Resolve WES-99 "Cc refactor"
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342
Assets/Courses/Scripts/TemplateCourse.cs
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342
Assets/Courses/Scripts/TemplateCourse.cs
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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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using UnityEngine.Video;
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/// <summary>
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/// TemplateCourse scene manager
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/// </summary>
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public class TemplateCourse : MonoBehaviour
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{
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/// <summary>
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/// Index to indicate which camera is being used
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/// </summary>
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private int camdex = 0;
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/// <summary>
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/// This texture is used as an intermidiary between the camera output and the display image
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/// </summary>
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private WebCamTexture tex;
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/// <summary>
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/// Reference to the RawImage that will display the video
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/// </summary>
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public RawImage webcamDisplay;
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/// <summary>
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/// Reference to the button that is currently used to test the feedback-display
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/// </summary>
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public Button feedback;
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/// <summary>
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/// This is a reference to the PANEL that holds the feedbackwindow
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/// </summary>
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public GameObject feedbackPopup;
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/// <summary>
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/// This is a reference to the textfield that holds the part of the feedback-window that will change: bad/good/excellent
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/// </summary>
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public TMP_Text dynamic;
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/// <summary>
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/// Reference to instructional video player
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/// </summary>
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public VideoPlayer player;
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/// <summary>
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/// Reference to pause button
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/// </summary>
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public Button button;
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/// <summary>
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/// Reference to sprite for the pause button
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/// </summary>
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public Sprite pauseSprite;
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/// <summary>
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/// Reference to the image for displaying the current words sprite
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/// </summary>
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public Image wordImage;
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/// <summary>
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/// Reference to the text object for displaying the current word
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/// </summary>
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public TMP_Text title;
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/// <summary>
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/// Reference to user list to get current user
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/// </summary>
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public UserList userList;
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/// <summary>
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/// The current user
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/// </summary>
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private User user;
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/// <summary>
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/// Current user progress for this course
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/// </summary>
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private Progress progress = null;
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/// <summary>
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/// ScriptableObject with list of all courses
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/// </summary>
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public CourseList courselist;
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/// <summary>
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/// Reference to Course ScriptableObject
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/// </summary>
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private Course course;
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/// <summary>
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/// Index of the current word/letter in the course.learnables list
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/// </summary>
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private int currentWordIndex = 0;
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/// <summary>
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/// This holds the amount of words in the course
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/// </summary>
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private int maxWords;
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/// <summary>
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/// Number of correct words so far
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/// (can be modified to a list or something like that to give better feedback)
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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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/// 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 TMP_Text timeSpent;
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/// <summary>
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/// This function is called when the script is initialised.
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/// It inactivatis the popup, finds a webcam to use and links it via the WebcamTexture to the display RawImage.
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/// It takes the correct course from the courselist, using the courseIndex.
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/// Then it checks whether or not the User has started the course yet, to possibly create a new progress atribute for the course.
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/// Then it sets up the course-screen to display relevant information from the course-scriptable.
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/// </summary>
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void Awake()
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{
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// Setting up Webcam
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feedbackPopup.SetActive(false);
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if (WebCamTexture.devices.Length > 0)
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{
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WebCamDevice device = WebCamTexture.devices[camdex];
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tex = new WebCamTexture(device.name);
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webcamDisplay.texture = tex;
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tex.Play();
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}
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// Setting up course
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course = courselist.courses[courselist.currentCourseIndex];
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maxWords = course.learnables.Count;
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// Create entry in current user for keeping track of progress
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user = userList.GetCurrentUser();
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progress = user.courses.Find((p) => p != null && p.Get<CourseIndex>("courseIndex") == course.index);
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if (progress == null)
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{
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progress = new Progress();
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progress.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
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progress.AddOrUpdate<float>("courseProgress", -1.0f);
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user.courses.Add(progress);
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}
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userList.Save();
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// Setup UI
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button.image.sprite = pauseSprite;
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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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/// <summary>
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/// This function uses the word_i integer to grab the correct video from the course.learnabels.
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/// When it has this video, it will load it into the videoplayer and set it to start.
