement speed of symbols (higher -> faster)
/// </summary> /// </summary>
private int moveSpeed = 200; private int moveSpeed = 100;
/// <summary> /// <summary>
/// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2 /// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2
/// </summary> /// </summary>
private int trackX = -1100; private int trackX = 1920 / 2;
/// <summary> /// <summary>
/// Starting Y-coordinate of a symbol /// Starting Y-coordinate of a symbol
/// </summary> /// </summary>
private int trackY = -200; private int trackY = 0;
/// <summary>
/// Max distance from hit zone to get perfect score
/// </summary>
private int perfectBoundary = 10;
/// <summary>
/// Score obtained when getting a perfect hit
/// </summary>
private int perfectScore = 5;
/// <summary>
/// Max distance from hit zone to get good score
/// </summary>
private int goodBoundary = 120;
/// <summary>
/// Score obtained when getting a good hit
/// </summary>
private int goodScore = 3;
/// <summary>
/// Max distance from hit zone to get meh score
/// </summary>
private int mehBoundary = 200;
/// <summary>
/// Score obtained when getting a meh hit
/// </summary>
private int mehScore = 1;
/// <summary>
/// Score obtained when getting a terrible hit
/// </summary>
private int terribleScore = -3;
/// <summary>
/// Score obtained when symbol goes offscreen
/// </summary>
private int offscreenScore = -5;
/// <summary> /// <summary>
/// Time at which the last symbol was spawned /// Time at which the last symbol was spawned
@@ -258,17 +244,88 @@ public class JustSignController : MonoBehaviour
/// </summary> /// </summary>
public GameObject gameEndedPanel; public GameObject gameEndedPanel;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgressBar;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
public Image feedbackProgressImage;
/// <summary>
/// Sprite shown when perfect score
/// </summary>
public Sprite perfectSprite;
/// <summary>
/// Sprite shown when good score
/// </summary>
public Sprite goodSprite;
/// <summary>
/// Sprite shown when meh score
/// </summary>
public Sprite mehSprite;
/// <summary>
/// Sprite shown when terrible score (too soon)
/// </summary>
public Sprite terribleSprite;
/// <summary>
/// Sprite shown when sign leaves screen
/// </summary>
public Sprite tooLateSprite;
/// <summary>
/// Reference to display the feedback image
/// </summary>
public Image imageFeedback;
/// <summary>
/// Message to display when there is no model
/// </summary>
public GameObject previewMessage;
/// <summary>
/// Reference to the score, feedback and image
/// </summary>
public GameObject userFeedback;
/// <summary> /// <summary>
/// Start is called before the first frame update /// Start is called before the first frame update
/// </summary> /// </summary>
public void Start() public void Start()
{ {
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
signPredictor.SetModel(currentTheme.modelIndex);
signPredictor.SwapScreen(webcamScreen);
AddSelfAsListener();
StartController();
}
/// <summary>
/// Holds the game-specific logic to start the controller
/// </summary>
public void StartController()
{
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
perfectSigns = 0; perfectSigns = 0;
goodSigns = 0; goodSigns = 0;
mehSigns = 0; mehSigns = 0;
terribleSigns = 0; terribleSigns = 0;
incorrectSigns = 0; incorrectSigns = 0;
score = 0; timingFeedback.text = "";
imageFeedback.sprite = minigame.thumbnail;
gameEndedPanel.SetActive(false); gameEndedPanel.SetActive(false);
// Create entry in current user for keeping track of progress // Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser(); user = UserList.GetCurrentUser();
@@ -279,10 +336,9 @@ public class JustSignController : MonoBehaviour
progress.minigameIndex = minigame.index; progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress); user.AddMinigameProgress(progress);
} }
PersistentDataController.GetInstance().Save(); UserList.Save();
scoreDisplay.text = "Score: " + score.ToString(); scoreDisplay.text = $"Score: {CalculateScore()}";
