Add formatting rules
This commit is contained in:
@@ -4,15 +4,26 @@ using System.IO;
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using System.Runtime.Serialization.Formatters.Binary;
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using UnityEngine;
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/// <summary>
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/// A class for holding all progress belonging to a user
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/// </summary>
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[Serializable]
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// Can not be created from Editor
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public class Progress
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{
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/// <summary>
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/// A helper class for handling the stored progress
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/// </summary>
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[Serializable]
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// Helper class to serialize into byte[]
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protected class DataEntry
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{
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/// <summary>
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/// The key, used to reference the data object
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/// </summary>
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public string key;
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/// <summary>
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/// The object, representated as a list of byte (which can be serialized)
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/// </summary>
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public List<byte> bytes = new List<byte>();
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public DataEntry(string key, byte[] data)
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@@ -22,13 +33,21 @@ public class Progress
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}
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}
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[Header("Course or Minigame")]
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/// <summary>
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/// Entries in the <c>Progress</c> object
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/// </summary>
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[SerializeField]
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// values belonging to a certain key, in List (which can be serialized)
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private List<DataEntry> entries = new List<DataEntry>();
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// Add new `key` := `value`, returns `true` if successful
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/// <summary>
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/// Update the value of a certain key,
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/// or add a new value if the key was not present
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/// </summary>
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/// <typeparam name="T">The type of the data to be added/updated</typeparam>
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/// <param name="key">The key, used for referencing the data</param>
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/// <param name="data">The object of type <typeparamref name="T"/></param>
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/// <returns><c>true</c> if successful, <c>false</c> otherwise</returns>
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public bool AddOrUpdate<T>(string key, T data)
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{
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if (data == null)
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@@ -55,6 +74,13 @@ public class Progress
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}
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// Get the value of type `T` belonging to `key`
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/// <summary>
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/// Get the data object of a certain key
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/// </summary>
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/// <typeparam name="T">The type of the data object</typeparam>
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/// <param name="key">The key referencing the data object</param>
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/// <returns>The data, cast to a type <typeparamref name="T"/></returns>
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/// <exception cref="KeyNotFoundException"></exception>
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public T Get<T>(string key)
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{
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BinaryFormatter bf = new BinaryFormatter();
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@@ -2,29 +2,45 @@ using System;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// A class holding all information of a user
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/// </summary>
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[Serializable]
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public class User
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{
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[Header("Personal data")]
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// User nickname
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/// <summary>
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/// User nickname
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/// </summary>
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public string username;
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// User avatar
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/// <summary>
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/// The avatar of the user
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/// </summary>
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public Sprite avatar;
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[Header("Personal settings")]
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// TODO: set personal settings and preferences
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[Header("Progress")]
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// Total playtime
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/// <summary>
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/// The total playtime of the user
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/// </summary>
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/// <remarks>TODO: needs to be implemented</remarks>
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public double playtime;
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/// <summary>
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/// List of courses a user started/completed
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/// </summary>
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[SerializeField]
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// List of courses a user started/completed
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public List<Progress> courses = new List<Progress>();
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/// <summary>
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/// List of minigames a user played
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/// </summary>
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[SerializeField]
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// List of minigames a user played
