Merge branch 'WES-132-Common-Abstract-Minigame' into 'development'

Resolve WES-132-Common-Abstract-Minigame

See merge request wesign/unity-application!81
This commit was merged in pull request #81.
This commit is contained in:
Jelle De Geest
2023-04-23 21:20:14 +00:00
30 changed files with 1046 additions and 1078 deletions

View File

@@ -513,10 +513,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
m_Name:
m_EditorClassIdentifier:
m_UiScaleMode: 0
m_UiScaleMode: 1
m_ReferencePixelsPerUnit: 100
m_ScaleFactor: 1
m_ReferenceResolution: {x: 800, y: 600}
m_ReferenceResolution: {x: 1920, y: 1080}
m_ScreenMatchMode: 0
m_MatchWidthOrHeight: 0
m_PhysicalUnit: 3

View File

@@ -39,6 +39,7 @@ public class CourseActivityScreen : MonoBehaviour
/// </summary>
public Image courseImage;
/// <summary>
/// Progress bar Display
/// </summary>

View File

@@ -1,6 +1,7 @@
using DigitalRuby.Tween;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
@@ -170,10 +171,26 @@ public class CoursesController : AbstractFeedback
void Start()
{
StartCourseController();
signPredictor.SetSignsList(GetSignsList());
signPredictor.SetModel(course.theme.modelIndex);
AddSelfAsListener();
}
/// <summary>
/// Fetches all the strings of the signs of the course
/// </summary>
/// <returns>The signsList that needs to be passed to the signPredictor</returns>
private List<string> GetSignsList()
{
List<string> signsList = new List<string>();
foreach (Learnable learnable in course.theme.learnables)
{
signsList.Add(learnable.name);
}
return signsList;
}
/// <summary>
/// Holds the course-specific logic to start the controller, it is seperated to allow the course to be reset (if that would become needed)
/// </summary>
@@ -410,6 +427,7 @@ public class CoursesController : AbstractFeedback
float accPredictSign = signPredictor.learnableProbabilities[predictedSign];
Learnable predSign = course.theme.learnables.Find(l => l.name.ToUpper().Replace(" ", "-") == predictedSign);
// If there is a feedback-object, we wil change its appearance
if (feedbackText != null && feedbackProgressImage != null)
{
Color col;
@@ -439,6 +457,7 @@ public class CoursesController : AbstractFeedback
feedbackText.color = col;
feedbackProgressImage.color = col;
// Tween the feedback-bar
float oldValue = feedbackProgress.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / sign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
@@ -451,6 +470,7 @@ public class CoursesController : AbstractFeedback
});
}
// The internal logic for the courses
if (accPredictSign > sign.thresholdPercentage)
{
// Correct sign

View File

@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.37311953, g: 0.38074014, b: 0.3587274, a: 1}
m_IndirectSpecularColor: {r: 0.37311918, g: 0.3807398, b: 0.35872716, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
@@ -2241,7 +2241,9 @@ MonoBehaviour:
m_text: 'Speler 1 geeft een woord in aan de hand van vingerspelling.
Het woord
moet tussen 3 en 17 letters zijn.'
moet tussen 3 en 17 letters zijn.
Je kan letters verwijderen met backspace.'
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
m_sharedMaterial: {fileID: -2577534979213189211, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
@@ -3276,7 +3278,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text:
m_text: AZERTY
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
m_sharedMaterial: {fileID: -2577534979213189211, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
@@ -4540,6 +4542,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3576f66af2a0eea42ae06ac73d9779e6, type: 3}
m_Name:
m_EditorClassIdentifier:
scoreboardEntriesContainer: {fileID: 2082181368}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
endText: {fileID: 1205429732}
lettersRightText: {fileID: 815411823}
lettersWrongText: {fileID: 1606437998}
@@ -4547,19 +4551,7 @@ MonoBehaviour:
accuracyText: {fileID: 1341392955}
wordText: {fileID: 328407984}
scoreText: {fileID: 941310846}
scoreboardEntriesContainer: {fileID: 2082181368}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
image: {fileID: 1503788513}
sprites:
- {fileID: 21300000, guid: 46b9ec93c5782294f93be12a7c7bc3f0, type: 3}
- {fileID: 21300000, guid: 0a2c6671fa08a1249ba97ddd3432ac60, type: 3}
- {fileID: 21300000, guid: e5b621bb42e52654d88ad633777004a8, type: 3}
- {fileID: 21300000, guid: 42b25d40421cfce4684bad733747c2e3, type: 3}
- {fileID: 21300000, guid: 76120f6b7a0251949a56f73d49985d3a, type: 3}
- {fileID: 21300000, guid: c9b599bbbe306584a926c415d7e96983, type: 3}
- {fileID: 21300000, guid: 3fa072f7f8a26cf45b84781ce2dfdc51, type: 3}
- {fileID: 21300000, guid: 3f6826496e2a1334ab74ec68262b2c11, type: 3}
- {fileID: 21300000, guid: 98ec939c075818c4e869916da0b33aad, type: 3}
--- !u!1 &987091747
GameObject:
m_ObjectHideFlags: 0
@@ -7675,6 +7667,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
signPredictor: {fileID: 1991376311}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
feedbackProgress: {fileID: 211555568}
webcamScreen: {fileID: 1966441454}
gameEndedPanel: {fileID: 974474713}
themeList: {fileID: 11400000, guid: a247e2ce790f0f746a3bc521e6ab7d58, type: 2}
fingerSpelling: {fileID: 11400000, guid: e02921b294fdad940b6e4d57e716d3bf, type: 2}
letterPrefab: {fileID: 4639383499500021565, guid: c3e66e8957864914cb022af914df6a28, type: 3}
@@ -7696,15 +7692,10 @@ MonoBehaviour:
inputPanel: {fileID: 640467091}
scoreDisplay: {fileID: 2026578772}
scoreBonus: {fileID: 1537143412}
gameEndedPanel: {fileID: 974474713}
minigame: {fileID: 11400000, guid: 165c1d9867275924d9720d409e935f95, type: 2}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
gotoGameButton: {fileID: 482979078}
inputTextField: {fileID: 752351940}
feedbackText: {fileID: 887237819}
feedbackProgress: {fileID: 211555568}
feedbackProgressImage: {fileID: 1107240765}
webcamScreen: {fileID: 1966441454}
timerCircle: {fileID: 683997248}
confirmPanel: {fileID: 1002919202}
confirmText: {fileID: 1672600188}

