Resolve WES-144 "Feedback justsign"
This commit is contained in:
@@ -1,3 +1,4 @@
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using DigitalRuby.Tween;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@@ -5,22 +6,18 @@ using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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/// <summary>
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/// Contains all game logic for the JustSign game
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/// </summary>
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public class JustSignController : MonoBehaviour
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{
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public class JustSignController : AbstractFeedback
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{
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/// <summary>
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/// All of the words that can be used in this session
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/// </summary>
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private List<Learnable> words = new List<Learnable>();
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/// <summary>
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/// The canvas containing all components
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/// </summary>
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public Canvas canvas;
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/// <summary>
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/// The input field where the user can type his or her answer
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/// </summary>
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@@ -29,7 +26,7 @@ public class JustSignController : MonoBehaviour
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/// <summary>
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/// The feedback on the timing
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/// </summary>
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public TMP_Text feedBack;
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public TMP_Text timingFeedback;
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/// <summary>
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/// The current score
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@@ -57,11 +54,50 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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private Song currentSong;
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/// <summary>
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/// Reference to the perfect hitzone
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/// </summary>
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public RectTransform hitZonePerfect;
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/// <summary>
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/// The zone that the player should be hitting with his or her inputs
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/// Reference to the good hitzone
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/// </summary>
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public GameObject hitZone;
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public RectTransform hitZoneGood;
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/// <summary>
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/// Reference to the meh hitzone
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/// </summary>
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public RectTransform hitZoneMeh;
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/// <summary>
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/// Reference to the webcam
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/// </summary>
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public RawImage webcamScreen;
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/// <summary>
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/// Score obtained when getting a perfect hit
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/// </summary>
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private int perfectScore = 50;
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/// <summary>
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/// Score obtained when getting a good hit
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/// </summary>
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private int goodScore = 20;
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/// <summary>
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/// Score obtained when getting a meh hit
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/// </summary>
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private int mehScore = 10;
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/// <summary>
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/// Score obtained when getting a terrible hit
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/// </summary>
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private int terribleScore = -3;
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/// <summary>
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/// Score obtained when symbol goes offscreen
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/// </summary>
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private int offscreenScore = -5;
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/// <summary>
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/// Symbol prefab
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@@ -88,75 +124,25 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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private List<GameObject> activeSymbols = new List<GameObject>();
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/// <summary>
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/// The current score
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/// </summary>
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private int score;
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/// <summary>
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/// Have the symbols started spawning or not
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/// </summary>
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private bool gameIsActive = false;
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/// <summary>
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/// Width and height of the symbols
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/// </summary>
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private int symbolSize = 280;
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/// <summary>
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/// Controls movement speed of symbols (higher -> faster)
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/// </summary>
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private int moveSpeed = 200;
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private int moveSpeed = 100;
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/// <summary>
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/// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2
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/// </summary>
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private int trackX = -1100;
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private int trackX = 1920 / 2;
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/// <summary>
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/// Starting Y-coordinate of a symbol
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/// </summary>
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private int trackY = -200;
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/// <summary>
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/// Max distance from hit zone to get perfect score
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/// </summary>
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private int perfectBoundary = 10;
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/// <summary>
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/// Score obtained when getting a perfect hit
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/// </summary>
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private int perfectScore = 5;
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/// <summary>
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/// Max distance from hit zone to get good score
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/// </summary>
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private int goodBoundary = 120;
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/// <summary>
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/// Score obtained when getting a good hit
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/// </summary>
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private int goodScore = 3;
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/// <summary>
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/// Max distance from hit zone to get meh score
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/// </summary>
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private int mehBoundary = 200;
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/// <summary>
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/// Score obtained when getting a meh hit
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/// </summary>
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private int mehScore = 1;
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/// <summary>
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/// Score obtained when getting a terrible hit
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/// </summary>
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private int terribleScore = -3;
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/// <summary>
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/// Score obtained when symbol goes offscreen
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/// </summary>
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private int offscreenScore = -5;
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private int trackY = 0;
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/// <summary>
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/// Time at which the last symbol was spawned
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@@ -258,17 +244,88 @@ public class JustSignController : MonoBehaviour
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/// </summary>
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public GameObject gameEndedPanel;
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/// <summary>
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/// Reference to the feedback field
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/// </summary>
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public TMP_Text feedbackText;
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/// <summary>
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/// Reference to the progress bar
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/// </summary>
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public Slider feedbackProgressBar;
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/// <summary>
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/// Reference to the progress bar image, so we can add fancy colors