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
words.AddRange(currentTheme.learnables); words.AddRange(currentTheme.learnables);
currentSong = songList.songs[songList.currentSongIndex]; currentSong = songList.songs[songList.currentSongIndex];
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f); AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
@@ -309,63 +365,21 @@ public class JustSignController : MonoBehaviour
{ {
if (gameIsActive) if (gameIsActive)
{ {
int matchedSymbolIndex = -1;
for (int i = 0; i < activeWords.Count; i++)
{
if (activeWords[i].ToLower() == answerField.text.ToLower())
{
matchedSymbolIndex = i;
}
}
// Destroy the oldest symbol if the current input matches it
if (matchedSymbolIndex >= 0)
{
int difference = Math.Abs((int)(activeSymbols[matchedSymbolIndex].transform.position.x - hitZone.transform.position.x));
if (difference < perfectBoundary)
{
feedBack.text = "Perfect!";
perfectSigns++;
score += perfectScore;
}
else if (difference < goodBoundary)
{
feedBack.text = "Good!";
goodSigns++;
score += goodScore;
}
else if (difference < mehBoundary)
{
feedBack.text = "Meh...";
mehSigns++;
score += mehScore;
}
else
{
feedBack.text = "Terrible!";
terribleSigns++;
score += terribleScore;
}
DestroySymbolAt(matchedSymbolIndex);
answerField.text = "";
}
// Destroy the oldest symbol if it leaves the screen // Destroy the oldest symbol if it leaves the screen
if (activeSymbols.Count > 0) if (activeSymbols.Count > 0)
{ {
if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX) if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > trackX)
{ {
DestroySymbolAt(0); DestroySymbolAt(0);
incorrectSigns++; incorrectSigns++;
feedBack.text = "Te laat!"; timingFeedback.text = $"Te laat! \n {offscreenScore}";
score += offscreenScore; imageFeedback.sprite = tooLateSprite;
} }
} }
// Spawn new symbol every spawn period // Spawn new symbol every spawn period
float currentTime = Time.time; float currentTime = Time.time;
if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime) if (currentTime - lastSpawn > 2*currentSong.spawnPeriod && lastSymbolTime > currentTime)
{ {
lastSpawn = currentTime; lastSpawn = currentTime;
SpawnNewSymbol(); SpawnNewSymbol();
@@ -384,10 +398,19 @@ public class JustSignController : MonoBehaviour
rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0); rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
} }
scoreDisplay.text = "Score: " + score.ToString(); scoreDisplay.text = $"Score: {CalculateScore()}";
} }
} }
/// <summary>
/// Calculate the score
/// </summary>
/// <returns>The calculated score</returns>
public int CalculateScore()
{
return goodSigns*goodScore + perfectSigns*perfectScore + mehScore*mehSigns + terribleScore*terribleSigns + incorrectSigns*offscreenScore;
}
/// <summary> /// <summary>
/// Display Scoreboard + Metrics /// Display Scoreboard + Metrics
/// </summary> /// </summary>
@@ -433,23 +456,20 @@ public class JustSignController : MonoBehaviour
} }
} }
Learnable newLearnable = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]]; Learnable newLearnable = words[unusedWordIndices[Random.Range(0, unusedWordIndices.Count)]];
string nextSymbol = newLearnable.name; string nextSymbol = newLearnable.name;
GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer); GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, new Vector3(0, trackY, 0), Quaternion.identity, symbolContainer);
// Dynamically load appearance // Dynamically load appearance
Image image = newSymbolObject.GetComponent<Image>(); Image image = newSymbolObject.transform.Find("Image").GetComponent<Image>();
image.sprite = newLearnable.image; image.sprite = newLearnable.image;
image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
// Place the word that the symbol represents under the image // Place the word that the symbol represents under the image
TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>(); TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
text.text = nextSymbol; text.text = nextSymbol;
