Add formatting rules
This commit is contained in:
@@ -1,21 +1,33 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// Class to handle scene loading callbacks
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/// </summary>
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public class ChangeSceneOnClick : MonoBehaviour
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{
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// Load scene from path name
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/// <summary>
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/// Method used as callback for gameobject onClick events
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/// </summary>
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/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
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public void LoadScene(string sceneName)
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{
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SceneManager.LoadScene(sceneName);
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}
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// Load scene from reference
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/// <summary>
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/// Method used as callback for gameobject onClick events
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/// </summary>
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/// <param name="scene">Reference to a scene</param>
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public void LoadScene(Scene scene)
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{
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SceneManager.LoadScene(scene.buildIndex);
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}
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// Load scene from build index
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/// <summary>
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/// Method used as callback from gameobject onClick events
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/// </summary>
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/// <param name="buildIndex">Build index of the scene to be loaded</param>
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public void LoadScene(int buildIndex)
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{
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SceneManager.LoadScene(buildIndex);
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@@ -3,33 +3,58 @@ 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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/// Handles the display of courses in the ListCourseScreen and CourseScreenManager scene
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/// </summary>
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public class CourseItem : MonoBehaviour
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{
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[Header("Course")]
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// Reference to the course
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/// <summary>
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/// Reference to the course object
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/// </summary>
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public Course course;
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// Progress of the current user on this course
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/// <summary>
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/// Progress of the current user on this specific course
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/// </summary>
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public float progress;
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[Header("UI references")]
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// Reference to thumbnail object
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/// <summary>
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/// UI Reference to the image for displaying the course thumbnail
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/// </summary>
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public Image thumbnail;
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// Reference to title object
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/// <summary>
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/// UI Reference to the gameobject for displaying the course title
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/// </summary>
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public TMP_Text title;
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// Refetence to object so correct callback can be trigger on click
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/// <summary>
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/// UI Reference to the button so the correct callback can be trigger on click
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/// </summary>
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public Button button;
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// Reference to progress bar
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/// <summary>
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/// Reference to the slider that displays the progress of the user
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/// </summary>
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public GameObject slider;
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// Reference to `COMPLETED`
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/// <summary>
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/// Reference to the gameobject that holds the text 'COMPLETED'
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/// </summary>
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public GameObject completed;
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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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// Use public function so that this component can get Instantiated
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GenerateContent();
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}
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/// <summary>
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/// (Re)generate the CourseItem object and update its appearance
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/// </summary>
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public void GenerateContent()
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{
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// Set appearance
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@@ -1,20 +1,29 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// ListCourseScreen scene manager
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/// </summary>
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public class CourseListManager : MonoBehaviour
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{
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[Header("Course list UI components")]
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// Reference to course-list holder object
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/// <summary>
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/// Reference to the course-list container object
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/// </summary>
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public Transform courseContainer;
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[Header("Prefabs")]
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// Prefab of item
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/// <summary>
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/// Prefab of the course item object
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/// </summary>
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public GameObject courseItemPrefab;
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[Header("Courses")]
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// Reference to the list of all courses
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/// <summary>
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/// Reference to the list of all courses
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/// </summary>
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public CourseList courseList;
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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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foreach (Course course in courseList.courses)
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@@ -28,7 +37,10 @@ public class CourseListManager : MonoBehaviour
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}
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}
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// Method used as callback for on click events
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/// <summary>
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/// Method used as callback for course item onClick events
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/// </summary>
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/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
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public void LoadScene(string sceneName)
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{
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SceneManager.LoadScene(sceneName);
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@@ -3,26 +3,44 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// CourseScreen scene manager
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/// </summary>
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public class CourseScreenManager : MonoBehaviour
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{
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[Header("Course Screen Components")]
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// Reference to text that displays when there are no recent courses
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/// <summary>
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/// Reference to text that displays when there are no recent courses
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/// </summary>
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public GameObject noRecentCourses;
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// Reference to recent-courses-list holder object
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/// <summary>
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/// Reference to recent-courses-list container object
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/// </summary>
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public Transform recentCoursesContainer;
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// Reference to recommended-courses-list holder object
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/// <summary>
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/// Reference to recommended-courses-list container object
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/// </summary>
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public Transform recommendedCoursesContainer;
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[Header("Prefabs")]
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// CourseItem prefab
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/// <summary>
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/// Prefab of the course item object
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/// </summary>
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public GameObject courseItem;
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[Header("User")]
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// Reference to the users so we can get the current user;
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/// <summary>
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/// Reference to the users so we can get the current user;
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/// </summary>
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public UserList userList;
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// Reference to the courses
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/// <summary>
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/// Reference to the courses
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/// </summary>
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public CourseList courseList;
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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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User user = userList.GetCurrentUser();
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@@ -55,7 +73,10 @@ public class CourseScreenManager : MonoBehaviour
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}
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}
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// Method used as callback for on click events
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/// <summary>
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/// Method used as callback for course item onClick events
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/// </summary>
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/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
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public void LoadScene(string sceneName)
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{
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SceneManager.LoadScene(sceneName);
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@@ -1,19 +1,33 @@
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using UnityEngine;
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/// <summary>