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public List<Progress> minigames = new List<Progress>();
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// Get a list of all recently started courses, returns a list of tuples of `<CourseIndex idx, float courseProgress>`
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/// <summary>
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/// Get a list of all recently started courses
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/// </summary>
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/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecentCourses()
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{
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// TODO: return better results (for now only return all courses)
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@@ -38,7 +54,11 @@ public class User
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return recentCourses;
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}
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// Get a list of all recommended courses, returns a list of tuples of `<CourseIndex idx, float courseProgress>`
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/// <summary>
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/// Get a list of all recommended courses
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/// </summary>
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/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecommendedCourses()
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{
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List<Tuple<CourseIndex, float>> recommenedCourses = new List<Tuple<CourseIndex, float>>();
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@@ -59,4 +79,24 @@ public class User
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return recommenedCourses;
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}
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/// <summary>
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/// Get the progress of a certain course
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/// </summary>
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/// <param name="courseIndex">Index of course</param>
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/// <returns><c>Progress</c> belonging to the <c>courseIndex</c>, <c>null</c> if course was not found</returns>
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public Progress GetCourseProgress(CourseIndex courseIndex)
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{
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return courses.Find((p) => p.Get<CourseIndex>("courseIndex") == courseIndex);
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}
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/// <summary>
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/// Get the progress of certain minigame
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/// </summary>
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/// <param name="minigameIndex">Index of the minigame</param>
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/// <returns><c>Progress</c> belonging to the <c>minigameIndex</c>, <c>null</c> if minigame was not found</returns>
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public Progress GetMinigameProgress(MinigameIndex minigameIndex)
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{
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return minigames.Find((p) => p.Get<MinigameIndex>("minigameIndex") == minigameIndex);
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}
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}
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@@ -5,34 +5,56 @@ using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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/// <summary>
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/// UserCreationScreen scene manager
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/// </summary>
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public class UserCreationScreen : MonoBehaviour
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{
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// Max length of a username
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/// <summary>
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/// Maximum lenght of a username
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/// </summary>
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private const int MAX_USERNAME_LENGTH = 12;
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[Header("UI References")]
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// Reference to the input text field for username
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/// <summary>
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/// Reference to the input text field for username
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/// </summary>
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public TMP_InputField inputName;
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// Reference to the avatar-list container
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/// <summary>
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/// Reference to the avatar-list container
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/// </summary>
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public Transform avatarsContainer;
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[Header("Prefab")]
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// Avatar prefab
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/// <summary>
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/// Avatar prefab
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/// </summary>
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public GameObject avatarPrefab;
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// List of all sprites that are supported as avatars
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/// <summary>
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/// List of all sprites that are supported as avatars
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/// </summary>
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public List<Sprite> sprites = new List<Sprite>();
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[Header("Users List")]
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// Reference to the UserList ScriptableObject
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/// <summary>
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/// Reference to the UserList ScriptableObject
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/// </summary>
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public UserList users;
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/// <summary>
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/// Current selected avatar
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/// </summary>
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[SerializeField]
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// Current selected avatar
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private int selectedAvatar = 0;
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// List of references to avatar background sprites (so we can color them nicely)
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/// <summary>
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/// List of references to avatar background sprites (so we can color them nicely)
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/// </summary>
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private List<Image> avatars = new List<Image>();
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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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void Start()