text.color = Color.black;
text.rectTransform.localPosition = new Vector3(0, -160, 0);
activeWords.Add(nextSymbol); activeWords.Add(nextSymbol.ToUpper());
activeSymbols.Add(newSymbolObject); activeSymbols.Add(newSymbolObject);
} }
@@ -459,7 +479,7 @@ public class JustSignController : MonoBehaviour
public void SaveScores() public void SaveScores()
{ {
// Calculate new score // Calculate new score
int newScore = this.score; int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago> // Save the score as a tuple: < int score, string time ago>
Score score = new Score(); Score score = new Score();
@@ -513,7 +533,7 @@ public class JustSignController : MonoBehaviour
lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM"; lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
// Score // Score
scoreText.text = "Score: " + score.ToString(); scoreText.text = $"Score: {CalculateScore()}";
} }
/// <summary> /// <summary>
@@ -616,4 +636,120 @@ public class JustSignController : MonoBehaviour
} }
} }
/// <summary>
/// The updateFunction that is called when new probabilities become available
/// </summary>
/// <returns></returns>
protected override IEnumerator UpdateFeedback()
{
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
{
// Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
float accuracy = signPredictor.learnableProbabilities[predictedSign];
// vvv TEMPORARY STUFF vvv
if (predictedSign == "J" && accuracy <= 0.97f)
{
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
}
accuracy = signPredictor.learnableProbabilities[predictedSign];
// ^^^ TEMPORARY STUFF ^^^
Learnable predSign = currentTheme.learnables.Find(l => l.name == predictedSign);
if (feedbackText != null && feedbackProgressImage != null)
{
Color col;
if (accuracy > predSign.thresholdPercentage)
{
feedbackText.text = $"Herkent '{predictedSign}'";
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
}
else if (accuracy > 0.9 * predSign.thresholdPercentage)
{
feedbackText.text = $"Lijkt op '{predictedSign}'";
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
}
else
{
feedbackText.text = "Detecteren...";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
}
feedbackText.color = col;
feedbackProgressImage.color = col;
float oldValue = feedbackProgressBar.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
{
if (feedbackProgressBar != null)
{
feedbackProgressBar.value = t.CurrentValue;
}
});
}
if (accuracy > predSign.thresholdPercentage)
{
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
// Destroy the oldest symbol if the current input matches it
if (0 <= matchedSymbolIndex)
{
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
// parameters to define the Perfect hit zone
float perfectRange = hitZonePerfect.sizeDelta.x;
float perfectCenter = hitZonePerfect.localPosition.x;
// parameters to define the Good hit zone
float goodRange = hitZoneGood.sizeDelta.x;
float goodCenter = hitZoneGood.localPosition.x;
// parameters to define the Meh hit zone
float mehRange = hitZoneMeh.sizeDelta.x;
float mehCenter = hitZoneMeh.localPosition.x;
if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
{
timingFeedback.text = $"Perfect! \n +{perfectScore}";
imageFeedback.sprite = perfectSprite;
perfectSigns++;
timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
}
else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
{
timingFeedback.text = $"Goed \n +{goodScore}";
imageFeedback.sprite = goodSprite;
goodSigns++;
timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
}
else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
{
timingFeedback.text = $"Bijna... \n +{mehScore}";
imageFeedback.sprite = mehSprite;
mehSigns++;
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
}
else
{
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
imageFeedback.sprite = terribleSprite;
terribleSigns++;
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
}
DestroySymbolAt(matchedSymbolIndex);
}
}
}
else if (feedbackProgressBar != null)
{
feedbackProgressBar.value = 0.0f;
}
yield return null;
}
} }