View File

@@ -1,15 +1,14 @@
using DigitalRuby.Tween;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
public class HangmanController : AbstractFeedback
public class HangmanController : AbstractMinigameController
{
[Header("ConcreteVariables")]
/// <summary>
/// The scriptable with all the themes, will be used to select a random word for hangman.
/// The spellingthemeList will be used for the words.
@@ -17,7 +16,7 @@ public class HangmanController : AbstractFeedback
public ThemeList themeList;
/// <summary>
/// reference to the fingerspelling-theme to reach the letter-thresholds
/// reference to the fingerspelling-theme to reach the letter-thresholds and to pass to the signPredictor
/// </summary>
public Theme fingerSpelling;
@@ -96,11 +95,6 @@ public class HangmanController : AbstractFeedback
/// </summary>
public TMP_Text scoreBonus;
///// <summary>
///// This panel holds the panels for input and playing the game, sharing webcam and feedback
///// </summary>
//public GameObject inputGamePanel;
/// <summary>
/// This int shows what mode we are in, used in update: <br></br>
/// 0 : single or multiplayer?<br></br>
@@ -111,27 +105,6 @@ public class HangmanController : AbstractFeedback
/// </summary>
private int mode;
/// <summary>
/// The game over panel
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// The button to go into the game
/// </summary>
@@ -152,21 +125,11 @@ public class HangmanController : AbstractFeedback
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgress;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
public Image feedbackProgressImage;
/// <summary>
/// reference to the webcam background
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
/// </summary>
@@ -239,48 +202,11 @@ public class HangmanController : AbstractFeedback
private int winScore = 25;
/// <summary>
/// Start is called before the first frame update
/// Set the AbstractMinigameController variable to inform it of the theme for the signPredictor
/// </summary>
void Start()
protected override Theme signPredictorTheme
{
signPredictor.SwapScreen(webcamScreen);
signPredictor.SetModel(ModelIndex.FINGERSPELLING);
AddSelfAsListener();
StartController();
}
/// <summary>
/// Called at the start of the scene AND when the scene is replayed
/// </summary>
public void StartController()
{
// Make sure the mode starts at zero
mode = 0;
// Make sure that only the player-selection panel is the one shown
gamePanel.SetActive(false);
inputPanel.SetActive(false);
playerPanel.SetActive(true);
// Make sure that unneeded panels are inactive
gameEndedPanel.SetActive(false);
confirmPanel.SetActive(false);
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress);
}
UserList.Save();
// Guesses needs to be created instantly because it is used in the FeedbackLoop
//guesses = new List<string>();
get { return fingerSpelling; }
}
/// <summary>
@@ -289,7 +215,7 @@ public class HangmanController : AbstractFeedback
public void StartGame()
{
// Change the mode
mode = 2;
SwitchMode(2);
// Activate the right panel
gamePanel.SetActive(true);
@@ -334,11 +260,7 @@ public class HangmanController : AbstractFeedback
public void GoToInput()
{
// Change the mode
mode = 1;
// Initialise the word to an empty String
currentWord = "";
inputTextField.text = currentWord.ToUpper();
SwitchMode(1);
// Activate the right panel
gamePanel.SetActive(false);
@@ -346,7 +268,11 @@ public class HangmanController : AbstractFeedback
inputPanel.SetActive(true);
playerPanel.SetActive(false);
// Initialise the word to an empty String
currentWord = "";
PanelMultiplayerInput script = inputPanel.GetComponent<PanelMultiplayerInput>();
script.inputTextField.text = "";
gotoGameButton = script.gotoGameButton;
inputTextField = script.inputTextField;
@@ -470,7 +396,7 @@ public class HangmanController : AbstractFeedback
{
confirmPanel.SetActive(true);
confirmText.text = $"Letter '{currentSign.ToUpper()}' ?";
mode = 4;
SwitchMode(4);
}
}
break;
@@ -478,7 +404,7 @@ public class HangmanController : AbstractFeedback
case 2: // Sign your letter
if (!guesses.Contains(currentSign))
{
mode = 3;
SwitchMode(3);
ConfirmAccept();
}
break;
@@ -517,24 +443,23 @@ public class HangmanController : AbstractFeedback
usedLettersText.text += letter.ToString().ToUpper();
// The current sign was accepted, return to the game
mode = 2;
if (corrects == currentWord.Replace(" ", "").Length)
SwitchMode(2);
if (corrects == currentWord.Length)
{
// Victory, deactivate the model and show the scoreboard
ActivateWin();
ActivateEnd(true);
}
else if (NUMBER_OF_FAILS_BEFORE_GAMEOVER < wrongs)
{
// You lost, deactivate the model and show the scoreboard
ActivateGameOver();
ActivateEnd(false);
}
}
else if (mode == 4)
{
currentWord += letter;
inputTextField.text = currentWord.ToUpper();
mode = 1;
SwitchMode(1);
}
}
@@ -544,9 +469,23 @@ public class HangmanController : AbstractFeedback
// The current sign was rejected, return to the game-mode
if (mode == 3)
mode = 2;
SwitchMode(2);
else if (mode == 4)
mode = 1;
SwitchMode(1);
}
public void SwitchMode(int mode)
{
this.mode = mode;
// In mode 1 and 2, the signPredictor needs to run, otherwise it does not
if (mode == 1 || mode == 2)
{
gameIsActive = true;
}
else
{
gameIsActive = false;
}
}
/// <summary>
@@ -599,7 +538,7 @@ public class HangmanController : AbstractFeedback
/// This function returns the score that the user currently has
/// </summary>
/// <returns>The current score of the user</returns>
private int CalculateScore()
public override int CalculateScore()
{
int won = corrects == currentWord.Length ? 1 : 0;
return corrects * correctLetterScore + wrongs * incorrectLetterScore + winScore * won;
@@ -640,115 +579,19 @@ public class HangmanController : AbstractFeedback
}
/// <summary>
/// Update and save the scores
/// The logic to process the signs sent by the signPredictor
/// </summary>
private void SaveScores()
/// <param name="accuracy">The accuracy of the passed sign</param>
/// <param name="predictedSign">The name of the passed sign</param>
protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
UserList.Save();
}
/// <summary>
/// Display win screen
/// </summary>
private void ActivateWin()
{
// Deactivate the model
mode = 0;
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
guessWord: currentWord.ToLower(),
correctLetters: corrects,
incorrectLetters: wrongs,
sprite: hangmanImage.sprite,
result: "GEWONNEN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
// @lukas stuff
DeleteWord();
}
/// <summary>
/// Displays the game over panel and score values
/// </summary>
private void ActivateGameOver()
{
// Deactivate the model
mode = 0;
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
guessWord: currentWord.ToLower(),
correctLetters: corrects,
incorrectLetters: wrongs,
sprite: hangmanImage.sprite,
result: "VERLOREN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
DeleteWord();
}
/// <summary>
/// The updateFunction that is called when new probabilities become available
/// </summary>
/// <returns></returns>
protected override IEnumerator UpdateFeedback()
{
// Get the sign with the highest prediction
if ((mode == 1 || mode == 2) &&
signPredictor != null &&
signPredictor.learnableProbabilities != null)
{
KeyValuePair<string, float> highestPrediction = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value ? x : y);
float accuracy = highestPrediction.Value;
string predictedSign = highestPrediction.Key;
// vvv TEMPORARY STUFF vvv
if (predictedSign == "J" && accuracy <= 0.965f)
{
highestPrediction = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y);
}
accuracy = highestPrediction.Value;
predictedSign = highestPrediction.Key;
// ^^^ TEMPORARY STUFF ^^^
// Grab the threshold for the most probable letter
Learnable letter = fingerSpelling.learnables.Find((l) => l.name == predictedSign);
float threshold = letter.thresholdPercentage;
// If there is a feedback-object, we wil change its appearance
if (feedbackText != null && feedbackProgressImage != null)
{
float oldValue = feedbackProgress.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / threshold, 0.0f, 1.0f) - 1.0f));
@@ -781,14 +624,19 @@ public class HangmanController : AbstractFeedback
feedbackText.color = red;
feedbackProgressImage.color = red;
}
}
// The logic for the internal workings of the game
if (accuracy > threshold)
{
// A different sign was predicted compared to the last call of this function
if (previousSign != predictedSign)
{
// Reset the timer
previousSign = predictedSign;
currentTime = 0;
// If you are entering a word the timer needs to work
// If you are playing the game and haven't guessed the letter yet, then the timer needs to work
if ((mode == 1) ||
(mode == 2 && !guesses.Contains(previousSign.ToUpper())))
{
@@ -796,6 +644,7 @@ public class HangmanController : AbstractFeedback
}
timerCircle.fillAmount = currentTime;
}
// The same sign was predicted as last time and said sign has been held for a sufficiently long time
else if (currentTime == maxTime)
{
// Set the predictedSign as your guess and update the Hangman
@@ -817,13 +666,61 @@ public class HangmanController : AbstractFeedback
runTime = false;
timerCircle.fillAmount = currentTime;
}
}
else if (feedbackProgress != null)
/// <summary>
/// The logic to set the scoreboard of hangman
/// </summary>
/// <param name="victory">SHows whether or not the player won</param>
protected override void SetScoreBoard(bool victory)
{
feedbackProgress.value = 0.0f;
string resultTxt;
if (victory)
{
resultTxt = "GEWONNEN";
}
yield return null;
else
{
resultTxt = "VERLOREN";
}
gameEndedPanel.GetComponent<HangmanGameEndedPanel>().GenerateContent(
guessWord: currentWord.ToLower(),
correctLetters: corrects,
incorrectLetters: wrongs,
sprite: hangmanImage.sprite,
result: resultTxt,
score: CalculateScore()
);
}
/// <summary>
/// The hangman-specific logic that needs to be called at the start of the game
/// </summary>
protected override void StartGameLogic()
{
// Make sure the mode starts at zero
SwitchMode(0);
// Make sure that only the player-selection panel is the one shown
gamePanel.SetActive(false);
inputPanel.SetActive(false);
playerPanel.SetActive(true);
// Make sure that unneeded panels are inactive
gameEndedPanel.SetActive(false);
confirmPanel.SetActive(false);
}
/// <summary>
/// The Hangman-specific logic that needs to be called at the end of a game
/// </summary>
/// <param name="victory"></param>
protected override void EndGameLogic(bool victory)
{
// Deactivate the model
SwitchMode(0);
DeleteWord();
}
}