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/// Class for holding all (static) data about a certain minigame
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/// </summary>
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[CreateAssetMenu(menuName = "Create new Scriptable/Minigame")]
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public class Minigame : ScriptableObject
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{
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[Header("Minigame info")]
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// Minigame index
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/// <summary>
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/// Index of the minigame
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/// </summary>
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public MinigameIndex index;
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// Minigame title
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/// <summary>
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/// The minigame title
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/// </summary>
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public string title;
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// Short desciption of the course
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/// <summary>
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/// A short description of the minigame
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/// </summary>
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public string description;
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// Thumbnail of the course
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/// <summary>
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/// Reference to the minigame thumbnail
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/// </summary>
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public Sprite thumbnail;
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[Header("Scene")]
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// Reference to the minigame starting scene
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/// <summary>
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/// The path to the minigame starting scene (<c>path == $"Assets/{minigameEntryPoint}"</c>)
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/// </summary>
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public string minigameEntryPoint;
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}
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@@ -1,5 +1,7 @@
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// TODO: add other courses
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/// <summary>
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/// Enum for easy indexing and checking if a minigame is of a certain kind
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/// </summary>
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public enum MinigameIndex
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{
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SPELLING_BEE,
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@@ -3,27 +3,43 @@ 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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/// Handles the display of minigames in the ListMinigameScreen scene
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/// </summary>
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public class MinigameItem : MonoBehaviour
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{
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// TODO: change to ScriptableObject Minigame;
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[Header("ScriptableObject Course")]
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/// <summary>
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/// Reference to the minigame object
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/// </summary>
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public Minigame minigame;
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[Header("UI references")]
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// Reference to thumbnail object
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/// <summary>
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/// UI Reference to the image for displaying the minigame thumbnail
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/// </summary>
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public Image thumbnail;
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// Reference to title object
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/// <summary>
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/// UI Reference to the gameobject for displaying the minigame title
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/// </summary>
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public TMP_Text title;
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// Refetence to object so correct callback can be trigger on click
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/// <summary>
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/// UI Reference to the button so the correct callback can be trigger on click
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/// </summary>
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public Button button;
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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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// Use public function so that this component can get Instantiated
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GenerateContent();
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}
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/// <summary>
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/// (Re)generate the MinigameItem object and update its appearance
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/// </summary>
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public void GenerateContent()
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{
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// Set appearance
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@@ -1,14 +1,20 @@
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Keep track off installed minigames
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/// </summary>
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[CreateAssetMenu(menuName = "Create new Scriptable/MinigameList")]
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public class MinigameList : ScriptableObject
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{
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[Header("Current Minigame")]
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// Index of the current course
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/// <summary>
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/// Index of the active/to be loaded/current minigame
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/// </summary>
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public int currentMinigameIndex = 0;
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[Header("Minigames")]
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// List of minigames
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/// <summary>
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/// List of all installed minigames
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/// </summary>
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public List<Minigame> minigames = new List<Minigame>();
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}
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@@ -1,20 +1,29 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// ListMinigameScreen scene manager
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/// </summary>
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public class MinigameListManager : MonoBehaviour
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{
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[Header("Minigame list UI components")]
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// Reference to minigame-list holder object
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/// <summary>
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/// Reference to minigame-list container object
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/// </summary>
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public Transform minigameContainer;
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[Header("Prefabs")]
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// Prefab of item
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/// <summary>
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/// Prefab of the minigame item object
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/// </summary>
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public GameObject minigameItemPrefab;
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[Header("Minigames")]
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// Reference to the list of all minigames
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/// <summary>
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/// Reference to the list of all minigames
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/// </summary>
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public MinigameList minigameList;
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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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foreach (Minigame minigame in minigameList.minigames)
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@@ -28,7 +37,10 @@ public class MinigameListManager : MonoBehaviour
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}
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}
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// Method used as callback for on click events
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/// <summary>
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/// Method used as callback for minigame item onClick events
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/// </summary>
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/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
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public void LoadScene(string sceneName)
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{
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SceneManager.LoadScene(sceneName);
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@@ -1,14 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// StartScreen scene manager
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/// </summary>
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public class StartScreenManager : MonoBehaviour
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{
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/// <summary>
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/// Referece to the userlist to check whether an user account is present
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/// </summary>
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public UserList userList;
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/// <summary>
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/// Check on load whether a user is already present,
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/// if not load the UserCreationScreen scene so the user can create a new account
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/// </summary>
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void Awake()
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{
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if (!File.Exists(UserList.PATH) || userList.GetUsers().Count <= 0)
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@@ -2,18 +2,29 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Handles actions when a user presses the account button (upper left corner)
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/// </summary>
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public class UserButton : MonoBehaviour
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{
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[Header("User")]
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// Reference to the user list, so we can extract the current user
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/// <summary>
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/// Reference to the user list, so we can extract the current user
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/// </summary>
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public UserList userList;
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[Header("UI References")]
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// Reference to the avatar object
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/// <summary>
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/// UI Reference to the avatar object
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/// </summary>
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public Image avatar;
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// Reference to the username object
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/// <summary>
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/// UI Reference to the username object
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/// </summary>
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public TMP_Text username;
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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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User user = userList.GetCurrentUser();
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Reference in New Issue
Block a user