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/// </summary>
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public Image feedbackProgressImage;
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/// <summary>
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/// Sprite shown when perfect score
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/// </summary>
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public Sprite perfectSprite;
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/// <summary>
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/// Sprite shown when good score
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/// </summary>
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public Sprite goodSprite;
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/// <summary>
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/// Sprite shown when meh score
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/// </summary>
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public Sprite mehSprite;
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/// <summary>
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/// Sprite shown when terrible score (too soon)
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/// </summary>
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public Sprite terribleSprite;
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/// <summary>
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/// Sprite shown when sign leaves screen
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/// </summary>
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public Sprite tooLateSprite;
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/// <summary>
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/// Reference to display the feedback image
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/// </summary>
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public Image imageFeedback;
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/// <summary>
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/// Message to display when there is no model
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/// </summary>
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public GameObject previewMessage;
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/// <summary>
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/// Reference to the score, feedback and image
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/// </summary>
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public GameObject userFeedback;
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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public void Start()
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{
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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signPredictor.SetModel(currentTheme.modelIndex);
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signPredictor.SwapScreen(webcamScreen);
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AddSelfAsListener();
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StartController();
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}
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/// <summary>
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/// Holds the game-specific logic to start the controller
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/// </summary>
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public void StartController()
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{
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userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
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previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
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perfectSigns = 0;
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goodSigns = 0;
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mehSigns = 0;
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terribleSigns = 0;
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incorrectSigns = 0;
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score = 0;
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timingFeedback.text = "";
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imageFeedback.sprite = minigame.thumbnail;
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gameEndedPanel.SetActive(false);
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// Create entry in current user for keeping track of progress
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user = UserList.GetCurrentUser();
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@@ -279,10 +336,9 @@ public class JustSignController : MonoBehaviour
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progress.minigameIndex = minigame.index;
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user.AddMinigameProgress(progress);
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}
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PersistentDataController.GetInstance().Save();
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UserList.Save();
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scoreDisplay.text = "Score: " + score.ToString();
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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scoreDisplay.text = $"Score: {CalculateScore()}";
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words.AddRange(currentTheme.learnables);
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currentSong = songList.songs[songList.currentSongIndex];
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AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
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@@ -309,63 +365,21 @@ public class JustSignController : MonoBehaviour
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{
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if (gameIsActive)
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{
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int matchedSymbolIndex = -1;
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for (int i = 0; i < activeWords.Count; i++)
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{
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if (activeWords[i].ToLower() == answerField.text.ToLower())
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{
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matchedSymbolIndex = i;
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}
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}
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// Destroy the oldest symbol if the current input matches it
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if (matchedSymbolIndex >= 0)
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{
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int difference = Math.Abs((int)(activeSymbols[matchedSymbolIndex].transform.position.x - hitZone.transform.position.x));
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if (difference < perfectBoundary)
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{
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feedBack.text = "Perfect!";
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perfectSigns++;
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score += perfectScore;
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}
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else if (difference < goodBoundary)
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{
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feedBack.text = "Good!";
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goodSigns++;
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score += goodScore;
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}
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else if (difference < mehBoundary)
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{
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feedBack.text = "Meh...";
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mehSigns++;
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score += mehScore;
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}
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else
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{
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feedBack.text = "Terrible!";
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terribleSigns++;
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score += terribleScore;
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}
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DestroySymbolAt(matchedSymbolIndex);
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answerField.text = "";
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}
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// Destroy the oldest symbol if it leaves the screen
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if (activeSymbols.Count > 0)
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{
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if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX)
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if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > trackX)
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{
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DestroySymbolAt(0);
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incorrectSigns++;
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feedBack.text = "Te laat!";
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score += offscreenScore;
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timingFeedback.text = $"Te laat! \n {offscreenScore}";
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imageFeedback.sprite = tooLateSprite;
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}
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}
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// Spawn new symbol every spawn period
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float currentTime = Time.time;
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if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime)
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if (currentTime - lastSpawn > 2*currentSong.spawnPeriod && lastSymbolTime > currentTime)
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{
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lastSpawn = currentTime;
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SpawnNewSymbol();
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@@ -384,10 +398,19 @@ public class JustSignController : MonoBehaviour
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rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
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}
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scoreDisplay.text = "Score: " + score.ToString();
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scoreDisplay.text = $"Score: {CalculateScore()}";
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}
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}
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/// <summary>
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/// Calculate the score
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/// </summary>
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/// <returns>The calculated score</returns>
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public int CalculateScore()
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{
