48 Commits

Author SHA1 Message Date
lvrossem
cf605ab851 Add words to symbols in JustSign 2023-03-19 14:20:41 +01:00
lvrossem
666815db22 Apply most requested changes 2023-03-19 00:31:02 +01:00
lvrossem
b0ccda3ab5 Add scores to JustSign 2023-03-17 12:28:14 +01:00
Lukas Van Rossem
16b13122c2 Merge branch 'development' into 'WES-81-justsign'
# Conflicts:
#   Assets/SpellingBee/Scripts/GameController.cs
2023-03-16 18:45:35 +00:00
lvrossem
4fdf52b7b1 Add feedback to keyboard input 2023-03-16 19:03:39 +01:00
lvrossem
39618ab75c Allow user to enter words corresponding to symbols 2023-03-16 17:23:50 +01:00
lvrossem
d81a04ff2a Create smooth stream of symbols 2023-03-16 16:22:24 +01:00
Dries Van Schuylenbergh
5e26970bad Merge branch 'WES-113-write-tests' into 'development'
Resolve WES-113 "Write tests"

See merge request wesign/unity-application!44
2023-03-16 12:36:47 +00:00
Louis Adriaens
f6e6afe340 Resolve WES-113 "Write tests" 2023-03-16 12:36:46 +00:00
lvrossem
08cccd27b5 Make sprites common 2023-03-16 13:00:05 +01:00
lvrossem
472d6a2409 Add justsign to game list 2023-03-16 00:02:41 +01:00
lvrossem
6ea255dc23 Add first version of static track 2023-03-15 22:05:31 +01:00
Dries Van Schuylenbergh
96fb3c89c3 Merge branch 'WES-99-cc-refactor' into 'development'
Resolve WES-99 "Cc refactor"

See merge request wesign/unity-application!42
2023-03-14 10:56:43 +00:00
Dries Van Schuylenbergh
dfc69ddd76 Resolve WES-99 "Cc refactor" 2023-03-14 10:56:42 +00:00
Lukas Van Rossem
59d69f7412 Merge branch 'WES-76-87-themeselection' into 'development'
Resolve WES-76 "87 themeselection"

See merge request wesign/unity-application!41
2023-03-13 21:49:42 +00:00
Lukas Van Rossem
a267301ab6 Resolve WES-76 "87 themeselection" 2023-03-13 21:49:40 +00:00
Dries Van Schuylenbergh
94ec7e0359 Change directories 2023-03-12 23:15:36 +01:00
Dries Van Schuylenbergh
0c795b09bc Merge branch 'development' of gitlab.ilabt.imec.be:wesign/unity-application into development 2023-03-12 23:10:51 +01:00
Dries Van Schuylenbergh
8501edb03a Add builds 2023-03-12 23:10:30 +01:00
Victor Mylle
cef72508cc Update .drone.yml 2023-03-12 22:03:42 +00:00
Victor Mylle
17abca46ea Update .drone.yml 2023-03-12 21:51:51 +00:00
DroneCI
6b445d858c Add build files [skip ci] 2023-03-12 21:44:38 +00:00
Supaaah1
0812f603af Fixed build 2023-03-12 22:36:32 +01:00
Victor Mylle
d07bcf29ca Update .drone.yml 2023-03-12 21:17:00 +00:00
Jelle De Geest
0ac2a1667c Merge branch 'WES-51-fingerspelling-result-view' into 'development'
WES-51-fingerspelling-result-view

See merge request wesign/unity-application!39
2023-03-12 21:15:50 +00:00
Louis Adriaens
aa7f7bc7f3 WES-51-fingerspelling-result-view 2023-03-12 21:15:49 +00:00
Jelle De Geest
1d1d11ed1a Merge branch 'WES-XX-Mediapipe-integration' into 'development'
Wes xx mediapipe integration

See merge request wesign/unity-application!36
2023-03-12 20:34:17 +00:00
Jelle De Geest
b11eeb465c Wes xx mediapipe integration 2023-03-12 20:34:16 +00:00
DroneCI
8349b5f149 Add build files [skip ci] 2023-03-12 19:42:24 +00:00
Jelle De Geest
a33d1aec65 Merge branch 'WES-56-account-switching' into 'development'
Resolve WES-56 "Account switching"