View File

@@ -5,7 +5,9 @@
"GUID:e83ddf9a537a96b4a804a16bb7872ec1", "GUID:e83ddf9a537a96b4a804a16bb7872ec1",
"GUID:6055be8ebefd69e48b49212b09b47b2f", "GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:1631ed2680c61245b8211d943c1639a8", "GUID:1631ed2680c61245b8211d943c1639a8",
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25" "GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
"GUID:58e104b97fb3752438ada2902a36dcbf",
"GUID:d0b6b39a21908f94fbbd9f2c196a9725"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],

View File

@@ -1,72 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Class to manage all webcam stuff inside the SpellingBee minigame
/// </summary>
public class JustSignWebcam : MonoBehaviour
{
/// <summary>
/// Index of the current camera
/// </summary>
int camdex = 0;
/// <summary>
/// Texture to paste on the display
/// </summary>
WebCamTexture tex;
/// <summary>
/// Display for the video feed
/// </summary>
public RawImage display;
/// <summary>
/// Setup the webcam correctly
/// </summary>
void Awake()
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
/// <summary>
/// Swap webcam by cycling through the `WebCamTexture.devices` list
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
display.texture = null;
tex.Stop();
tex = null;
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
}
/// <summary>
/// Scene changing is implemented here to avoid problems with webcam
/// </summary>
public void GotoThemeSelection()
{
display.texture = null;
tex.Stop();
tex = null;
SystemController.GetInstance().BackToPreviousScene();
}
}

View File

@@ -1,13 +0,0 @@
fileFormatVersion: 2
guid: d9291edb7593521fbb7e0a486724fd3c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences:
- minigameList: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
- display: {instanceID: 0}
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -35,7 +35,7 @@ public class GameEndedPanelTests
GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel)); GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel));
Assert.NotNull(gameEndedPanel); Assert.NotNull(gameEndedPanel);
Assert.AreEqual("Score: 6", gameEndedPanel.scoreText.text); Assert.AreEqual("Score: 0", gameEndedPanel.scoreText.text);
Assert.AreEqual("1", gameEndedPanel.lettersRightText.text); Assert.AreEqual("1", gameEndedPanel.lettersRightText.text);
Assert.AreEqual("2", gameEndedPanel.lettersWrongText.text); Assert.AreEqual("2", gameEndedPanel.lettersWrongText.text);
Assert.AreEqual("3", gameEndedPanel.lettersTotalText.text); Assert.AreEqual("3", gameEndedPanel.lettersTotalText.text);

View File

@@ -27,9 +27,9 @@ public class SpellingBeeControllerTests
yield return new WaitForSeconds(0.2f); yield return new WaitForSeconds(0.2f);
Assert.AreEqual(0, spellingBeeController.CalculateScore()); Assert.AreEqual(0, spellingBeeController.CalculateScore());
spellingBeeController.NextWord(); spellingBeeController.NextWord();
Assert.AreEqual(5, spellingBeeController.CalculateScore()); Assert.AreEqual(0, spellingBeeController.CalculateScore());
spellingBeeController.NextLetter(true); spellingBeeController.NextLetter(true);
Assert.AreEqual(6, spellingBeeController.CalculateScore()); Assert.AreEqual(10, spellingBeeController.CalculateScore());
} }
[UnityTest] [UnityTest]

View File

@@ -326,6 +326,82 @@ Transform:
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 1 m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &160423966
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 160423967}
- component: {fileID: 160423969}
- component: {fileID: 160423968}
m_Layer: 5
m_Name: Image
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &160423967
RectTransform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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View File

@@ -14,11 +14,9 @@ MonoBehaviour:
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index: 0 index: 0
title: Spelling Bee title: Spelling Bee
description: In deze minigame krijg je verschillende woorden voorgeschoteld die description: Leer spellen als een pro
je zo snel mogelijk moet spellen met behulp van het vingeralfabet
themeList: {fileID: 11400000, guid: a247e2ce790f0f746a3bc521e6ab7d58, type: 2} themeList: {fileID: 11400000, guid: a247e2ce790f0f746a3bc521e6ab7d58, type: 2}
thumbnail: {fileID: 21300000, guid: 99ff017f7243eeb4db0c08a6b832d744, type: 3} thumbnail: {fileID: 21300000, guid: 99ff017f7243eeb4db0c08a6b832d744, type: 3}
minigameEntryPoint: SpellingBee/Scenes/SpellingBeeGame minigameEntryPoint: SpellingBee/Scenes/SpellingBeeGame
controls: Je begint dit spel met 5 seconden tijd, voor elk juist antwoord krijg controls: Een spelletje tegen de tijd. Spel zoveel mogelijk woorden binnen de tijd!
je extra tijd. Hoe sneller je het spel uitspeelt, hoe meer punten je scoort. Voor elke juiste letter krijg je extra tijd, hou het zo lang mogelijk uit.
Verloopt de timer, dan heb je het spelletje verloren

