Resolve WES-117 "Persistent data handling"

This commit is contained in:
Dries Van Schuylenbergh
2023-04-04 17:00:47 +00:00
parent 3499e61bb0
commit 5f4408063f
82 changed files with 1963 additions and 1190 deletions

View File

@@ -10,11 +10,6 @@ using UnityEngine.UI;
/// </summary>
public class UserProgressScreen : MonoBehaviour
{
/// <summary>
/// Reference to the userlist
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the current user
/// </summary>
@@ -112,12 +107,12 @@ public class UserProgressScreen : MonoBehaviour
void Start()
{
// Assign the current user
userList.Load();
user = userList.GetCurrentUser();
PersistentDataController.GetInstance().Load();
user = UserList.GetCurrentUser();
// Set correct displayed items
username.text = user.username;
avatar.sprite = user.avatar;
username.text = user.GetUsername();
avatar.sprite = user.GetAvatar();
// TODO: implement total playtime
//playtime.text = $"Totale speeltijd: {user.playtime.ToString("0.00")}";
@@ -126,9 +121,10 @@ public class UserProgressScreen : MonoBehaviour
int i = 0;
// Display courses
coursesContainer.SetActive(user.courses.Count > 0);
emptyCourses.SetActive(user.courses.Count <= 0);
foreach (Progress courseProgress in user.courses)
var courses = user.GetCourses();
coursesContainer.SetActive(courses.Count > 0);
emptyCourses.SetActive(courses.Count <= 0);
foreach (var courseProgress in courses)
{
// Create instance of prefab
GameObject instance = GameObject.Instantiate(courseCardPrefab, coursesContainer.transform.Find("Viewport").Find("Content").transform);
@@ -142,13 +138,14 @@ public class UserProgressScreen : MonoBehaviour
// Store reference to background so we can apply fancy coloring
Image background = instance.GetComponent<Image>();
background.color = Color.gray;
activities.Add(Tuple.Create(background, (int)courseProgress.Get<CourseIndex>("courseIndex")));
activities.Add(Tuple.Create(background, (int)courseProgress.courseIndex));
}
// Display minigames
minigamesContainer.SetActive(user.minigames.Count > 0);
emptyMinigames.SetActive(user.minigames.Count <= 0);
foreach (Progress minigameProgress in user.minigames)
var minigames = user.GetMinigames();
minigamesContainer.SetActive(minigames.Count > 0);
emptyMinigames.SetActive(minigames.Count <= 0);
foreach (var minigameProgress in minigames)
{
// Create instance of prefab
GameObject instance = GameObject.Instantiate(minigameCardPrefab, minigamesContainer.transform.Find("Viewport").Find("Content").transform);
@@ -162,7 +159,7 @@ public class UserProgressScreen : MonoBehaviour
// Store reference to background so we can apply fancy coloring
Image background = instance.GetComponent<Image>();
background.color = Color.gray;
activities.Add(Tuple.Create(background, (int)minigameProgress.Get<MinigameIndex>("minigameIndex")));
activities.Add(Tuple.Create(background, (int)minigameProgress.minigameIndex));
}
}
@@ -183,7 +180,7 @@ public class UserProgressScreen : MonoBehaviour
selectedActivity = newActivity;
activities[selectedActivity].Item1.color = Color.blue;
if (selectedActivity < user.courses.Count)
if (selectedActivity < user.GetCourses().Count)
{
// TODO: create a better graph
//DisplayCourseGraph((CourseIndex)activities[selectedActivity].Item2);
@@ -211,9 +208,9 @@ public class UserProgressScreen : MonoBehaviour
/// <param name="minigameIndex">Index of the minigame</param>
private void DisplayMinigameGraph(MinigameIndex minigameIndex)
{
Progress progress = user.GetMinigameProgress(minigameIndex);
List<Score> latestScores = progress.Get<List<Score>>("latestScores");
List<Score> highestScores = progress.Get<List<Score>>("highestScores");
var progress = user.GetMinigameProgress(minigameIndex);
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
if (0 < highestScores.Count)
{
PlotGraph(latestScores.ConvertAll<double>((s) => (double)s.scoreValue), highestScores[0].scoreValue);