View File

@@ -7,8 +7,16 @@ using UnityEngine.UI;
/// <summary>
/// The hangman-variant of the ScoreBoard
/// </summary>
public class HangmanGameEndedPanel : MonoBehaviour
public class HangmanGameEndedPanel : AbstractGameEndedPanel
{
/// <summary>
/// Tell the scoreboard that the scoreboard is for HangMan
/// </summary>
protected override MinigameIndex minigameIndex
{
get { return MinigameIndex.HANGMAN; }
}
/// <summary>
/// "VERLOREN" or "GEWONNEN"
/// </summary>
@@ -40,28 +48,11 @@ public class HangmanGameEndedPanel : MonoBehaviour
/// </summary>
public TMP_Text scoreText;
/// <summary>
/// Reference to the scoreboard entries container
/// </summary>
public Transform scoreboardEntriesContainer;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> scoreboardEntries = new List<GameObject>();
/// <summary>
/// Reference to the ScoreboardEntry prefab
/// </summary>
public GameObject scoreboardEntry;
/// <summary>
/// Reference to the end result image
/// </summary>
public Image image;
public List<Sprite> sprites;
/// <summary>
/// Generate the content of the GameEnded panel
/// </summary>
@@ -99,105 +90,4 @@ public class HangmanGameEndedPanel : MonoBehaviour
scoreText.text = $"Score: {score}";
SetScoreBoard();
}
/// <summary>
/// Sets the scoreboard
/// </summary>
private void SetScoreBoard()
{
// Clean the previous scoreboard entries
for (int i = 0; i < scoreboardEntries.Count; i++)
{
Destroy(scoreboardEntries[i]);
}
scoreboardEntries.Clear();
// Instantiate new entries
// Get all scores from all users
List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
foreach (User user in UserList.GetUsers())
{
// Get user's progress for this minigame
var progress = user.GetMinigameProgress(MinigameIndex.HANGMAN);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.highestScores;
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
// Instantiate scoreboard entries
int rank = 1;
foreach (Tuple<string, Score> tup in allScores.Take(10))
{
string username = tup.Item1;
Score score = tup.Item2;
GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
scoreboardEntries.Add(entry);
// Set the player icon
entry.transform.Find("Image").GetComponent<Image>().sprite = UserList.GetUserByUsername(username).GetAvatar();
// Set the player name
entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
// Set the score
entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
// Set the rank
entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
// Set the ago
// Convert the score.time to Datetime
DateTime time = DateTime.Parse(score.time);
DateTime currentTime = DateTime.Now;
TimeSpan diff = currentTime.Subtract(time);
string formatted;
if (diff.Days > 0)
{
formatted = $"{diff.Days}d ";
}
else if (diff.Hours > 0)
{
formatted = $"{diff.Hours}h ";
}
else if (diff.Minutes > 0)
{
formatted = $"{diff.Minutes}m ";
}
else
{
formatted = "now";
}
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
// Alternating colors looks nice
if (rank % 2 == 0)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
}
// Make new score stand out
if (diff.TotalSeconds < 1)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(0, 229, 255, 233);
}
rank++;
}
}
}

View File

@@ -5,9 +5,10 @@
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:1631ed2680c61245b8211d943c1639a8",
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
"GUID:58e104b97fb3752438ada2902a36dcbf",
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
"GUID:403dd94a93598934eb522dc36df43d7b",
"GUID:d0b6b39a21908f94fbbd9f2c196a9725"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -1557,20 +1557,19 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
signPredictor: {fileID: 1150323775}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
feedbackProgress: {fileID: 1753834854}
webcamScreen: {fileID: 496523654}
gameEndedPanel: {fileID: 2498222378566216023}
answerField: {fileID: 0}
timingFeedback: {fileID: 128049076}
scoreDisplay: {fileID: 1627575593}
minigame: {fileID: 11400000, guid: e726e0b93ea88465db7ee27605deb83f, type: 2}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
songList: {fileID: 11400000, guid: 4f0ce70309bb901feb28199a82a7d195, type: 2}
hitZonePerfect: {fileID: 2012531008}
hitZoneGood: {fileID: 369868393}
hitZoneMeh: {fileID: 141066497}
webcamScreen: {fileID: 496523654}
symbolPrefab: {fileID: 4639383499500021565, guid: f3117b0203a1342a48a95904347b03c8, type: 3}
symbolContainer: {fileID: 2093721209}
scoreboardEntriesContainer: {fileID: 2498222377153197597}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
lpmText: {fileID: 2498222377094258231}
perfectSignsText: {fileID: 2498222378642934129}
goodSignsText: {fileID: 524776817}
@@ -1578,9 +1577,7 @@ MonoBehaviour:
terribleSignsText: {fileID: 1343527143}
notFoundSignsText: {fileID: 850357042}
scoreText: {fileID: 2498222378754007924}
gameEndedPanel: {fileID: 2498222378566216023}
feedbackText: {fileID: 1753834853}
feedbackProgressBar: {fileID: 1753834854}
feedbackProgressImage: {fileID: 1753834852}
perfectSprite: {fileID: 21300000, guid: 43b0de2d8fcec1540bb9989e45db4581, type: 3}
goodSprite: {fileID: 21300000, guid: 168acd43cf46d1c419991a2620485bf6, type: 3}
@@ -1857,7 +1854,7 @@ MonoBehaviour:
modelInfoFile: {fileID: 4900000, guid: fb8b51022bdcd654a9f29c054832a1b5, type: 3}
modelInfoFileEmbedding: {fileID: 4900000, guid: 4e303164823194bc4be87f4c9550cfd0, type: 3}
configAsset: {fileID: 4900000, guid: 6288c43cdca97374782dac1ea87aa029, type: 3}
screen: {fileID: 0}
screen: {fileID: 496523654}
--- !u!4 &1150323776
Transform:
m_ObjectHideFlags: 0
@@ -3524,7 +3521,7 @@ GameObject:
- component: {fileID: 2498222377094258230}
- component: {fileID: 2498222377094258231}
m_Layer: 5
m_Name: LPM
m_Name: GPM
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -3578,7 +3575,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: XXX LPM
m_text: XXX GPM
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
m_sharedMaterial: {fileID: -2577534979213189211, guid: 1baf2eae62f542f4585aaf3c9c3e229a, type: 2}
@@ -4700,29 +4697,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2498222378566216023}
m_CullTransparentMesh: 1
--- !u!114 &2498222378566215979
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2498222378566216023}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5aa929dce1f59b340b4a0cca1bb68edc, type: 3}
m_Name:
m_EditorClassIdentifier:
endText: {fileID: 2498222377166680336}
lpmText: {fileID: 2498222377094258231}
lettersRightText: {fileID: 0}
lettersWrongText: {fileID: 0}
lettersTotalText: {fileID: 0}
accuracyText: {fileID: 2498222378642934129}
wordsText: {fileID: 0}
timeText: {fileID: 0}
scoreText: {fileID: 2498222378754007924}
scoreboardEntriesContainer: {fileID: 2498222377153197597}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
--- !u!224 &2498222378566216020
RectTransform:
m_ObjectHideFlags: 0
@@ -4788,7 +4762,7 @@ GameObject:
- component: {fileID: 2498222378566216020}
- component: {fileID: 2498222378566215978}
- component: {fileID: 2498222378566216021}
- component: {fileID: 2498222378566215979}
- component: {fileID: 2498222378566216024}
m_Layer: 5
m_Name: GameEnded Panel
m_TagString: Untagged
@@ -4796,6 +4770,27 @@ GameObject:
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!114 &2498222378566216024
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2498222378566216023}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9a86c239be1aa1543ba8a4ace5f658b1, type: 3}
m_Name:
m_EditorClassIdentifier:
scoreboardEntriesContainer: {fileID: 2498222377153197597}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
perfectSignsText: {fileID: 2498222378642934129}
goodSignsText: {fileID: 524776817}
mehSignsText: {fileID: 6218584}
terribleSignsText: {fileID: 1343527143}
notFoundSignsText: {fileID: 850357042}
gpmText: {fileID: 2498222377094258231}
scoreText: {fileID: 2498222378754007924}
--- !u!1 &2498222378611643141
GameObject:
m_ObjectHideFlags: 0