See merge request wesign/unity-application!32
2023-03-12 19:36:38 +00:00
Dries Van Schuylenbergh
b6b863183e Resolve WES-56 "Account switching" 2023-03-12 19:36:37 +00:00
DroneCI
6e0e0f9900 Add build files [skip ci] 2023-03-12 19:18:27 +00:00
Jelle De Geest
0ea743354b Merge branch 'WES-54-INFO' into 'development'
Resolve WES-54 "Info"

See merge request wesign/unity-application!35
2023-03-12 19:10:59 +00:00
Helena Van Breugel
194b53c0f4 Resolve WES-54 "Info" 2023-03-12 19:10:58 +00:00
DroneCI
0e8203e5fa Add build files [skip ci] 2023-03-12 18:34:02 +00:00
Jelle De Geest
b83b390397 Merge branch 'WES-69-webcam-authorization' into 'development'
Resolve WES-69 "Webcam authorization"

See merge request wesign/unity-application!30
2023-03-12 18:27:07 +00:00
Dries Van Schuylenbergh
84ef8c8cac Resolve WES-69 "Webcam authorization" 2023-03-12 18:27:07 +00:00
DroneCI
60441803ad Add build files [skip ci] 2023-03-12 12:05:01 +00:00
Victor Mylle
614ba35415 Merge branch 'Automatic-Builds' into 'development'
Automatic builds

See merge request wesign/unity-application!34
2023-03-12 11:59:29 +00:00
Victor Mylle
6c08d2c5c4 Automatic builds 2023-03-12 11:59:29 +00:00
Victor Mylle
2acb608bb1 Update .drone.yml 2023-03-12 11:15:55 +00:00
Victor Mylle
b0544dd158 Update .drone.yml 2023-03-12 11:09:50 +00:00
Victor Mylle
4236b4f467 Update .drone.yml 2023-03-12 11:03:22 +00:00
Victor Mylle
0462a288ea Update .drone.yml 2023-03-12 10:04:25 +00:00
Victor Mylle
dda5873fcb Update .drone.yml 2023-03-11 22:16:40 +00:00
Victor Mylle
bae9985d6e Update .drone.yml for commiting the builds 2023-03-11 22:09:50 +00:00
Victor Mylle
3d4c00e467 Merge branch 'Code-Analysis' into 'development'
Code analysis

See merge request wesign/unity-application!29
2023-03-11 22:08:11 +00:00
Victor Mylle
fba2f7d2aa Code analysis 2023-03-11 22:08:10 +00:00
1485 changed files with 232332 additions and 1021 deletions

View File

@@ -18,3 +18,48 @@ steps:
image: docker.io/library/unity-test-parser:0.1
commands:
- python /app/unity_test_parser.py results_editmode.xml results_playmode.xml
---
kind: pipeline
name: builds
type: docker
trigger:
event:
- push
branch:
- master
- development
- Automatic-Builds
steps:
- name: unity-builds
image: docker.io/library/unity-runner:0.1
commands:
- mkdir -p ./wesign-builds/{tmp,WeSign-Windows,WeSign-Linux,WeSign-MacOS}
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildWindowsPlayer ./wesign-builds/tmp/WeSign-Windows.exe -quit --headless || true
- chmod 777 -R .
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildWindowsPlayer ./wesign-builds/WeSign-Windows/WeSign.exe -quit --headless
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildLinux64Player ./wesign-builds/WeSign-Linux/WeSign -quit --headless
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildOSXUniversalPlayer ./wesign-builds/WeSign-MacOS/WeSign.app -quit --headless
- name: commit-files
image: alpine/git
environment:
GIT_AUTHOR_NAME: DroneCI
GIT_AUTHOR_EMAIL: droneci@wesign.com
GIT_COMMITTER_NAME: DroneCI
GIT_COMMITTER_EMAIL: droneci@wesign.com
commands:
- git config --global user.name "DroneCI"
- git config --global user.email "droneci@wesign.com"
- zip -r ./wesign-builds/WeSign-Windows.zip ./wesign-builds/WeSign-Windows
- zip -r ./wesign-builds/WeSign-MacOS.zip ./wesign-builds/WeSign-MacOS
- zip -r ./wesign-builds/WeSign-Linux.zip ./wesign-builds/WeSign-Linux
- git add ./wesign-builds/WeSign-Windows.zip
- git add ./wesign-builds/WeSign-MacOS.zip
- git add ./wesign-builds/WeSign-Linux.zip
- git commit -m "Add build files [skip ci]"
- git push -f https://oauth2:ixKiNbp48zzmP5PF-epo@gitlab.ilabt.imec.be/wesign/unity-application/