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{
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for (int i = 0; i < sprites.Count; i++)
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@@ -60,7 +82,10 @@ public class UserCreationScreen : MonoBehaviour
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}
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}
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// Update the current selected avatar
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/// <summary>
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/// Update the current selected avatar
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/// </summary>
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/// <param name="newAvatar">Index to the new avatar in the <c>this.avatars</c> list</param>
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private void UpdateAvatar(int newAvatar)
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{
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avatars[selectedAvatar].color = Color.gray;
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@@ -68,13 +93,20 @@ public class UserCreationScreen : MonoBehaviour
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avatars[selectedAvatar].color = Color.blue;
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}
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// Check if a given string is a correct username (using Regex)
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/// <summary>
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/// Check if a given string is a correct username (using Regex)
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/// </summary>
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/// <param name="username">The username to be checked</param>
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/// <returns><c>true</c> if the username was valid, <c>false</c> otherwise</returns>
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static public bool IsValidUsername(string username)
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{
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return new Regex($@"^[abcdefghijklmnopqrstuvwxyz]{{1,{MAX_USERNAME_LENGTH}}}$").IsMatch(username);
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}
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// Create a new user (will be called by button)
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/// <summary>
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/// Create a new user
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/// (this method will be called by a button callback)
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/// </summary>
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public void CreateUser()
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{
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string username = inputName.text;
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@@ -3,31 +3,55 @@ using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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/// <summary>
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/// Keep track of all users
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/// </summary>
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[CreateAssetMenu(menuName = "Create new Scriptable/UserList")]
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public class UserList : ScriptableObject
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{
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// Serializable UserList content
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/// <summary>
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/// Helper class to enable serialization of the UserList class
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/// (<c>ScriptableObkect</c>s cannot be serialized)
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/// </summary>
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[Serializable]
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public class StoredUserList
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{
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/// <summary>
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/// The index of the current/last logged in user in the <c>storedUsers</c> list
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/// </summary>
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public int currentUserIndex;
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/// <summary>
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/// A list containing all users (which can be serialized)
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/// </summary>
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public List<User> storedUsers = new List<User>();
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}
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[Header("Users")]
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/// <summary>
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/// Reference to the serializable version of <c>UserList</c>
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/// </summary>
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[SerializeField]
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// Reference to serializable version of UserList
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private StoredUserList storedUserList = new StoredUserList();
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// Path to .json file
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/// <summary>
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/// Path of the <c>.json</c>-file to store all serialized data
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/// </summary>
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public static string PATH = null;
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/// <summary>
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/// OnEnable will make sure the <c>PATH</c>-variable is correctly initialized
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/// </summary>
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void OnEnable()
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{
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PATH = $"{Application.dataPath}/users.json";
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Load();
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}
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// Create a new User
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/// <summary>
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/// Create a new user
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/// </summary>
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/// <param name="name">The username of the new user</param>
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/// <param name="avatar">Reference to the user avatar</param>
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/// <returns>A newly created user</returns>
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public User CreateNewUser(string name, Sprite avatar)
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{
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User user = new User();
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@@ -36,7 +60,12 @@ public class UserList : ScriptableObject
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return user;
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}
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// Create a new User and add to list
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/// <summary>
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/// Create a new user and save (add to list)
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/// </summary>
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/// <param name="name">The username of the new user</param>