View File

@@ -1,8 +1,6 @@
using DigitalRuby.Tween;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -11,7 +9,7 @@ using Random = UnityEngine.Random;
/// <summary>
/// Contains all game logic for the JustSign game
/// </summary>
public class JustSignController : AbstractFeedback
public class JustSignController : AbstractMinigameController
{
/// <summary>
/// All of the words that can be used in this session
@@ -33,17 +31,6 @@ public class JustSignController : AbstractFeedback
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// </summary>
/// Reference to the list of available songs
/// </summary>
@@ -69,11 +56,6 @@ public class JustSignController : AbstractFeedback
/// </summary>
public RectTransform hitZoneMeh;
/// <summary>
/// Reference to the webcam
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Score obtained when getting a perfect hit
/// </summary>
@@ -124,11 +106,6 @@ public class JustSignController : AbstractFeedback
/// </summary>
private List<GameObject> activeSymbols = new List<GameObject>();
/// <summary>
/// Have the symbols started spawning or not
/// </summary>
private bool gameIsActive = false;
/// <summary>
/// Controls movement speed of symbols (higher -> faster)
/// </summary>
@@ -184,26 +161,6 @@ public class JustSignController : AbstractFeedback
/// </summary>
private int incorrectSigns;
/// <summary>
/// Reference to the scoreboard entries container
/// </summary>
public Transform scoreboardEntriesContainer;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> scoreboardEntries = new List<GameObject>();
/// <summary>
/// Reference to the ScoreboardEntry prefab
/// </summary>
public GameObject scoreboardEntry;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// LPM
/// </summary>
@@ -239,21 +196,11 @@ public class JustSignController : AbstractFeedback
/// </summary>
public TMP_Text scoreText;
/// <summary>
/// Reference to the gameEnded panel, so we can update its display
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgressBar;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
@@ -299,53 +246,9 @@ public class JustSignController : AbstractFeedback
/// </summary>
public GameObject userFeedback;
/// <summary>
/// Start is called before the first frame update
/// </summary>
public void Start()
protected override Theme signPredictorTheme
{
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
signPredictor.SetModel(currentTheme.modelIndex);
signPredictor.SwapScreen(webcamScreen);
AddSelfAsListener();
StartController();
}
/// <summary>
/// Holds the game-specific logic to start the controller
/// </summary>
public void StartController()
{
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
perfectSigns = 0;
goodSigns = 0;
mehSigns = 0;
terribleSigns = 0;
incorrectSigns = 0;
timingFeedback.text = "";
imageFeedback.sprite = minigame.thumbnail;
gameEndedPanel.SetActive(false);
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress);
}
UserList.Save();
scoreDisplay.text = $"Score: {CalculateScore()}";
words.AddRange(currentTheme.learnables);
currentSong = songList.songs[songList.currentSongIndex];
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
beginTime = Time.time;
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
get { return currentTheme; }
}
/// <summary>
@@ -388,7 +291,8 @@ public class JustSignController : AbstractFeedback
// Check if the song has ended and activate scorescreen if it has
if (currentTime - beginTime > currentSong.duration)
{
ActivateEnd();
// The boolean that is passed is irrelevant for this game
ActivateEnd(true);
}
// Move all active symbols to the right
@@ -406,28 +310,11 @@ public class JustSignController : AbstractFeedback
/// Calculate the score
/// </summary>
/// <returns>The calculated score</returns>
public int CalculateScore()
public override int CalculateScore()
{
return goodSigns * goodScore + perfectSigns * perfectScore + mehScore * mehSigns + terribleScore * terribleSigns + incorrectSigns * offscreenScore;
}
/// <summary>
/// Display Scoreboard + Metrics
/// </summary>
public void ActivateEnd()
{
gameIsActive = false;
while (activeSymbols.Count > 0)
{
DestroySymbolAt(0);
}
// TODO: Scoreboard
SaveScores();
SetScoreMetrics();
SetScoreBoard();
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Destroy the symbol at the given index
/// </summary>
@@ -474,191 +361,15 @@ public class JustSignController : AbstractFeedback
}
/// <summary>
/// Update and save the scores
/// The logic to process the signs sent by the signPredictor
/// </summary>
public void SaveScores()
/// <param name="accuracy">The accuracy of the passed sign</param>
/// <param name="predictedSign">The name of the passed sign</param>
protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
PersistentDataController.GetInstance().Save();
}
/// <summary>
/// Set score metrics
/// </summary>
private void SetScoreMetrics()
{
// In de zone
perfectSignsText.text = perfectSigns.ToString();
// Aanvaardbaar
goodSignsText.text = goodSigns.ToString();
// Nipt
mehSignsText.text = mehSigns.ToString();
// Slechte timing
terribleSignsText.text = terribleSigns.ToString();
// Niet Geraden
notFoundSignsText.text = incorrectSigns.ToString();
// LPM
int duration = songList.songs[songList.currentSongIndex].duration;
int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
// Score
scoreText.text = $"Score: {CalculateScore()}";
}
/// <summary>
/// Sets the scoreboard
/// </summary>
private void SetScoreBoard()
{
// Clean the previous scoreboard entries
for (int i = 0; i < scoreboardEntries.Count; i++)
{
Destroy(scoreboardEntries[i]);
}
scoreboardEntries.Clear();
// Instantiate new entries
// Get all scores from all users
List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
foreach (User user in UserList.GetUsers())
{
// Get user's progress for this minigame
var progress = user.GetMinigameProgress(minigame.index);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.highestScores;
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
// Instantiate scoreboard entries
int rank = 1;
foreach (Tuple<string, Score> tup in allScores.Take(10))
{
string username = tup.Item1;
Score score = tup.Item2;
GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
scoreboardEntries.Add(entry);
// Set the player icon
entry.transform.Find("Image").GetComponent<Image>().sprite = UserList.GetUserByUsername(username).GetAvatar();
// Set the player name
entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
// Set the score
entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
// Set the rank
entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
// Set the ago
// Convert the score.time to Datetime
DateTime time = DateTime.Parse(score.time);
DateTime currentTime = DateTime.Now;
TimeSpan diff = currentTime.Subtract(time);
string formatted;
if (diff.Days > 0)
{
formatted = $"{diff.Days}d ";
}
else if (diff.Hours > 0)
{
formatted = $"{diff.Hours}h ";
}
else if (diff.Minutes > 0)
{
formatted = $"{diff.Minutes}m ";
}
else
{
formatted = "now";
}
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
// Alternating colors looks nice
if (rank % 2 == 0)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
}
// Make new score stand out
if (diff.TotalSeconds < 1)
{
Image image = entry.transform.GetComponent<Image>();
image.color = new Color(0, 229, 255, 233);
}
rank++;
}
}
/// <summary>
/// The updateFunction that is called when new probabilities become available
/// </summary>
/// <returns></returns>
protected override IEnumerator UpdateFeedback()
{
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
{
// Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
float accuracy = signPredictor.learnableProbabilities[predictedSign];
// vvv TEMPORARY STUFF vvv
if (predictedSign == "J" && accuracy <= 0.97f)
{
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
}
accuracy = signPredictor.learnableProbabilities[predictedSign];
// ^^^ TEMPORARY STUFF ^^^
Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper().Replace(" ", "-") == predictedSign);
Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper() == predictedSign);
// If there is a feedback-object, we wil change its appearance
if (feedbackText != null && feedbackProgressImage != null)
{
Color col;
@@ -681,18 +392,19 @@ public class JustSignController : AbstractFeedback
feedbackText.color = col;
feedbackProgressImage.color = col;
float oldValue = feedbackProgressBar.value;
float oldValue = feedbackProgress.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
{
if (feedbackProgressBar != null)
if (feedbackProgress != null)
{
feedbackProgressBar.value = t.CurrentValue;
feedbackProgress.value = t.CurrentValue;
}
});
}
// The logic for the internal workings of the game
if (accuracy > predSign.thresholdPercentage)
{
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
@@ -745,11 +457,64 @@ public class JustSignController : AbstractFeedback
}
}
}
else if (feedbackProgressBar != null)
{
feedbackProgressBar.value = 0.0f;
/// <summary>
/// The logic to set the scoreboard of justsign
/// </summary>
/// <param name="victory">Shows whether or not the player won, is not relevant for JustSIgn</param>
protected override void SetScoreBoard(bool victory)
{
gameEndedPanel.GetComponent<JustSignGameEndedPanel>().GenerateContent(
perfectSigns: perfectSigns,
goodSigns: goodSigns,
mehSigns: mehSigns,
terribleSigns: terribleSigns,
incorrectSigns: incorrectSigns,
duration: currentSong.duration,
score: CalculateScore()
);
}
/// <summary>
/// The justsign-specific logic that needs to be called at the start of the game
/// </summary>
protected override void StartGameLogic()
{
// Set the current theme so that it can be passed along
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
perfectSigns = 0;
goodSigns = 0;
mehSigns = 0;
terribleSigns = 0;
incorrectSigns = 0;
timingFeedback.text = "";
imageFeedback.sprite = minigame.thumbnail;
gameEndedPanel.SetActive(false);
scoreDisplay.text = $"Score: {CalculateScore()}";
words.AddRange(currentTheme.learnables);
currentSong = songList.songs[songList.currentSongIndex];
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
beginTime = Time.time;
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
}
/// <summary>
/// The justsign-specific logic that needs to be called at the end of a game
/// </summary>
/// <param name="victory"></param>
protected override void EndGameLogic(bool victory)
{
gameIsActive = false;
while (activeSymbols.Count > 0)
{
DestroySymbolAt(0);
}
yield return null;
}
}