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View File

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View File

@@ -0,0 +1,95 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// ChangeUserScreen scene manager
/// </summary>
public class ChangeUserScreen : MonoBehaviour
{
/// <summary>
/// Prefab of the user selection
/// </summary>
public GameObject userPrefab;
/// <summary>
/// Reference to the container to list all users
/// </summary>
public Transform usersContainer;
/// <summary>
/// Reference to the user list
/// </summary>
public UserList userList;
/// <summary>
/// Index of the current selected user in the UserList
/// </summary>
private int currentUserIndex;
/// <summary>
/// List of references to avatar background sprites (so we can color them nicely)
/// </summary>
private List<Image> userBackgrounds = new List<Image>();
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
List<User> users = userList.GetUsers();
currentUserIndex = userList.GetCurrentUserIndex();
for (int i = 0; i < users.Count; i++)
{
User user = users[i];
// Create instance of prefab
GameObject instance = GameObject.Instantiate(userPrefab, usersContainer);
// Store value of i so we can use it the callback (else it would get the value of sprites.Count)
int x = i;
// Add onClick callback
instance.GetComponent<Button>().onClick.AddListener(() => UpdateSelection(x));
// Set username
instance.GetComponentInChildren<TMP_Text>().text = user.username;
// Store reference to image for fancy coloring
Image background = instance.GetComponent<Image>();
userBackgrounds.Add(background);
// Set background color
background.color = i == currentUserIndex ? Color.blue : Color.gray;
// Find correct component for setting the sprite
instance.transform.Find("Avatar").GetComponent<Image>().sprite = user.avatar;
}
}
/// <summary>
/// Update the current selected user
/// </summary>
/// <param name="index">Index to the user in the <c>this.userBackgrounds</c> list</param>
private void UpdateSelection(int index)
{
userBackgrounds[currentUserIndex].color = Color.gray;
currentUserIndex = index;
userBackgrounds[currentUserIndex].color = Color.blue;
}
/// <summary>
/// Select the current selected user and return to the StartScreenScene
/// </summary>
public void IChooseYou()
{
userList.ChangeCurrentUser(currentUserIndex);
userList.Save();
SystemController.GetInstance().BackToPreviousScene();
}
/// <summary>
/// Callback to load the UserCreationScreen scene
/// </summary>
public void GotoUserCreation()
{
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/UserCreationScreen");
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -73,7 +73,6 @@ public class Progress
}
}
// Get the value of type `T` belonging to `key`
/// <summary>
/// Get the data object of a certain key
/// </summary>

View File

@@ -0,0 +1,104 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// SystemController singleton
/// </summary>
public class SystemController
{
/// <summary>
/// The instance controlling the singleton
/// </summary>
private static SystemController instance = null;
/// <summary>
/// Stack of the loaded scenes, used to easily go back to previous scenes
/// </summary>
private Stack<int> sceneStack = new Stack<int>();
/// <summary>
/// Get the instance loaded by the singleton
/// </summary>
/// <returns>SystemController instance</returns>
public static SystemController GetInstance()
{
// Create a new instance if non exists
if (instance == null)
{
instance = new SystemController();
instance.sceneStack.Push(SceneManager.GetActiveScene().buildIndex);
}
return instance;
}
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void LoadNextScene(string scenePath)
{
LoadNextScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void LoadNextScene(int sceneIndex)
{
sceneStack.Push(sceneIndex);
SceneManager.LoadScene(sceneIndex);
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void SwapScene(string scenePath)
{
SwapScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void SwapScene(int sceneIndex)
{
sceneStack.Pop();
LoadNextScene(sceneIndex);
}
/// <summary>
/// Go back to the previous scene and unload the current scene
/// </summary>
public void BackToPreviousScene()
{
sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
else Application.Quit();
}
/// <summary>
/// Go back to a specific scene, unloading all the scenes on the way
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void BackToScene(string scenePath)
{
BackToScene(SceneUtility.GetBuildIndexByScenePath(scenePath));
}
/// <summary>
/// Go back to a specific scene, unloading all the scene on the way
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void BackToScene(int sceneIndex)
{
while (0 < sceneStack.Count && sceneStack.Peek() != sceneIndex) sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(sceneStack.Peek());
else Application.Quit();
}
}