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/// <param name="avatar">Reference to the user avatar</param>
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/// <returns>A newly created user</returns>
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public User CreateAndAddNewUser(string name, Sprite avatar)
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{
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User user = CreateNewUser(name, avatar);
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@@ -45,7 +74,11 @@ public class UserList : ScriptableObject
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return user;
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}
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// Get user by username, returns `null` if no user can be found with such name
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/// <summary>
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/// Get a user by username
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/// </summary>
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/// <param name="username">The username of the user</param>
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/// <returns><c>User</c>-object if a user with such username was found, <c>null</c> otherwise</returns>
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public User GetUserByUsername(string username)
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{
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foreach (User user in storedUserList.storedUsers)
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@@ -54,19 +87,27 @@ public class UserList : ScriptableObject
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return null;
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}
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// Get a list of all users
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/// <summary>
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/// Get a list of all users currently stored
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/// </summary>
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/// <returns>A list of all users</returns>
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public List<User> GetUsers()
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{
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return storedUserList.storedUsers;
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}
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// Get the current active user
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/// <summary>
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/// Get the current logged in user
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/// </summary>
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/// <returns>The current logged in user</returns>
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public User GetCurrentUser()
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{
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return storedUserList.storedUsers[storedUserList.currentUserIndex];
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}
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// Save the userList
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/// <summary>
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/// Save the users
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/// </summary>
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public void Save()
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{
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string json = JsonUtility.ToJson(storedUserList);
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@@ -74,7 +115,9 @@ public class UserList : ScriptableObject
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File.WriteAllText(PATH, json);
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}
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// Load the userList into this object
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/// <summary>
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/// Override the current content of the userlist by what is stored on disk
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/// </summary>
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public void Load()
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{
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try
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@@ -3,24 +3,34 @@ using System.Collections.Generic;
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using System.Runtime.Serialization;
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using UnityEngine;
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/// <summary>
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/// Test the Progress class
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/// </summary>
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public class TestProgress : MonoBehaviour
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{
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/// <summary>
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/// A dummy serializable struct to perform test operations on
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/// </summary>
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[Serializable]
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// Dummy struct
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private struct SerializableStruct
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{
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public int r, g, b;
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public float x, y, z;
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}
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/// <summary>
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/// A dummy non-serializable struct to perform test operations on
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/// </summary>
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private struct NonSerializableStruct
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{
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public int r, g, b;
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public float x, y, z;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.AddOrUpdate(...)</c> throws a <c>SerializationException</c></returns>
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private bool AddNonSerializableStruct()
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{
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Progress progress = new Progress();
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@@ -30,7 +40,10 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `KeyNotFoundException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>KeyNotFoundException</c></returns>
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private bool AccessInvalidKey()
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{
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Progress progress = new Progress();
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@@ -39,7 +52,10 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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// Helper method, returns true if `Progress.Get(...)` throws a `InvalidCastException`
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/// <summary>
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/// Helper method
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/// </summary>
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/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>InvalidCastException</c></returns>
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private bool AccessInvalidType()
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{
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Progress progress = new Progress();
