Merge branch 'WES-54-INFO' into 'development'

Resolve WES-54 "Info"

See merge request wesign/unity-application!35
This commit is contained in:
Jelle De Geest 2023-03-12 19:10:59 +00:00
commit 0ea743354b
20 changed files with 4485 additions and 26 deletions

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<<<<<<<< HEAD:Assets/Common/Scenes/InfoCourse.unity.meta
guid: 5ff44b09f5858a64692f58938fd6d2ff
========
guid: 652195ae9a0ff3ad18f6338db6a909bd
>>>>>>>> development:Assets/SpellingBee/Scenes/Game.unity.meta
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@ -68,6 +68,6 @@ public class CourseItem : MonoBehaviour
slider.GetComponent<Slider>().value = progress;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene("Courses/Scenes/Course_0"));
button.onClick.AddListener(() => SceneManager.LoadScene("Common/Scenes/InfoCourse"));
}
}

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@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro; // For text
/// <summary>
/// Manager infopage for the Courses
/// </summary>
public class InfoCourse : MonoBehaviour
{
/// <summary>
/// Reference to the courses
/// </summary>
public CourseList list;
// private float maxvalue; In case we want to change progress e.g. amount of words correct, then change maxvalue amount of words etc.
/// <summary>
/// Reference to the users
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the course progress
/// </summary>
private Progress progress;
/// <summary>
/// Title Display
/// </summary>
public TMP_Text title;
/// <summary>
/// Description Display
/// </summary>
public TMP_Text description;
/// <summary>
/// Image Display (Thumbnail)
/// </summary>
public Image courseImage;
/// <summary>
/// Progress bar Display
/// </summary>
public Slider slider;
// Start is called before the first frame update
/// <summary>
/// Sets the infopage for a given course
/// </summary>
void Start()
{
int index = list.currentCourseIndex;
Course course = list.courses[index];
title.text = course.title;
description.text = course.description;
courseImage.sprite = course.thumbnail;
//slider.value = progressValue;
// Set progress
progress = userList.GetCurrentUser().GetCourseProgress(course.index);
if (progress != null)
slider.value = progress.Get<float>("courseProgress");
else
slider.value = 0.0f;
}
}

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@ -0,0 +1,143 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using static GameController;
/// <summary>
/// Manager infopage for the Minigames
/// </summary>
public class InfoMinigame : MonoBehaviour
{
/// <summary>
/// Reference to the Minigames
/// </summary>
public MinigameList list;
/// <summary>
/// Title Display
/// </summary>
public TMP_Text title;
/// <summary>
/// Description Display
/// </summary>
public TMP_Text description;
/// <summary>
/// Image Display (Thumbnail)
/// </summary>
public Image gameImage;
/// <summary>
/// PlayButton to get to the Minigame
/// </summary>
public Button button;
/// <summary>
/// Control explanation for the Display
/// </summary>
public TMP_Text controls;
// Scores for each user
/// <summary>
/// Reference to the users
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the Minigame progress
/// </summary>
private Progress progress;
/// <summary>
/// Reference to the users-high-scores container object
/// </summary>
public Transform userContainer;
/// <summary>
/// Prefab for the high-score-entries
/// </summary>
public GameObject prefab;
// Start is called before the first frame update
/// <summary>
/// Sets the infopage for a given minigame
/// </summary>
void Start()
{
GenerateContent();
GenerateHighScores();
}
/// <summary>
/// Generates all content accept for the HighScores
/// </summary>
private void GenerateContent()
{
// Get current minigame
int index = list.currentMinigameIndex;
Minigame minigame = list.minigames[index];
// Set main screen
title.text = minigame.title;
description.text = minigame.description;
gameImage.sprite = minigame.thumbnail;
controls.text = minigame.controls;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene(minigame.minigameEntryPoint));
}
/// <summary>
/// Sets the High Scores (Top 3)
/// </summary>
/// <remarks>
/// TODO: Maybe write a getter for the sorted scores as this is just a copy of the logic implemented in SpellingBee/.../GameController
/// </remarks>
private void GenerateHighScores()
{
// Get current minigame
int index = list.currentMinigameIndex;
Minigame minigame = list.minigames[index];
List<Tuple<string, Sprite, Score>> allScores = new List<Tuple<string, Sprite, Score>>();
foreach (User user in userList.GetUsers())
{
// Get user's progress for this minigame
progress = user.minigames.Find((p) => p != null && p.Get<MinigameIndex>("minigameIndex") == minigame.index);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.Get<List<Score>>("scores");
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Sprite, Score>(user.username, user.avatar, score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item3.scoreValue.CompareTo(a.Item3.scoreValue));
// Instantiate scoreboard entries
foreach (Tuple<string, Sprite, Score> tup in allScores.Take(3))
{
string username = tup.Item1;
Sprite sprite = tup.Item2;
Score score = tup.Item3;
GameObject instance = GameObject.Instantiate(prefab, userContainer);
instance.transform.Find("Title").GetComponent<TMP_Text>().text = username;
instance.transform.Find("Avatar").GetComponent<Image>().sprite = sprite;
instance.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
}
}
}

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@ -30,4 +30,10 @@ public class Minigame : ScriptableObject
/// The path to the minigame starting scene (<c>path == $"Assets/{minigameEntryPoint}"</c>)
/// </summary>
public string minigameEntryPoint;
/// <summary>
/// An explanation on how to play the game and score points
/// </summary>
public string controls;
}

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@ -47,6 +47,6 @@ public class MinigameItem : MonoBehaviour
title.text = minigame.title;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene(minigame.minigameEntryPoint));
button.onClick.AddListener(() => SceneManager.LoadScene("Common/Scenes/InfoMinigame"));
}
}

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@ -762,7 +762,7 @@ MonoBehaviour:
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument: CoursesScreen
m_StringArgument: Common/Scenes/InfoCourse
m_BoolArgument: 0
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@ -13,9 +13,9 @@ MonoBehaviour:
m_Name: Fingerspelling
m_EditorClassIdentifier:
index: 0
title: Fingerspelling
description: Learn the basics of fingerspelling
thumbnail: {fileID: 21300000, guid: f2344cd67769733ceb363a41e1d88a65, type: 3}
title: Het handalfabet
description: In deze les leer je het vingeralfabet of handalfabet. Van A tot Z
thumbnail: {fileID: 21300000, guid: 1410d7d3db0161d13af116b0c4cb23c2, type: 3}
learnables:
- name: A
image: {fileID: 21300000, guid: 7ff2526af24167b4083dab0d9fd486ea, type: 3}

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@ -14,6 +14,10 @@ MonoBehaviour:
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index: 0
title: Spelling Bee
description: A simple spelling minigame
description: In deze minigame krijg je verschillende woorden voorgeschoteld die
je zo snel mogelijk moet spellen met behulp van het vingeralfabet
thumbnail: {fileID: 21300000, guid: d99bb2dc44e35344fa358208a01c06c4, type: 3}
minigameEntryPoint: SpellingBee/Scenes/ThemeSelection
controls: Je begint dit spel met 5 seconden tijd, voor elk juist antwoord krijg
je extra tijd. Hoe sneller je het spel uitspeelt, hoe meer punten je scoort.
Verloopt de timer, dan heb je het spelletje verloren

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@ -1 +1 @@
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View File

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