View File

@@ -0,0 +1,90 @@
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// The JustSign-variant of the ScoreBoard
/// </summary>
public class JustSignGameEndedPanel : AbstractGameEndedPanel
{
/// <summary>
/// Tell the scoreboard that the scoreboard is for JustSign
/// </summary>
protected override MinigameIndex minigameIndex
{
get { return MinigameIndex.JUST_SIGN; }
}
/// <summary>
/// The field that will display the amount of perfect signs
/// </summary>
public TMP_Text perfectSignsText;
/// <summary>
/// The field that will display the amount of good signs
/// </summary>
public TMP_Text goodSignsText;
/// <summary>
/// The field that will display the amount of meh signs
/// </summary>
public TMP_Text mehSignsText;
/// <summary>
/// The field that will display the amount of terrible signs
/// </summary>
public TMP_Text terribleSignsText;
/// <summary>
/// The field that will display the amount of not found signs
/// </summary>
public TMP_Text notFoundSignsText;
/// <summary>
/// The field that will display the signs per minute
/// </summary>
public TMP_Text gpmText;
/// <summary>
/// Score
/// </summary>
public TMP_Text scoreText;
/// <summary>
/// Generate the content of the gameEnded panel
/// </summary>
/// <param name="perfectSigns">The amount of perfect signs</param>
/// <param name="goodSigns">The amount of good signs</param>
/// <param name="mehSigns">The amount of meh signs</param>
/// <param name="terribleSigns">The emount of terrible signs</param>
/// <param name="incorrectSigns">The amount of incorrect signs</param>
/// <param name="duration">The duration of the song that was played</param>
/// <param name="score">The score obtained by the player</param>
public void GenerateContent(int perfectSigns, int goodSigns, int mehSigns, int terribleSigns, int incorrectSigns, int duration, int score)
{
// In de zone
perfectSignsText.text = perfectSigns.ToString();
// Aanvaardbaar
goodSignsText.text = goodSigns.ToString();
// Nipt
mehSignsText.text = mehSigns.ToString();
// Slechte timing
terribleSignsText.text = terribleSigns.ToString();
// Niet Geraden
notFoundSignsText.text = incorrectSigns.ToString();
// LPM
int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
gpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
// Score
scoreText.text = $"Score: {score}";
SetScoreBoard();
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9a86c239be1aa1543ba8a4ace5f658b1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -7,7 +7,8 @@
"GUID:1631ed2680c61245b8211d943c1639a8",
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
"GUID:58e104b97fb3752438ada2902a36dcbf",
"GUID:d0b6b39a21908f94fbbd9f2c196a9725"
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
"GUID:403dd94a93598934eb522dc36df43d7b"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -297,6 +297,7 @@ public class SignPredictor : MonoBehaviour
/// </summary>
private static bool resourceManagerIsInitialized = false;
private List<string> signs;
private EmbeddingDataList embeddingDataList;
private ModelIndex modelID;
@@ -521,15 +522,6 @@ public class SignPredictor : MonoBehaviour
{
learnableProbabilities = new Dictionary<string, float>();
// Temporary fix
List<string> signs = new List<string>()
{
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
};
for (int j = 0; j < result.Count; j++)
{
learnableProbabilities.Add(signs[j].ToUpper(), result[j]);
@@ -715,4 +707,8 @@ public class SignPredictor : MonoBehaviour
}
}
public void SetSignsList(List<string> signs)
{
this.signs = signs;
}
}

8
Assets/Minigames.meta Normal file
View File

@@ -0,0 +1,8 @@
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guid: 353d02d53aeb14341835f87efae01039
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@@ -4,49 +4,18 @@ using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class GameEndedPanel : MonoBehaviour
/// <summary>
/// Abstract class for all minigame-gameEndedPanels
/// </summary>
public abstract class AbstractGameEndedPanel : MonoBehaviour
{
/// <summary>
/// "VERLOREN" or "GEWONNEN"
/// The index of minigame that needs a GameEndedPanel
/// </summary>
public TMP_Text endText;
/// <summary>
/// LPM
/// </summary>
public TMP_Text lpmText;
/// <summary>
/// Letters ( right | wrong )
/// </summary>
public TMP_Text lettersRightText;
public TMP_Text lettersWrongText;
/// <summary>
/// Letters
/// </summary>
public TMP_Text lettersTotalText;
/// <summary>
/// Accuracy
/// </summary>
public TMP_Text accuracyText;
/// <summary>
/// Words
/// </summary>
public TMP_Text wordsText;
/// <summary>
/// Time
/// </summary>
public TMP_Text timeText;
/// <summary>
/// Score
/// </summary>
public TMP_Text scoreText;
protected abstract MinigameIndex minigameIndex
{
get;
}
/// <summary>
/// Reference to the scoreboard entries container
@@ -63,55 +32,10 @@ public class GameEndedPanel : MonoBehaviour
/// </summary>
public GameObject scoreboardEntry;
/// <summary>
/// Generate the content of the GameEnded panel
/// </summary>
/// <param name="startTime">Time of starting the minigame</param>
/// <param name="totalWords">Total number of words</param>
/// <param name="correctLetters">Total number of correctly spelled letters</param>
/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
/// <param name="score">Final score</param>
public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
{
// Final result
endText.text = result;
// LPM
TimeSpan duration = DateTime.Now.Subtract(startTime);
lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
// Letters ( right | wrong ) total
lettersRightText.text = correctLetters.ToString();
lettersWrongText.text = incorrectLetters.ToString();
lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
// Accuracy
if (correctLetters + incorrectLetters > 0)
{
accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
}
else
{
accuracyText.text = "-";
}
// Words
wordsText.text = $"{totalWords}";
// Time
timeText.text = duration.ToString(@"mm\:ss");
// Score
scoreText.text = $"Score: {score}";
SetScoreBoard();
}
/// <summary>
/// Sets the scoreboard
/// </summary>
private void SetScoreBoard()
protected void SetScoreBoard()
{
// Clean the previous scoreboard entries
for (int i = 0; i < scoreboardEntries.Count; i++)
@@ -126,7 +50,7 @@ public class GameEndedPanel : MonoBehaviour
foreach (User user in UserList.GetUsers())
{
// Get user's progress for this minigame
var progress = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
var progress = user.GetMinigameProgress(minigameIndex);
if (progress != null)
{
// Add scores to dictionary