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@@ -49,6 +65,9 @@ public class TestProgress : MonoBehaviour
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return false;
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}
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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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void Start()
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{
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TestNewProgress();
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@@ -68,18 +87,27 @@ public class TestProgress : MonoBehaviour
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TestProgressGetStruct();
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}
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/// <summary>
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/// Test for creation of a new progress
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/// </summary>
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public void TestNewProgress()
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{
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Progress progress = new Progress();
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Debug.Assert(progress != null);
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}
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/// <summary>
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/// Test whether invalid data will not be added
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/// </summary>
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public void TestProgressAddInvalidData()
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{
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Progress progress = new Progress();
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Debug.Assert(!progress.AddOrUpdate<GameObject>("key", null));
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}
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/// <summary>
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/// Test whether a duplicated key will be added
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/// </summary>
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public void TestProgressAddDuplicateKey()
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{
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Progress progress = new Progress();
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@@ -87,45 +115,69 @@ public class TestProgress : MonoBehaviour
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Debug.Assert(progress.AddOrUpdate<int>("key 1", 1));
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}
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/// <summary>
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/// Test whether a <c>int</c> value can be added
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/// </summary>
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public void TestProgressAddInt()
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{
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Progress progress = new Progress();
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Debug.Assert(progress.AddOrUpdate<int>("key", 1));
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}
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/// <summary>
|
||||
/// Test whether a <c>double</c> value can be added
|
||||
/// </summary>
|
||||
public void TestProgressAddDouble()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
Debug.Assert(progress.AddOrUpdate<double>("key", 1.0));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a <c>string</c> value can be added
|
||||
/// </summary>
|
||||
public void TestProgressAddString()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
Debug.Assert(progress.AddOrUpdate<string>("key", "Hello World!"));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a serializable struct can be added
|
||||
/// </summary>
|
||||
public void TestProgressAddSerializableStruct()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
Debug.Assert(progress.AddOrUpdate<SerializableStruct>("key", new SerializableStruct()));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a non-serializable struct will throw an error
|
||||
/// </summary>
|
||||
public void TestProgressAddNonSerializableStruct()
|
||||
{
|
||||
Debug.Assert(AddNonSerializableStruct());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether an invalid key will throw an error
|
||||
/// </summary>
|
||||
public void TestProgressGetInvalidKey()
|
||||
{
|
||||
Debug.Assert(AccessInvalidKey());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether an invalid type will throw an error
|
||||
/// </summary>
|
||||
public void TestProgressGetInvalidType()
|
||||
{
|
||||
Debug.Assert(AccessInvalidType());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a value is correctly updated
|
||||
/// </summary>
|
||||
public void TestProgressUpdate()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
@@ -135,6 +187,9 @@ public class TestProgress : MonoBehaviour
|
||||
Debug.Assert(progress.Get<int>("key") == 2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a <c>int</c> value can be read
|
||||
/// </summary>
|
||||
public void TestProgressGetInt()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
@@ -142,6 +197,9 @@ public class TestProgress : MonoBehaviour
|
||||
Debug.Assert(progress.Get<int>("key") == 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a <c>double</c> value can be read
|
||||
/// </summary>
|
||||
public void TestProgressGetDouble()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
@@ -149,6 +207,9 @@ public class TestProgress : MonoBehaviour
|
||||
Debug.Assert(progress.Get<double>("key") == 1.0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a <c>string</c> value can be read
|
||||
/// </summary>
|
||||
public void TestProgressGetString()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
@@ -156,6 +217,9 @@ public class TestProgress : MonoBehaviour
|
||||
Debug.Assert(progress.Get<string>("key") == "Hello World!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether a serializable struct can be read
|
||||
/// </summary>
|
||||
public void TestProgressGetStruct()
|
||||
{
|
||||
Progress progress = new Progress();
|
||||
|
||||
168
Assets/Accounts/Tests/TestUser.cs
Normal file
168
Assets/Accounts/Tests/TestUser.cs
Normal file
@@ -0,0 +1,168 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Test the User class
|
||||
/// </summary>
|
||||
public class TestUser : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
TestNewUser();
|
||||
TestUserAddCourse();
|
||||
TestUserAddMinigame();
|
||||
TestGetRecentCoursesEmpty();
|
||||
TestGetRecentCoursesAll();
|
||||
TestGetRecommendedCoursesEmpty();
|
||||
TestGetRecommendedCoursesAll();
|
||||
TestGetCourseProgressNull();
|
||||
TestGetCourseProgressValid();
|
||||
TestGetMinigameProgressNull();
|
||||
TestGetMinigameProgressValid();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test for the creation of a new user
|
||||
/// </summary>
|
||||
public void TestNewUser()
|
||||
{
|
||||
User user = new User();
|
||||
Debug.Assert(user != null);
|
||||
Debug.Assert(user.courses.Count == 0);
|
||||
Debug.Assert(user.minigames.Count == 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether progress on a new course can be added
|
||||
/// </summary>
|
||||
public void TestUserAddCourse()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
user.courses.Add(p);
|
||||
Debug.Assert(user.courses.Count == 1);
|
||||
Debug.Assert(user.minigames.Count == 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test whether progress on a new minigame can be added
|
||||
/// </summary>
|
||||
public void TestUserAddMinigame()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
user.minigames.Add(p);
|
||||
Debug.Assert(user.courses.Count == 0);
|
||||
Debug.Assert(user.minigames.Count == 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetRecentCourses will return empty when no progress is stored
