Implemented changes to use abstract feedback
This commit is contained in:
@@ -1,11 +1,13 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DigitalRuby.Tween;
|
||||
|
||||
public class HangmanGameController : MonoBehaviour
|
||||
public class HangmanGameController : AbstractFeedback
|
||||
{
|
||||
/// <summary>
|
||||
/// The scriptable with all the themes, will be used to select a random word for hangman.
|
||||
@@ -200,11 +202,6 @@ public class HangmanGameController : MonoBehaviour
|
||||
/// </summary>
|
||||
public GameObject scoreboardEntry;
|
||||
|
||||
/// <summary>
|
||||
/// Accuracy feeback object
|
||||
/// </summary>
|
||||
public Feedback feedback;
|
||||
|
||||
/// <summary>
|
||||
/// The button to go into the game
|
||||
/// </summary>
|
||||
@@ -217,6 +214,16 @@ public class HangmanGameController : MonoBehaviour
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
StartController();
|
||||
|
||||
signPredictor.SetModel(ModelIndex.FINGERSPELLING);
|
||||
AddSelfAsListener();
|
||||
}
|
||||
/// <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;
|
||||
@@ -240,19 +247,6 @@ public class HangmanGameController : MonoBehaviour
|
||||
user.minigames.Add(progress);
|
||||
}
|
||||
userList.Save();
|
||||
|
||||
// Hangman always uses fingerspelling
|
||||
feedback.signPredictor.ChangeModel(ModelIndex.FINGERSPELLING);
|
||||
|
||||
// Set calllbacks
|
||||
feedback.getSignCallback = () =>
|
||||
{
|
||||
return "A";
|
||||
};
|
||||
feedback.predictSignCallback = (sign) =>
|
||||
{
|
||||
currentsign = sign;
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -281,7 +275,7 @@ public class HangmanGameController : MonoBehaviour
|
||||
DeleteWord();
|
||||
DisplayWord(currentWord);
|
||||
|
||||
replayButton.onClick.AddListener(Start);
|
||||
replayButton.onClick.AddListener(StartController);
|
||||
// Call to display the first image, corresponding to a clean image.
|
||||
ChangeSprite();
|
||||
}
|
||||
@@ -352,7 +346,7 @@ public class HangmanGameController : MonoBehaviour
|
||||
{
|
||||
if (mode == 1)
|
||||
{
|
||||
if (currentsign != "")
|
||||
if (currentsign != "" && currentsign != null)
|
||||
{
|
||||
char letter = currentsign.ToLower()[0];
|
||||
currentsign = "";
|
||||
@@ -393,7 +387,7 @@ public class HangmanGameController : MonoBehaviour
|
||||
// For the first input char given by the user, check if the letter is in the word that needs to be spelled.
|
||||
|
||||
// Check to make sure the inputfield is not empty
|
||||
if (currentsign != "")
|
||||
if (currentsign != null && currentsign != "")
|
||||
{
|
||||
char firstLetter = currentsign.ToLower()[0];
|
||||
currentsign = "";
|
||||
@@ -543,21 +537,6 @@ public class HangmanGameController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Randomly shuffle the list of words
|
||||
/// </summary>
|
||||
private void ShuffleWords()
|
||||
{
|
||||
for (int i = words.Length - 1; i > 0; i--)
|
||||
{
|
||||
// Generate a random index between 0 and i (inclusive)
|
||||
int j = UnityEngine.Random.Range(0, i + 1);
|
||||
|
||||
// Swap the values at indices i and j
|
||||
(words[j], words[i]) = (words[i], words[j]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update and save the scores
|
||||
/// </summary>
|
||||
@@ -731,4 +710,94 @@ public class HangmanGameController : MonoBehaviour
|
||||
rank++;
|
||||
}
|
||||
}
|
||||
|
||||
protected override IEnumerator UpdateFeedback()
|
||||
{
|
||||
// Get current sign
|
||||
string currentSign = "A";
|
||||
// Get the predicted sign
|
||||
if (signPredictor != null && signPredictor.learnableProbabilities != null &&
|
||||
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
|
||||
{
|
||||
float accuracy = signPredictor.learnableProbabilities[currentSign];
|
||||
if (feedbackText != null && feedbackProgressImage != null)
|
||||
{
|
||||
if (accuracy > 0.90)
|
||||
{
|
||||
feedbackText.text = "Goed";
|
||||
feedbackText.color = Color.green;
|
||||
feedbackProgressImage.color = Color.green;
|
||||
}
|
||||
else if (accuracy > 0.80)
|
||||
{
|
||||
feedbackText.text = "Bijna...";
|
||||
Color col = new Color(0xff / 255.0f, 0x66 / 255.0f, 0x00 / 255.0f);
|
||||
feedbackText.color = col;
|
||||
feedbackProgressImage.color = col;
|
||||
}
|
||||
else
|
||||
{
|
||||
feedbackText.text = "Detecteren...";
|
||||
feedbackText.color = Color.red;
|
||||
feedbackProgressImage.color = Color.red;
|
||||
}
|
||||
|
||||
float oldValue = feedbackProgress.value;
|
||||
// use an exponential scale
|
||||
float newValue = Mathf.Exp(4 * (accuracy - 1.0f));
|
||||
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
||||
{
|
||||
if (feedbackProgress != null)
|
||||
{
|
||||
feedbackProgress.value = t.CurrentValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Check whether (in)correct sign has high accuracy
|
||||
foreach (var kv in signPredictor.learnableProbabilities)
|
||||
{
|
||||
if (kv.Value > 0.90)
|
||||
{
|
||||
predictedSign = kv.Key;
|
||||
// Correct sign
|
||||
if (predictedSign == currentSign)
|
||||
{
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
CheckEquality(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
// Incorrect sign
|
||||
else
|
||||
{
|
||||
if (previousIncorrectSign != predictedSign)
|
||||
{
|
||||
timer = DateTime.Now;
|
||||
previousIncorrectSign = predictedSign;
|
||||
}
|
||||
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
|
||||
{
|
||||
CheckEquality(predictedSign);
|
||||
timer = DateTime.Now;
|
||||
predictedSign = null;
|
||||
previousIncorrectSign = null;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (feedbackProgress != null)
|
||||
{
|
||||
|
||||
feedbackProgress.value = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
private void CheckEquality(string sign)
|
||||
{
|
||||
currentsign = sign;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user