View File

@@ -0,0 +1,11 @@
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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View File

@@ -0,0 +1,221 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Shared abstract class for the minigameControllers
/// </summary>
public abstract class AbstractMinigameController : AbstractFeedback
{
[Header("AbstractVariables")]
/// <summary>
/// We keep the minigamelist so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// <summary>
/// A bool to denote whether or not the game is still being played
/// </summary>
protected bool gameIsActive;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgress;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
protected Minigame minigame;
/// <summary>
/// Each minigame has a webcamTexture, this will be used in children-methods
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Reference to the gameEnded panel, so we can update its display
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// The theme that will be used by the signpredictor, this needs to be passed from the concrete class.
/// This theme CAN be different from the theme that words are fetched from (Think SpellingBee and Hangman)
/// </summary>
protected abstract Theme signPredictorTheme
{
get;
}
/// <summary>
/// Start is called before the first frame update, seal it to prevent minigames from changing it
/// </summary>
protected void Start()
{
// Get the scriptable of the current minigame
minigame = minigamelist.minigames[minigamelist.currentMinigameIndex];
// Start the game-specific start-logic
StartController();
// Prepare the signPredictor
signPredictor.SetModel(signPredictorTheme.modelIndex);
signPredictor.SwapScreen(webcamScreen);
signPredictor.SetSignsList(GetSignsList());
AddSelfAsListener();
}
/// <summary>
/// All minigames use the same principle, they grab the most probable sign and use said sign to show feedback to the user
/// Because we don't want minigames to write their own UpdateFeedbacks this function will be sealed
/// </summary>
/// <returns></returns>
/// <exception cref="System.NotImplementedException"></exception>
protected override sealed IEnumerator UpdateFeedback()
{
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
{
// Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
float accuracy = signPredictor.learnableProbabilities[predictedSign];
// vvv TEMPORARY STUFF vvv
if (predictedSign == "J" && accuracy <= 0.97f)
{
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
}
accuracy = signPredictor.learnableProbabilities[predictedSign];
// ^^^ TEMPORARY STUFF ^^^
ProcessMostProbableSign(accuracy, predictedSign);
}
// This part is the only reason that feedbackProgress is needed in the abstract
else if (feedbackProgress != null)
{
feedbackProgress.value = 0.0f;
}
yield return null;
}
/// <summary>
/// Each game keeps a score, this score needs to be saved at some point
/// </summary>
public void SaveScores()
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
PersistentDataController.GetInstance().Save();
}
/// <summary>
/// The function that activates when the game ends, handles some endgame logic and displays the EndPanel
/// </summary>
/// <param name="won"></param>
public void ActivateEnd(bool victory)
{
EndGameLogic(victory);
SaveScores();
SetScoreBoard(victory);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Once the most probable sign has been fetched, they can be processed
/// </summary>
/// <param name="accuracy">The accuracy of the passed sign</param>
/// <param name="predictedSign">The name of the passed sign</param>
protected abstract void ProcessMostProbableSign(float accuracy, string predictedSign);
/// <summary>
/// Each minigame has their own way of calculating their score
/// </summary>
/// <returns>The score that the user has at that point</returns>
public abstract int CalculateScore();
/// <summary>
/// Each minigame has an AbstractGameEndedPanel at the end, but they each have their own unique concrete instance
/// </summary>
/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
protected abstract void SetScoreBoard(bool victory);
/// <summary>
/// Each minigame puts their GameLogic to be called at (re)start in a seperate function from Start()
/// </summary>
public void StartController()
{
StartGameLogic();
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress);
}
UserList.Save();
}
/// <summary>
/// Logic to be called at the start of the game
/// </summary>
protected abstract void StartGameLogic();
/// <summary>
/// Function that contains all the logic to end the game
/// </summary>
/// <param name="victory">1 if the player won, 0 if they lost. Some games need this</param>
protected abstract void EndGameLogic(bool victory);
/// <summary>
/// All non-fingerspelling-minigames have the same logic for the GetSignsList
/// </summary>
/// <returns>The signsList that needs to be passed to the signPredictor</returns>
private List<string> GetSignsList()
{
List<string> signsList = new List<string>();
foreach (Learnable learnable in signPredictorTheme.learnables)
{
signsList.Add(learnable.name);
}
return signsList;
}
}

View File

@@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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@@ -0,0 +1,20 @@
{
"name": "MinigameScripts",
"rootNamespace": "",
"references": [
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
"GUID:1631ed2680c61245b8211d943c1639a8",
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
"GUID:6055be8ebefd69e48b49212b09b47b2f"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
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}

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@@ -0,0 +1,7 @@
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View File

@@ -5,7 +5,7 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
public class GameEndedPanelTests
public class SpellingBeeGameEndedPanelTests
{
[UnitySetUp]
public IEnumerator SetupFunction()
@@ -31,15 +31,15 @@ public class GameEndedPanelTests
yield return new WaitForSeconds(1f);
spellingBeeController.ActivateWin();
spellingBeeController.ActivateEnd(true);
GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel));
Assert.NotNull(gameEndedPanel);
Assert.AreEqual("Score: 0", gameEndedPanel.scoreText.text);
Assert.AreEqual("1", gameEndedPanel.lettersRightText.text);
Assert.AreEqual("2", gameEndedPanel.lettersWrongText.text);
Assert.AreEqual("3", gameEndedPanel.lettersTotalText.text);
Assert.AreEqual("00:01", gameEndedPanel.timeText.text);
SpellingBeeGameEndedPanel SpellingBeeGameEndedPanel = (SpellingBeeGameEndedPanel)GameObject.FindObjectOfType(typeof(SpellingBeeGameEndedPanel));
Assert.NotNull(SpellingBeeGameEndedPanel);
Assert.AreEqual("Score: 0", SpellingBeeGameEndedPanel.scoreText.text);
Assert.AreEqual("1", SpellingBeeGameEndedPanel.lettersRightText.text);
Assert.AreEqual("2", SpellingBeeGameEndedPanel.lettersWrongText.text);
Assert.AreEqual("3", SpellingBeeGameEndedPanel.lettersTotalText.text);
Assert.AreEqual("00:01", SpellingBeeGameEndedPanel.timeText.text);
}
}