|
||||
/// </summary>
|
||||
public void TestGetRecentCoursesEmpty()
|
||||
{
|
||||
User user = new User();
|
||||
Debug.Assert(user.GetRecentCourses().Count == 0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Temporary test for GetRecentCourses will return all progress that is stored
|
||||
/// </summary>
|
||||
public void TestGetRecentCoursesAll()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
|
||||
p.AddOrUpdate<float>("courseProgress", 0.5f);
|
||||
user.courses.Add(p);
|
||||
List<Tuple<CourseIndex, float>> list = user.GetRecentCourses();
|
||||
Debug.Assert(list.Count == 1);
|
||||
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
|
||||
Debug.Assert(list[0].Item2 == 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetRecommendedCourses will return <c>Tuple<CourseIndex.FINGERSPELLING, 0.0></c> when no progress is stored
|
||||
/// </summary>
|
||||
public void TestGetRecommendedCoursesEmpty()
|
||||
{
|
||||
User user = new User();
|
||||
List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
|
||||
Debug.Assert(list.Count == 1);
|
||||
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
|
||||
Debug.Assert(list[0].Item2 == 0.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Temporary test for GetRecommenedCourses will return all progress that is stored
|
||||
/// </summary>
|
||||
public void TestGetRecommendedCoursesAll()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
|
||||
p.AddOrUpdate<float>("courseProgress", 0.5f);
|
||||
user.courses.Add(p);
|
||||
List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
|
||||
Debug.Assert(list.Count == 1);
|
||||
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
|
||||
Debug.Assert(list[0].Item2 == 0.5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetCourseProgress returns null when course cannot be found
|
||||
/// </summary>
|
||||
public void TestGetCourseProgressNull()
|
||||
{
|
||||
User user = new User();
|
||||
Debug.Assert(user.GetCourseProgress(CourseIndex.FINGERSPELLING) == null);
|
||||
Debug.Assert(user.GetCourseProgress((CourseIndex)100) == null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetCourseProgress returns correct progress object
|
||||
/// </summary>
|
||||
public void TestGetCourseProgressValid()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
|
||||
p.AddOrUpdate<float>("courseProgress", 3.14159265f);
|
||||
user.courses.Add(p);
|
||||
Progress q = user.GetCourseProgress(CourseIndex.FINGERSPELLING);
|
||||
Debug.Assert(q.Get<CourseIndex>("courseIndex") == CourseIndex.FINGERSPELLING);
|
||||
Debug.Assert(q.Get<float>("courseProgress") == 3.14159265f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetMinigameProgress returns null when minigame cannot be found
|
||||
/// </summary>
|
||||
public void TestGetMinigameProgressNull()
|
||||
{
|
||||
User user = new User();
|
||||
Debug.Assert(user.GetMinigameProgress(MinigameIndex.SPELLING_BEE) == null);
|
||||
Debug.Assert(user.GetMinigameProgress((MinigameIndex)100) == null);
|
||||
|
||||
Progress p = new Progress();
|
||||
p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
|
||||
user.minigames.Add(p);
|
||||
Debug.Assert(user.GetMinigameProgress(MinigameIndex.HANGMAN) == null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test GetMinigameProgress returns correct progress object
|
||||
/// </summary>
|
||||
public void TestGetMinigameProgressValid()
|
||||
{
|
||||
User user = new User();
|
||||
Progress p = new Progress();
|
||||
p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
|
||||
user.minigames.Add(p);
|
||||
Progress q = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
|
||||
Debug.Assert(q.Get<CourseIndex>("minigameIndex") == CourseIndex.FINGERSPELLING);
|
||||
}
|
||||
}
|
||||
11
Assets/Accounts/Tests/TestUser.cs.meta
Normal file
11
Assets/Accounts/Tests/TestUser.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 97bd2549f1c48d34db7cbccca17fc336
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,13 +1,22 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Test the UserCreationScreen class
|
||||
/// </summary>
|
||||
public class TestUserCreationScreen : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
TestIsValidUsernameTrue();
|
||||
TestIsValidUsernameFalse();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tets IsValidUsername will return <c>true</c> for an valid username
|
||||
/// </summary>
|
||||
public void TestIsValidUsernameTrue()
|
||||
{
|
||||
foreach (char c in "abcdefghijklmnopqrstuvwxyz")
|
||||
@@ -16,6 +25,9 @@ public class TestUserCreationScreen : MonoBehaviour
|
||||
Debug.Assert(UserCreationScreen.IsValidUsername("abcdefghijkl"));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tets IsValidUsername will return <c>false</c> for an invalid username
|
||||
/// </summary>
|
||||
public void TestIsValidUsernameFalse()
|
||||
{
|
||||
Debug.Assert(!UserCreationScreen.IsValidUsername(string.Empty));
|
||||
|
||||
@@ -1,21 +1,33 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// Class to handle scene loading callbacks
|
||||
/// </summary>
|
||||
public class ChangeSceneOnClick : MonoBehaviour
|
||||
{
|
||||
// Load scene from path name
|
||||
/// <summary>
|
||||
/// Method used as callback for gameobject onClick events
|
||||
/// </summary>
|
||||
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
|
||||
public void LoadScene(string sceneName)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
|
||||
// Load scene from reference
|
||||
/// <summary>
|
||||
/// Method used as callback for gameobject onClick events
|
||||
/// </summary>
|
||||
/// <param name="scene">Reference to a scene</param>
|
||||
public void LoadScene(Scene scene)
|
||||
{
|
||||
SceneManager.LoadScene(scene.buildIndex);
|
||||
}
|
||||
|
||||
// Load scene from build index
|
||||
/// <summary>
|
||||
/// Method used as callback from gameobject onClick events
|
||||
/// </summary>
|
||||
/// <param name="buildIndex">Build index of the scene to be loaded</param>
|
||||
public void LoadScene(int buildIndex)
|
||||
{
|
||||
SceneManager.LoadScene(buildIndex);
|
||||
|
||||
@@ -3,33 +3,58 @@ using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the display of courses in the ListCourseScreen and CourseScreenManager scene
|
||||
/// </summary>
|
||||
public class CourseItem : MonoBehaviour
|
||||
{
|
||||
[Header("Course")]
|
||||
// Reference to the course
|
||||
/// <summary>
|
||||
/// Reference to the course object
|
||||
/// </summary>
|
||||
public Course course;
|
||||
// Progress of the current user on this course
|
||||
|
||||
/// <summary>
|
||||
/// Progress of the current user on this specific course
|
||||
/// </summary>
|
||||
public float progress;
|
||||
|
||||
[Header("UI references")]
|
||||
// Reference to thumbnail object
|
||||
/// <summary>
|
||||
/// UI Reference to the image for displaying the course thumbnail
|
||||
/// </summary>
|
||||
public Image thumbnail;
|
||||
// Reference to title object
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the gameobject for displaying the course title
|
||||
/// </summary>
|
||||
public TMP_Text title;
|
||||
// Refetence to object so correct callback can be trigger on click
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the button so the correct callback can be trigger on click
|
||||
/// </summary>
|
||||
public Button button;
|
||||
// Reference to progress bar
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the slider that displays the progress of the user
|
||||
/// </summary>
|
||||
public GameObject slider;
|
||||
// Reference to `COMPLETED`
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the gameobject that holds the text 'COMPLETED'
|
||||
/// </summary>
|
||||
public GameObject completed;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// Use public function so that this component can get Instantiated
|
||||
GenerateContent();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (Re)generate the CourseItem object and update its appearance
|
||||
/// </summary>
|
||||
public void GenerateContent()
|
||||
{
|
||||
// Set appearance