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/// </summary>
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private void NextVideo()
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{
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player.clip = course.learnables[currentWordIndex].clip;
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// This loads first frame, so that it can be used as a sort-of preview for the video
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player.Play();
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// As the video will start playiing -> hide button
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Color col = button.image.color;
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col.a = 0;
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button.image.color = col;
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}
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/// <summary>
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/// This function uses the word_i integer to grab the correct image from the course.learnabels.
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/// Then it simply loads it into wordImage so that it can be displayed.
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/// </summary>
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private void NextImage()
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{
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wordImage.sprite = course.learnables[currentWordIndex].image;
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}
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/// <summary>
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/// This function is called when the pause-button is pressed on the video.
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/// It switches between playing and pausing the video.
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/// It then makes the button invisible when the video is playing, or visible when it's paused.
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/// </summary>
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public void Pause()
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{
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if (!player.isPlaying)
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{
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// Play video and hide button
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player.Play();
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Color col = button.image.color;
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col.a = 0;
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button.image.color = col;
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}
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else
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{
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// Pause video and show button
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player.Pause();
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Color col = button.image.color;
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col.a = 255;
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button.image.color = col;
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}
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}
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/// <summary>
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/// This function is called when the next-sign button is pressed.
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/// It increased the wordindex and fetches new videos/images if index<max, because then the coure is not fincished yet.
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/// If the maximum is reached, finishcourse is called to save the "finished" progress to the user.
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/// </summary>
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public void NextSign()
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{
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// If the currentindex >= maxwords, it indicated that the course is already finished, running the next code is the meaningless.
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if (currentWordIndex >= maxWords) { return; }
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// Goto the next word/letter
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currentWordIndex++;
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// TODO: fix correct word count
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correctWords++;
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progress.AddOrUpdate<float>("courseProgress", (float)correctWords / (float)maxWords);
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userList.Save();
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// Update UI if course is not finished yet
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if (currentWordIndex < maxWords)
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{
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NextVideo();
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NextImage();
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}
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// Finish course and record progress
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else
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{
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FinishCourse();
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}
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}
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/// <summary>
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/// finishcourse is called to save the "finished" progress to the user.
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/// </summary>
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public void FinishCourse()
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{
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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(() => { SystemController.GetInstance().BackToPreviousScene(); });
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progress.AddOrUpdate<float>("courseProgress", 1f);
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userList.Save();
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}
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/// <summary>
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/// So long as there are cameras to use, you swap the camera you are using to another in the list.
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/// </summary>
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public void SwapCam()
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{
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if (WebCamTexture.devices.Length > 0)
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{
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// Stop the old camera
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// If there was no camera playing before, then you dont have to reset the texture, as it wasn't assigned in the first place.
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if (tex.isPlaying)
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{
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webcamDisplay.texture = null;
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tex.Stop();
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tex = null;
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}
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// Find the new camera
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camdex += 1;
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camdex %= WebCamTexture.devices.Length;
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// Start the new camera
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WebCamDevice device = WebCamTexture.devices[camdex];
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tex = new WebCamTexture(device.name);
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webcamDisplay.texture = tex;
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tex.Play();
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}
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}
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/// <summary>
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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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public void Back()
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{
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webcamDisplay.texture = null;
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tex.Stop();
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tex = null;
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SystemController.GetInstance().BackToPreviousScene();
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}
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/// <summary>
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/// This function toggles between inactivity and activity for the popup panel.
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/// This will be changed later when the model gets integrated, probably being timed to dissapear.
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/// </summary>
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public void ShowFeedback()
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{
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if (feedbackPopup.activeSelf)
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{
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dynamic.text = "";
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feedbackPopup.SetActive(false);
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return;
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}
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double index = UnityEngine.Random.value;
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if (index < 0.5)
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{
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dynamic.text = "Poor";
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}
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else if (index > 0.8)
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{
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dynamic.text = "Excellent";
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}
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else
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{
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dynamic.text = "Good";
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}
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feedbackPopup.SetActive(true);
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}
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}
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