View File

@@ -36,12 +36,12 @@ public class SpellingBeeControllerTests
public IEnumerator ActivateGameOverTest()
{
SpellingBeeController spellingBeeController = (SpellingBeeController)GameObject.FindObjectOfType(typeof(SpellingBeeController));
spellingBeeController.ActivateGameOver();
spellingBeeController.ActivateEnd(false);
yield return new WaitForSeconds(0.2f);
GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel));
Assert.NotNull(gameEndedPanel);
Assert.AreEqual("VERLOREN", gameEndedPanel.endText.text);
SpellingBeeGameEndedPanel SpellingBeeGameEndedPanel = (SpellingBeeGameEndedPanel)GameObject.FindObjectOfType(typeof(SpellingBeeGameEndedPanel));
Assert.NotNull(SpellingBeeGameEndedPanel);
Assert.AreEqual("VERLOREN", SpellingBeeGameEndedPanel.endText.text);
}
@@ -49,12 +49,12 @@ public class SpellingBeeControllerTests
public IEnumerator ActivateWinTests()
{
SpellingBeeController spellingBeeController = (SpellingBeeController)GameObject.FindObjectOfType(typeof(SpellingBeeController));
spellingBeeController.ActivateWin();
spellingBeeController.ActivateEnd(true);
yield return new WaitForSeconds(0.2f);
GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel));
Assert.NotNull(gameEndedPanel);
Assert.AreEqual("GEWONNEN", gameEndedPanel.endText.text);
SpellingBeeGameEndedPanel SpellingBeeGameEndedPanel = (SpellingBeeGameEndedPanel)GameObject.FindObjectOfType(typeof(SpellingBeeGameEndedPanel));
Assert.NotNull(SpellingBeeGameEndedPanel);
Assert.AreEqual("GEWONNEN", SpellingBeeGameEndedPanel.endText.text);
}
[UnityTest]
@@ -64,8 +64,8 @@ public class SpellingBeeControllerTests
spellingBeeController.AddSeconds(-60);
yield return new WaitForSeconds(0.1f);
GameEndedPanel gameEndedPanel = (GameEndedPanel)GameObject.FindObjectOfType(typeof(GameEndedPanel));
Assert.NotNull(gameEndedPanel);
Assert.AreEqual("VERLOREN", gameEndedPanel.endText.text);
SpellingBeeGameEndedPanel SpellingBeeGameEndedPanel = (SpellingBeeGameEndedPanel)GameObject.FindObjectOfType(typeof(SpellingBeeGameEndedPanel));
Assert.NotNull(SpellingBeeGameEndedPanel);
Assert.AreEqual("VERLOREN", SpellingBeeGameEndedPanel.endText.text);
}
}

View File

@@ -9,7 +9,8 @@
"SpellingBeeScripts",
"AccountsScripts",
"SystemArchitecture",
"SignPredictor"
"SignPredictor",
"MinigameScripts"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -1432,6 +1432,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5aa929dce1f59b340b4a0cca1bb68edc, type: 3}
m_Name:
m_EditorClassIdentifier:
scoreboardEntriesContainer: {fileID: 1499197559}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
endText: {fileID: 1502459770}
lpmText: {fileID: 1172084829}
lettersRightText: {fileID: 994850063}
@@ -1441,8 +1443,6 @@ MonoBehaviour:
wordsText: {fileID: 1754130538}
timeText: {fileID: 1052827058}
scoreText: {fileID: 653157662}
scoreboardEntriesContainer: {fileID: 1499197559}
scoreboardEntry: {fileID: 9154151134820372555, guid: d4a3a228b08d61847acc6da35b44e52c, type: 3}
--- !u!1 &778704239
GameObject:
m_ObjectHideFlags: 0
@@ -3982,21 +3982,20 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
signPredictor: {fileID: 1592592444}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
feedbackProgress: {fileID: 967164046}
webcamScreen: {fileID: 1743003084}
gameEndedPanel: {fileID: 757133117}
themeList: {fileID: 11400000, guid: a247e2ce790f0f746a3bc521e6ab7d58, type: 2}
fingerspelling: {fileID: 11400000, guid: e02921b294fdad940b6e4d57e716d3bf, type: 2}
minigame: {fileID: 11400000, guid: 8a087d241d652634eb4f6352267ea7dc, type: 2}
minigamelist: {fileID: 11400000, guid: 51453f9b41bc72f468ba3e67ab622f8f, type: 2}
letterPrefab: {fileID: 4639383499500021565, guid: c3e66e8957864914cb022af914df6a28, type: 3}
letterContainer: {fileID: 1346005056}
wordImage: {fileID: 1338727891}
timerText: {fileID: 1843239267}
bonusTimeText: {fileID: 1812475780}
Scoreboard: {fileID: 862382568}
gameEndedPanel: {fileID: 757133117}
feedbackText: {fileID: 967164047}
feedbackProgress: {fileID: 967164046}
feedbackProgressImage: {fileID: 967164045}
webcamScreen: {fileID: 1743003084}
scoreDisplay: {fileID: 1985911006}
scoreBonus: {fileID: 1130901870}
--- !u!1 &1499197558

