WES-51-fingerspelling-result-view
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@ -1,3 +1,4 @@
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@ -78,6 +79,30 @@ public class StartPause : MonoBehaviour
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/// </summary>
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private int correctWords = 0;
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/// <summary>
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/// The "finished" screen
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/// </summary>
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public GameObject ResultPanel;
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/// <summary>
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/// Button to go back to courses list
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/// </summary>
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public Button CoursesButton;
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/// <summary>
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/// Webcam class to close the webcam when the course is finished
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/// </summary>
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public Webcam Webcam;
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/// <summary>
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/// DateTime containint the start moment
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/// </summary>
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private DateTime startMoment;
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/// <summary>
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/// Reference to the timeSpent UI
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/// </summary>
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public TextMeshProUGUI timeSpent;
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/// <summary>
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/// This function is called when the script is initialised.
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@ -108,6 +133,11 @@ public class StartPause : MonoBehaviour
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title.text = course.name;
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NextVideo();
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NextImage();
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// Hide the result panel
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ResultPanel.SetActive(false);
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// Set the startTime
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startMoment = DateTime.Now;
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}
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// These two functions generate video and image from files
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@ -198,8 +228,18 @@ public class StartPause : MonoBehaviour
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/// </summary>
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public void FinishCourse()
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{
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// TODO: update progress (maybe this can also be at the `NextSign()`-method)
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progress.AddOrUpdate<float>("courseProgress", correctWords / maxWords);
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// Show the "finished" screen
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ResultPanel.SetActive(true);
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// Set the total time spent UI
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TimeSpan time = DateTime.Now - startMoment;
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timeSpent.text = time.ToString(@"hh\:mm\:ss");
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// Link button
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//CoursesButton.onClick.AddListener(() => { SceneManager.LoadScene("Assets/Common/Scenes/CoursesScreen.unity"); });
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CoursesButton.onClick.AddListener(() => { Webcam.LoadScene("Assets/Common/Scenes/CoursesScreen.unity"); });
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progress.AddOrUpdate<float>("courseProgress", 1f);
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userList.Save();
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}
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}
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@ -85,7 +85,7 @@ public class Webcam : MonoBehaviour
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}
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/// <summary>
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/// The notmal sceneChanger cannot be used here since the camera also needs to be stopped.
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/// The normal sceneChanger cannot be used here since the camera also needs to be stopped.
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/// This extra functionality is implemented in this function
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/// </summary>
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/// <param name="sceneName"> The path for the scene you want to travel to, assuming root-directory is Assets</param>
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