|
||||
|
||||
@@ -1,20 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// ListCourseScreen scene manager
|
||||
/// </summary>
|
||||
public class CourseListManager : MonoBehaviour
|
||||
{
|
||||
[Header("Course list UI components")]
|
||||
// Reference to course-list holder object
|
||||
/// <summary>
|
||||
/// Reference to the course-list container object
|
||||
/// </summary>
|
||||
public Transform courseContainer;
|
||||
|
||||
[Header("Prefabs")]
|
||||
// Prefab of item
|
||||
/// <summary>
|
||||
/// Prefab of the course item object
|
||||
/// </summary>
|
||||
public GameObject courseItemPrefab;
|
||||
|
||||
[Header("Courses")]
|
||||
// Reference to the list of all courses
|
||||
/// <summary>
|
||||
/// Reference to the list of all courses
|
||||
/// </summary>
|
||||
public CourseList courseList;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
foreach (Course course in courseList.courses)
|
||||
@@ -28,7 +37,10 @@ public class CourseListManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// Method used as callback for on click events
|
||||
/// <summary>
|
||||
/// Method used as callback for course item onClick events
|
||||
/// </summary>
|
||||
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
|
||||
public void LoadScene(string sceneName)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
|
||||
@@ -3,26 +3,44 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// CourseScreen scene manager
|
||||
/// </summary>
|
||||
public class CourseScreenManager : MonoBehaviour
|
||||
{
|
||||
[Header("Course Screen Components")]
|
||||
// Reference to text that displays when there are no recent courses
|
||||
/// <summary>
|
||||
/// Reference to text that displays when there are no recent courses
|
||||
/// </summary>
|
||||
public GameObject noRecentCourses;
|
||||
// Reference to recent-courses-list holder object
|
||||
|
||||
/// <summary>
|
||||
/// Reference to recent-courses-list container object
|
||||
/// </summary>
|
||||
public Transform recentCoursesContainer;
|
||||
// Reference to recommended-courses-list holder object
|
||||
|
||||
/// <summary>
|
||||
/// Reference to recommended-courses-list container object
|
||||
/// </summary>
|
||||
public Transform recommendedCoursesContainer;
|
||||
|
||||
[Header("Prefabs")]
|
||||
// CourseItem prefab
|
||||
/// <summary>
|
||||
/// Prefab of the course item object
|
||||
/// </summary>
|
||||
public GameObject courseItem;
|
||||
|
||||
[Header("User")]
|
||||
// Reference to the users so we can get the current user;
|
||||
/// <summary>
|
||||
/// Reference to the users so we can get the current user;
|
||||
/// </summary>
|
||||
public UserList userList;
|
||||
// Reference to the courses
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the courses
|
||||
/// </summary>
|
||||
public CourseList courseList;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
User user = userList.GetCurrentUser();
|
||||
@@ -55,7 +73,10 @@ public class CourseScreenManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// Method used as callback for on click events
|
||||
/// <summary>
|
||||
/// Method used as callback for course item onClick events
|
||||
/// </summary>
|
||||
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
|
||||
public void LoadScene(string sceneName)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
|
||||
@@ -1,19 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Class for holding all (static) data about a certain minigame
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/Minigame")]
|
||||
public class Minigame : ScriptableObject
|
||||
{
|
||||
[Header("Minigame info")]
|
||||
// Minigame index
|
||||
/// <summary>
|
||||
/// Index of the minigame
|
||||
/// </summary>
|
||||
public MinigameIndex index;
|
||||
// Minigame title
|
||||
|
||||
/// <summary>
|
||||
/// The minigame title
|
||||
/// </summary>
|
||||
public string title;
|
||||
// Short desciption of the course
|
||||
|
||||
/// <summary>
|
||||
/// A short description of the minigame
|
||||
/// </summary>
|
||||
public string description;
|
||||
// Thumbnail of the course
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the minigame thumbnail
|
||||
/// </summary>
|
||||
public Sprite thumbnail;
|
||||
|
||||
[Header("Scene")]
|
||||
// Reference to the minigame starting scene
|
||||
/// <summary>
|
||||
/// The path to the minigame starting scene (<c>path == $"Assets/{minigameEntryPoint}"</c>)
|
||||
/// </summary>
|
||||
public string minigameEntryPoint;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
|
||||
// TODO: add other courses
|
||||
/// <summary>
|
||||
/// Enum for easy indexing and checking if a minigame is of a certain kind
|
||||
/// </summary>
|
||||
public enum MinigameIndex
|
||||
{
|
||||
SPELLING_BEE,
|
||||
|
||||
@@ -3,27 +3,43 @@ using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the display of minigames in the ListMinigameScreen scene
|
||||
/// </summary>
|
||||
public class MinigameItem : MonoBehaviour
|
||||
{
|
||||
// TODO: change to ScriptableObject Minigame;
|
||||
[Header("ScriptableObject Course")]
|
||||
/// <summary>
|
||||
/// Reference to the minigame object
|
||||
/// </summary>
|
||||
public Minigame minigame;
|
||||
|
||||
[Header("UI references")]
|
||||
// Reference to thumbnail object
|
||||
/// <summary>
|
||||
/// UI Reference to the image for displaying the minigame thumbnail
|
||||
/// </summary>
|
||||
public Image thumbnail;
|
||||
// Reference to title object
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the gameobject for displaying the minigame title
|
||||
/// </summary>
|
||||
public TMP_Text title;
|
||||
// Refetence to object so correct callback can be trigger on click
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the button so the correct callback can be trigger on click
|
||||
/// </summary>
|
||||
public Button button;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// Use public function so that this component can get Instantiated
|
||||
GenerateContent();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (Re)generate the MinigameItem object and update its appearance
|
||||
/// </summary>
|
||||
public void GenerateContent()
|
||||
{
|
||||
// Set appearance
|
||||
|
||||
@@ -1,14 +1,20 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Keep track off installed minigames
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/MinigameList")]
|
||||
public class MinigameList : ScriptableObject
|
||||
{
|
||||
[Header("Current Minigame")]
|
||||
// Index of the current course
|
||||
/// <summary>
|
||||
/// Index of the active/to be loaded/current minigame
|
||||
/// </summary>
|
||||
public int currentMinigameIndex = 0;
|
||||
|
||||
[Header("Minigames")]
|
||||
// List of minigames
|
||||
/// <summary>
|
||||
/// List of all installed minigames
|
||||
/// </summary>
|
||||
public List<Minigame> minigames = new List<Minigame>();
|
||||
}
|
||||
|
||||
@@ -1,20 +1,29 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// ListMinigameScreen scene manager
|
||||
/// </summary>
|
||||
public class MinigameListManager : MonoBehaviour
|
||||
{
|
||||
[Header("Minigame list UI components")]
|
||||
// Reference to minigame-list holder object
|
||||
/// <summary>
|
||||
/// Reference to minigame-list container object
|
||||
/// </summary>
|
||||
public Transform minigameContainer;
|
||||
|
||||
[Header("Prefabs")]
|
||||
// Prefab of item
|
||||
/// <summary>
|
||||
/// Prefab of the minigame item object
|
||||
/// </summary>
|
||||
public GameObject minigameItemPrefab;
|
||||
|
||||
[Header("Minigames")]
|
||||
// Reference to the list of all minigames
|
||||
/// <summary>
|
||||
/// Reference to the list of all minigames
|
||||
/// </summary>
|
||||
public MinigameList minigameList;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
foreach (Minigame minigame in minigameList.minigames)
|
||||
@@ -28,7 +37,10 @@ public class MinigameListManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// Method used as callback for on click events
|
||||
/// <summary>
|
||||
/// Method used as callback for minigame item onClick events