View File

@@ -7,7 +7,7 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
public partial class SpellingBeeController : AbstractFeedback
public partial class SpellingBeeController : AbstractMinigameController
{
/// <summary>
/// All of the words that can be used in this session
@@ -45,11 +45,6 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
private float timerValue;
/// <summary>
/// Indicates if the game is still going
/// </summary>
private bool gameEnded;
/// <summary>
/// List of learnables to get the threshold for the letters
/// </summary>
@@ -81,22 +76,6 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
private DateTime startTime;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// <summary>
/// Letter prefab
/// </summary>
@@ -137,21 +116,11 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
public Transform Scoreboard;
/// <summary>
/// Reference to the gameEnded panel, so we can update its display
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgress;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
@@ -172,11 +141,6 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
protected string previousIncorrectSign = null;
/// <summary>
/// Reference used to set the webcam for the SignPredictor
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Reference to display the score
/// </summary>
@@ -198,57 +162,11 @@ public partial class SpellingBeeController : AbstractFeedback
private int incorrectLettersScore = -5;
/// <summary>
/// Start is called before the first frame update
/// Set the AbstractMinigameController variable to inform it of the theme for the signPredictor
/// </summary>
public void Start()
protected override Theme signPredictorTheme
{
signPredictor.SetModel(ModelIndex.FINGERSPELLING);
signPredictor.SwapScreen(webcamScreen);
AddSelfAsListener();
StartController();
}
/// <summary>
/// Is called at the start of the scene AND when the game is replayed
/// </summary>
public void StartController()
{
correctLetters = 0;
incorrectLetters = 0;
words.Clear();
// We use -1 instead of 0 so SetNextWord can simply increment it each time
spelledWords = -1;
wordIndex = 0;
gameEnded = false;
timerValue = 30.0f;
bonusActiveRemaining = 0.0f;
startTime = DateTime.Now;
gameEndedPanel.SetActive(false);
bonusTimeText.SetActive(false);
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = MinigameIndex.SPELLING_BEE;
user.AddMinigameProgress(progress);
}
UserList.Save();
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
//feedback.signPredictor.SetModel(currentTheme.modelIndex);
words.AddRange(currentTheme.learnables);
ShuffleWords();
NextWord();
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = "";
get { return fingerspelling; }
}
/// <summary>
@@ -256,7 +174,7 @@ public partial class SpellingBeeController : AbstractFeedback
/// </summary>
public void Update()
{
if (!gameEnded)
if (gameIsActive)
{
timerValue -= Time.deltaTime;
if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
@@ -272,7 +190,8 @@ public partial class SpellingBeeController : AbstractFeedback
if (timerValue <= 0.0f)
{
timerValue = 0.0f;
ActivateGameOver();
//ActivateGameOver();
ActivateEnd(false);
}
int minutes = Mathf.FloorToInt(timerValue / 60.0f);
@@ -302,89 +221,11 @@ public partial class SpellingBeeController : AbstractFeedback
/// Calculate the score
/// </summary>
/// <returns>The calculated score</returns>
public int CalculateScore()
public override int CalculateScore()
{
return correctLetters * correctLettersScore + incorrectLetters * incorrectLettersScore;
}
/// <summary>
/// Displays the game over panel and score values
/// </summary>
public void ActivateGameOver()
{
gameEnded = true;
DeleteWord();
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
startTime: startTime,
totalWords: spelledWords,
correctLetters: correctLetters,
incorrectLetters: incorrectLetters,
result: "VERLOREN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Display win screen
/// </summary>
public void ActivateWin()
{
gameEnded = true;
DeleteWord();
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
startTime: startTime,
totalWords: spelledWords,
correctLetters: correctLetters,
incorrectLetters: incorrectLetters,
result: "GEWONNEN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Update and save the scores
/// </summary>
public void SaveScores()
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
UserList.Save();
}
/// <summary>
/// Delete all letter objects
/// </summary>
@@ -414,7 +255,7 @@ public partial class SpellingBeeController : AbstractFeedback
/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
public void NextLetter(bool successful)
{
if (gameEnded) { return; }
if (!gameIsActive) { return; }
// Change color of current letter (skip spaces)
if (successful)
@@ -469,7 +310,8 @@ public partial class SpellingBeeController : AbstractFeedback
}
else
{
ActivateWin();
//ActivateWin();
ActivateEnd(true);
}
}
@@ -514,7 +356,7 @@ public partial class SpellingBeeController : AbstractFeedback
Learnable letter = fingerspelling.learnables.Find(l => l.name == sign);
return letter.thresholdPercentage;
}
/*
/// <summary>
/// The updateFunction that is called when new probabilities become available
/// </summary>
@@ -525,7 +367,7 @@ public partial class SpellingBeeController : AbstractFeedback
string currentSign = GetSign();
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null &&
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign) && gameIsActive)
{
float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
float thresholdCurrentSign = GetTresholdPercentage(currentSign);
@@ -613,6 +455,7 @@ public partial class SpellingBeeController : AbstractFeedback
}
yield return null;
}
*/
/// <summary>
/// Function to get the current letter that needs to be signed
/// </summary>
@@ -638,4 +481,157 @@ public partial class SpellingBeeController : AbstractFeedback
}
NextLetter(successful);
}
/// <summary>
/// The logic to process the signs sent by the signPredictor
/// </summary>
/// <param name="accuracy">The accuracy of the passed sign</param>
/// <param name="predictedSign">The name of the passed sign</param>
protected override void ProcessMostProbableSign(float accuracy, string predictedSign)
{
string currentSign = GetSign();
float accPredictSign = accuracy;
float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
float thresholdCurrentSign = GetTresholdPercentage(currentSign);
float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
// If there is a feedback-object, we wil change its appearance
if (feedbackText != null && feedbackProgressImage != null)
{
Color col;
if (accPredictSign > thresholdCurrentSign)
{
feedbackText.text = "Goed";
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
}
else if (accCurrentSign > 0.9 * thresholdCurrentSign)
{
feedbackText.text = "Bijna...";
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
}
else if (accPredictSign > thresholdPredictedSign)
{
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
accCurrentSign = 0.0f;
}
else
{
feedbackText.text = "Detecteren...";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
}
feedbackText.color = col;
feedbackProgressImage.color = col;
float oldValue = feedbackProgress.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
{
if (feedbackProgress != null)
{
feedbackProgress.value = t.CurrentValue;
}
});
}
// The logic for the internal workings of the game
if (accPredictSign > thresholdPredictedSign)
{
// Correct sign, instantly pass it along
if (predictedSign == currentSign)
{
PredictSign(predictedSign);
timer = DateTime.Now;
predictedSign = null;
previousIncorrectSign = null;
}
// Incorrect sign, wait a bit before passing it along
else
{
if (previousIncorrectSign != predictedSign)
{
timer = DateTime.Now;
previousIncorrectSign = predictedSign;
}
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
{
PredictSign(predictedSign);
timer = DateTime.Now;
predictedSign = null;
previousIncorrectSign = null;
}
}
}
}
/// <summary>
/// The logic to set the scoreboard of spellingbee
/// </summary>
/// <param name="victory">SHows whether or not the player won</param>
protected override void SetScoreBoard(bool victory)
{
string resultTxt;
if (victory)
{
resultTxt = "GEWONNEN";
}
else
{
resultTxt = "VERLOREN";
}
// Save the scores and show the scoreboard
gameEndedPanel.GetComponent<SpellingBeeGameEndedPanel>().GenerateContent(
startTime: startTime,
totalWords: spelledWords,
correctLetters: correctLetters,
incorrectLetters: incorrectLetters,
result: resultTxt,
score: CalculateScore()
);
}
/// <summary>
/// The spellinbee-specific logic that needs to be called at the start of the game
/// </summary>
protected override void StartGameLogic()
{
correctLetters = 0;
incorrectLetters = 0;
words.Clear();
// We use -1 instead of 0 so SetNextWord can simply increment it each time
spelledWords = -1;
wordIndex = 0;
gameIsActive = true;
timerValue = 30.0f;
bonusActiveRemaining = 0.0f;
startTime = DateTime.Now;
gameEndedPanel.SetActive(false);
bonusTimeText.SetActive(false);
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
//feedback.signPredictor.SetModel(currentTheme.modelIndex);
words.AddRange(currentTheme.learnables);
ShuffleWords();
NextWord();
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = "";
}
/// <summary>
/// The spellingbee-specific logic that needs to be called at the end of a game
/// </summary>
/// <param name="victory"></param>
protected override void EndGameLogic(bool victory)
{
gameIsActive = false;
DeleteWord();
}
}

View File

@@ -0,0 +1,102 @@
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SpellingBeeGameEndedPanel : AbstractGameEndedPanel
{
/// <summary>
/// Tell the scoreboard that the scoreboard is for SpellingBee
/// </summary>
protected override MinigameIndex minigameIndex
{
get { return MinigameIndex.SPELLING_BEE; }
}
/// <summary>
/// "VERLOREN" or "GEWONNEN"
/// </summary>
public TMP_Text endText;
/// <summary>
/// LPM
/// </summary>
public TMP_Text lpmText;
/// <summary>
/// Letters ( right | wrong )
/// </summary>
public TMP_Text lettersRightText;
public TMP_Text lettersWrongText;
/// <summary>
/// Letters
/// </summary>
public TMP_Text lettersTotalText;
/// <summary>
/// Accuracy
/// </summary>
public TMP_Text accuracyText;
/// <summary>
/// Words
/// </summary>
public TMP_Text wordsText;
/// <summary>
/// Time
/// </summary>
public TMP_Text timeText;
/// <summary>
/// Score
/// </summary>
public TMP_Text scoreText;
/// <summary>
/// Generate the content of the GameEnded panel
/// </summary>
/// <param name="startTime">Time of starting the minigame</param>
/// <param name="totalWords">Total number of words</param>
/// <param name="correctLetters">Total number of correctly spelled letters</param>
/// <param name="incorrectLetters">Total number of incorrectly spelled letters</param>
/// <param name="result">"VERLOREN" or "GEWONNEN"</param>
/// <param name="score">Final score</param>
public void GenerateContent(DateTime startTime, int totalWords, int correctLetters, int incorrectLetters, string result, int score)
{
// Final result
endText.text = result;
// LPM
TimeSpan duration = DateTime.Now.Subtract(startTime);
lpmText.text = (60f * correctLetters / duration.TotalSeconds).ToString("#") + " LPM";
// Letters ( right | wrong ) total
lettersRightText.text = correctLetters.ToString();
lettersWrongText.text = incorrectLetters.ToString();
lettersTotalText.text = (correctLetters + incorrectLetters).ToString();
// Accuracy
if (correctLetters + incorrectLetters > 0)
{
accuracyText.text = ((correctLetters) * 100f / (correctLetters + incorrectLetters)).ToString("#.##") + "%";
}
else
{
accuracyText.text = "-";
}
// Words
wordsText.text = $"{totalWords}";
// Time
timeText.text = duration.ToString(@"mm\:ss");
// Score
scoreText.text = $"Score: {score}";
SetScoreBoard();
}
}

View File

@@ -8,7 +8,8 @@
"GUID:d0b6b39a21908f94fbbd9f2c196a9725",
"GUID:58e104b97fb3752438ada2902a36dcbf",
"GUID:e83ddf9a537a96b4a804a16bb7872ec1",
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25"
"GUID:7f2d0ee6dd21e1d4eb25b71b7a749d25",
"GUID:403dd94a93598934eb522dc36df43d7b"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@@ -168,7 +168,8 @@ PlayerSettings:
- {fileID: 0}
- {fileID: 0}
- {fileID: 0}
- {fileID: 11400000, guid: 57fdfdc7df920454ba35444c783867d8, type: 2}
- {fileID: 0}
- {fileID: 0}
metroInputSource: 0
wsaTransparentSwapchain: 0
m_HolographicPauseOnTrackingLoss: 1