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return goodSigns*goodScore + perfectSigns*perfectScore + mehScore*mehSigns + terribleScore*terribleSigns + incorrectSigns*offscreenScore;
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}
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/// <summary>
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/// Display Scoreboard + Metrics
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/// </summary>
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@@ -433,23 +456,20 @@ public class JustSignController : MonoBehaviour
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}
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}
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Learnable newLearnable = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]];
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Learnable newLearnable = words[unusedWordIndices[Random.Range(0, unusedWordIndices.Count)]];
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string nextSymbol = newLearnable.name;
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GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer);
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GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, new Vector3(0, trackY, 0), Quaternion.identity, symbolContainer);
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// Dynamically load appearance
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Image image = newSymbolObject.GetComponent<Image>();
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Image image = newSymbolObject.transform.Find("Image").GetComponent<Image>();
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image.sprite = newLearnable.image;
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image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
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// Place the word that the symbol represents under the image
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TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
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text.text = nextSymbol;
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text.color = Color.black;
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text.rectTransform.localPosition = new Vector3(0, -160, 0);
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activeWords.Add(nextSymbol);
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activeWords.Add(nextSymbol.ToUpper());
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activeSymbols.Add(newSymbolObject);
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}
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@@ -459,7 +479,7 @@ public class JustSignController : MonoBehaviour
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public void SaveScores()
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{
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// Calculate new score
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int newScore = this.score;
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int newScore = CalculateScore();
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// Save the score as a tuple: < int score, string time ago>
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Score score = new Score();
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@@ -513,7 +533,7 @@ public class JustSignController : MonoBehaviour
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lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
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// Score
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scoreText.text = "Score: " + score.ToString();
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scoreText.text = $"Score: {CalculateScore()}";
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}
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/// <summary>
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@@ -616,4 +636,120 @@ public class JustSignController : MonoBehaviour
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}
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}
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/// <summary>
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/// The updateFunction that is called when new probabilities become available
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/// </summary>
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/// <returns></returns>
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protected override IEnumerator UpdateFeedback()
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{
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// Get the predicted sign
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if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
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{
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// Get highest predicted sign
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string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
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float accuracy = signPredictor.learnableProbabilities[predictedSign];
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// vvv TEMPORARY STUFF vvv
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if (predictedSign == "J" && accuracy <= 0.97f)
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{
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predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
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}
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accuracy = signPredictor.learnableProbabilities[predictedSign];
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// ^^^ TEMPORARY STUFF ^^^
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Learnable predSign = currentTheme.learnables.Find(l => l.name == predictedSign);
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if (feedbackText != null && feedbackProgressImage != null)
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{
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Color col;
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if (accuracy > predSign.thresholdPercentage)
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{
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feedbackText.text = $"Herkent '{predictedSign}'";
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col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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}
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else if (accuracy > 0.9 * predSign.thresholdPercentage)
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{
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feedbackText.text = $"Lijkt op '{predictedSign}'";
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col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
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}
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else
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{
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feedbackText.text = "Detecteren...";
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col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
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}
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feedbackText.color = col;
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feedbackProgressImage.color = col;
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float oldValue = feedbackProgressBar.value;
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// use an exponential scale
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float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
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feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
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{
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if (feedbackProgressBar != null)
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{
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feedbackProgressBar.value = t.CurrentValue;
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}
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});
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}
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if (accuracy > predSign.thresholdPercentage)
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{
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int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
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// Destroy the oldest symbol if the current input matches it
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if (0 <= matchedSymbolIndex)
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{
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float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
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// parameters to define the Perfect hit zone
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float perfectRange = hitZonePerfect.sizeDelta.x;
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float perfectCenter = hitZonePerfect.localPosition.x;
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// parameters to define the Good hit zone
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float goodRange = hitZoneGood.sizeDelta.x;
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float goodCenter = hitZoneGood.localPosition.x;
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// parameters to define the Meh hit zone
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float mehRange = hitZoneMeh.sizeDelta.x;
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float mehCenter = hitZoneMeh.localPosition.x;
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if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
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{
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timingFeedback.text = $"Perfect! \n +{perfectScore}";
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imageFeedback.sprite = perfectSprite;
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perfectSigns++;
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timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
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}
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else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
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{
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timingFeedback.text = $"Goed \n +{goodScore}";
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imageFeedback.sprite = goodSprite;
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goodSigns++;
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timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
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}
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else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
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{
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timingFeedback.text = $"Bijna... \n +{mehScore}";
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imageFeedback.sprite = mehSprite;
|
||||
mehSigns++;
|
||||
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
|
||||
imageFeedback.sprite = terribleSprite;
|
||||
terribleSigns++;
|
||||
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
||||
}
|
||||
|
||||
DestroySymbolAt(matchedSymbolIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (feedbackProgressBar != null)
|
||||
{
|
||||
|
||||
feedbackProgressBar.value = 0.0f;
|
||||
}
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user