|
||||
/// </summary>
|
||||
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
|
||||
public void LoadScene(string sceneName)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
|
||||
@@ -1,14 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// StartScreen scene manager
|
||||
/// </summary>
|
||||
public class StartScreenManager : MonoBehaviour
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
/// Referece to the userlist to check whether an user account is present
|
||||
/// </summary>
|
||||
public UserList userList;
|
||||
|
||||
/// <summary>
|
||||
/// Check on load whether a user is already present,
|
||||
/// if not load the UserCreationScreen scene so the user can create a new account
|
||||
/// </summary>
|
||||
void Awake()
|
||||
{
|
||||
if (!File.Exists(UserList.PATH) || userList.GetUsers().Count <= 0)
|
||||
|
||||
@@ -2,18 +2,29 @@ using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles actions when a user presses the account button (upper left corner)
|
||||
/// </summary>
|
||||
public class UserButton : MonoBehaviour
|
||||
{
|
||||
[Header("User")]
|
||||
// Reference to the user list, so we can extract the current user
|
||||
/// <summary>
|
||||
/// Reference to the user list, so we can extract the current user
|
||||
/// </summary>
|
||||
public UserList userList;
|
||||
|
||||
[Header("UI References")]
|
||||
// Reference to the avatar object
|
||||
/// <summary>
|
||||
/// UI Reference to the avatar object
|
||||
/// </summary>
|
||||
public Image avatar;
|
||||
// Reference to the username object
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the username object
|
||||
/// </summary>
|
||||
public TMP_Text username;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
User user = userList.GetCurrentUser();
|
||||
|
||||
@@ -3,32 +3,56 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
/// <summary>
|
||||
/// Class for holding all (static) data about a certain course
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/Course")]
|
||||
public class Course : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Small class to hold information about a single learnable (e.g., a word or a letter)
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
// Small class to hold information about a single learnable (e.g., a word or a letter)
|
||||
public class Learnable
|
||||
{
|
||||
// Name of the word/letter to learn
|
||||
/// <summary>
|
||||
/// Name of the word/letter to learn
|
||||
/// </summary>
|
||||
public string name;
|
||||
// Sprite of this word/letter
|
||||
|
||||
/// <summary>
|
||||
/// Sprite of this word/letter
|
||||
/// </summary>
|
||||
public Sprite image;
|
||||
// Example video clip
|
||||
|
||||
/// <summary>
|
||||
/// Example video clip
|
||||
/// </summary>
|
||||
public VideoClip clip;
|
||||
}
|
||||
|
||||
[Header("Course info")]
|
||||
// Course index
|
||||
/// <summary>
|
||||
/// Index of the course
|
||||
/// </summary>
|
||||
public CourseIndex index;
|
||||
// Course title
|
||||
|
||||
/// <summary>
|
||||
/// The course title
|
||||
/// </summary>
|
||||
public string title;
|
||||
// Short desciption of the course
|
||||
|
||||
/// <summary>
|
||||
/// A short description of the course
|
||||
/// </summary>
|
||||
public string description;
|
||||
// Thumbnail of the course
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the course thumbnail
|
||||
/// </summary>
|
||||
public Sprite thumbnail;
|
||||
|
||||
[Header("Learnable words")]
|
||||
// List of learnable words/letters
|
||||
/// <summary>
|
||||
/// List of all learnable words/letters
|
||||
/// </summary>
|
||||
public List<Learnable> learnables = new List<Learnable>();
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
|
||||
// TODO: add other courses
|
||||
/// <summary>
|
||||
/// Enum for easy indexing and checking if a course is of a certain kind
|
||||
/// </summary>
|
||||
public enum CourseIndex
|
||||
{
|
||||
FINGERSPELLING
|
||||
|
||||
@@ -1,14 +1,19 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Keep track of all courses
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/CourseList")]
|
||||
public class CourseList : ScriptableObject
|
||||
{
|
||||
[Header("Current Course")]
|
||||
// Index of the current course
|
||||
/// <summary>
|
||||
/// Index of the active/to be loaded/current course
|
||||
/// </summary>
|
||||
public int currentCourseIndex = 0;
|
||||
|
||||
[Header("Courses")]
|
||||
// List of courses
|
||||
/// <summary>
|
||||
/// List of all installed courses
|
||||
/// </summary>
|
||||
public List<Course> courses = new List<Course>();
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class StartPause : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Webcam : MonoBehaviour
|
||||
{
|
||||
@@ -13,7 +13,8 @@ public class Webcam : MonoBehaviour
|
||||
public GameObject popup;
|
||||
public TextMeshProUGUI dynamic;
|
||||
|
||||
void Awake(){
|
||||
void Awake()
|
||||
{
|
||||
popup.SetActive(false);
|
||||
|
||||
WebCamDevice device = WebCamTexture.devices[camdex];
|
||||
@@ -55,20 +56,25 @@ public class Webcam : MonoBehaviour
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
|
||||
public void Show_feedback(){
|
||||
if(popup.activeSelf){
|
||||
public void Show_feedback()
|
||||
{
|
||||
if (popup.activeSelf)
|
||||
{
|
||||
dynamic.text = "";
|
||||
popup.SetActive(false);
|
||||
return;
|
||||
}
|
||||
double index = UnityEngine.Random.value;
|
||||
if(index < 0.5){
|
||||
if (index < 0.5)
|
||||
{
|
||||
dynamic.text = "Poor";
|
||||
}
|
||||
else if(index > 0.8){
|
||||
else if (index > 0.8)
|
||||
{
|
||||
dynamic.text = "Excellent";
|
||||
}
|
||||
else{
|
||||
else
|
||||
{
|
||||
dynamic.text = "Good";
|
||||
}
|
||||
popup.SetActive(true);
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
|
||||
@@ -1,8 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.TestTools;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class SpellingBeeWebcam : MonoBehaviour
|
||||
{
|
||||
@@ -13,7 +11,8 @@ public class SpellingBeeWebcam : MonoBehaviour
|
||||
public RawImage display;
|
||||
public TextMeshProUGUI dynamic;
|
||||
|
||||
void Awake(){
|
||||
void Awake()
|
||||
{
|
||||
//popup.SetActive(false);
|
||||
|
||||
WebCamDevice device = WebCamTexture.devices[camdex];
|
||||
|
||||
@@ -3,29 +3,54 @@ using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the display of themes in the ThemeSelectionController scene
|
||||
/// </summary>
|
||||
public class ThemeItem : MonoBehaviour
|
||||
{
|
||||
// TODO: change to ScriptableObject Theme;
|
||||
[Header("ScriptableObject Theme")]
|
||||
/// <summary>
|
||||
/// The theme title
|
||||
/// </summary>
|
||||
public string themeTitle;
|
||||
|
||||
/// <summary>
|
||||
/// A short description of the theme
|
||||
/// </summary>
|
||||
public string themeDescription;
|
||||
|
||||
/// <summary>
|
||||
/// The callback function to start the game with the correct theme loaded
|
||||
/// </summary>
|
||||
public UnityAction startGameCallback;
|
||||
|
||||
[Header("UI references")]
|
||||
// Reference to thumbnail object
|
||||
/// <summary>
|
||||
/// UI reference to the gameobject for displaying the theme title
|
||||
/// </summary>
|
||||
public TMP_Text title;
|
||||
// Reference to description object
|
||||
|
||||
/// <summary>
|
||||
/// UI reference to the gameobject for displaying the description
|
||||
/// </summary>
|
||||
public TMP_Text description;
|
||||
// Refetence to object so correct callback can be trigger on click
|
||||
|
||||
/// <summary>
|
||||
/// UI reference to the button so the correct callback can be trigger on click
|
||||
/// </summary>
|
||||
public Button button;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// Use public function so that this component can get Instantiated
|
||||
GenerateContent();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (Re)generate the ThemeItem object and update its appearance
|
||||
/// </summary>
|
||||
public void GenerateContent()
|
||||
{
|
||||
// Set appearance
|
||||
|
||||
Reference in New Issue
Block a user