View File

@@ -172,8 +172,31 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary> /// </summary>
protected string previousIncorrectSign = null; protected string previousIncorrectSign = null;
/// <summary>
/// Reference used to set the webcam for the SignPredictor
/// </summary>
public RawImage webcamScreen; public RawImage webcamScreen;
/// <summary>
/// Reference to display the score
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// Reference to display the points lost/won
/// </summary>
public TMP_Text scoreBonus;
/// <summary>
/// Score obtained when spelling a letter
/// </summary>
private int correctLettersScore = 10;
/// <summary>
/// Score obtained when spelling the wrong letter :o
/// </summary>
private int incorrectLettersScore = -5;
/// <summary> /// <summary>
/// Start is called before the first frame update /// Start is called before the first frame update
/// </summary> /// </summary>
@@ -223,6 +246,9 @@ public partial class SpellingBeeController : AbstractFeedback
words.AddRange(currentTheme.learnables); words.AddRange(currentTheme.learnables);
ShuffleWords(); ShuffleWords();
NextWord(); NextWord();
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = "";
} }
/// <summary> /// <summary>
@@ -236,6 +262,7 @@ public partial class SpellingBeeController : AbstractFeedback
if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf) if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
{ {
bonusTimeText.SetActive(false); bonusTimeText.SetActive(false);
scoreBonus.text = "";
} }
else else
{ {
@@ -277,7 +304,7 @@ public partial class SpellingBeeController : AbstractFeedback
/// <returns>The calculated score</returns> /// <returns>The calculated score</returns>
public int CalculateScore() public int CalculateScore()
{ {
return spelledWords * 5 + correctLetters; return correctLetters * correctLettersScore + incorrectLetters * incorrectLettersScore;
} }
/// <summary> /// <summary>
@@ -378,7 +405,7 @@ public partial class SpellingBeeController : AbstractFeedback
{ {
timerValue += (float)seconds; timerValue += (float)seconds;
bonusTimeText.SetActive(true); bonusTimeText.SetActive(true);
bonusActiveRemaining = 2.0f; bonusActiveRemaining = 1.0f;
} }
/// <summary> /// <summary>
@@ -394,11 +421,17 @@ public partial class SpellingBeeController : AbstractFeedback
{ {
correctLetters++; correctLetters++;
letters[letterIndex].GetComponent<Image>().color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f); letters[letterIndex].GetComponent<Image>().color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"+{correctLettersScore}";
scoreBonus.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
} }
else else
{ {
incorrectLetters++; incorrectLetters++;
letters[letterIndex].GetComponent<Image>().color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f); letters[letterIndex].GetComponent<Image>().color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"{incorrectLettersScore}";
scoreBonus.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
} }
do do
@@ -532,7 +565,7 @@ public partial class SpellingBeeController : AbstractFeedback
float oldValue = feedbackProgress.value; float oldValue = feedbackProgress.value;
// use an exponential scale // use an exponential scale
float newValue = Mathf.Exp(4 * (accCurrentSign - 1.0f)); float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) => feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
{ {
if (feedbackProgress != null) if (feedbackProgress != null)
@@ -548,7 +581,6 @@ public partial class SpellingBeeController : AbstractFeedback
// Correct sign // Correct sign
if (predictedSign == currentSign) if (predictedSign == currentSign)
{ {
yield return new WaitForSeconds(1.0f);
PredictSign(predictedSign); PredictSign(predictedSign);
timer = DateTime.Now; timer = DateTime.Now;
predictedSign = null; predictedSign = null;