View File

@@ -1,5 +1,5 @@
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View File

@@ -2,7 +2,6 @@ using System.Collections.Generic;
using System.Text.RegularExpressions;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
@@ -15,6 +14,11 @@ public class UserCreationScreen : MonoBehaviour
/// </summary>
private const int MAX_USERNAME_LENGTH = 12;
/// <summary>
/// Reference to the error message to display when a certain usernmae is invalid or already exists
/// </summary>
public GameObject errorMessage;
/// <summary>
/// Reference to the input text field for username
/// </summary>
@@ -57,6 +61,8 @@ public class UserCreationScreen : MonoBehaviour
/// </summary>
void Start()
{
errorMessage.SetActive(false);
for (int i = 0; i < sprites.Count; i++)
{
// Create instance of prefab
@@ -73,12 +79,7 @@ public class UserCreationScreen : MonoBehaviour
// Set background color
background.color = selectedAvatar == i ? Color.blue : Color.gray;
// Find correct component for setting the sprite
foreach (Image img in background.GetComponentsInChildren<Image>())
if (img != background)
{
img.sprite = sprites[i];
break;
}
instance.transform.Find("Image").GetComponent<Image>().sprite = sprites[i];
}
}
@@ -100,7 +101,7 @@ public class UserCreationScreen : MonoBehaviour
/// <returns><c>true</c> if the username was valid, <c>false</c> otherwise</returns>
static public bool IsValidUsername(string username)
{
return new Regex($@"^[abcdefghijklmnopqrstuvwxyz]{{1,{MAX_USERNAME_LENGTH}}}$").IsMatch(username);
return new Regex($@"^[abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789]{{1,{MAX_USERNAME_LENGTH}}}$").IsMatch(username);
}
/// <summary>
@@ -115,16 +116,21 @@ public class UserCreationScreen : MonoBehaviour
if (users.GetUserByUsername(username) == null)
{
// Create a new entry in the UserList ScriptableObject
users.CreateAndAddNewUser(username, sprites[selectedAvatar]);
// TODO: change scene, for now just change to StartScreen
SceneManager.LoadScene("Common/Scenes/StartScreen");
users.ChangeCurrentUser(users.CreateAndAddNewUser(username, sprites[selectedAvatar]));
SystemController.GetInstance().BackToPreviousScene();
}
// TODO: give more feedback to user
// Warn user that username already exists
else Debug.LogWarning($"Username '{username}' already exists!");
else
{
errorMessage.SetActive(true);
errorMessage.GetComponent<TMP_Text>().text = "Deze gebruikersnaam bestaat al! Kies een andere.";
}
}
// TODO: give more feedback to user
// Warn user that username is invalid
else Debug.LogWarning($"Invalid username '{username}'!");
else
{
errorMessage.SetActive(true);
errorMessage.GetComponent<TMP_Text>().text = "Je gebruikersnaam moet bestaan uit minimum 1 en maximum 12 letters (a-z en A-Z) of cijfers (0-9).";
}
}
}

View File

@@ -20,6 +20,7 @@ public class UserList : ScriptableObject
/// The index of the current/last logged in user in the <c>storedUsers</c> list
/// </summary>
public int currentUserIndex;
/// <summary>
/// A list containing all users (which can be serialized)
/// </summary>
@@ -105,6 +106,33 @@ public class UserList : ScriptableObject
return storedUserList.storedUsers[storedUserList.currentUserIndex];
}
/// <summary>
/// Get the index in the userlist of the current playing user
/// </summary>
/// <returns></returns>
public int GetCurrentUserIndex()
{
return storedUserList.currentUserIndex;
}
/// <summary>
/// Change the current user
/// </summary>
/// <param name="index">Index of the user in the userlist</param>
public void ChangeCurrentUser(int index)
{
storedUserList.currentUserIndex = index;
}
/// <summary>
/// Change the current user
/// </summary>
/// <param name="user">Reference to the user in the userlist</param>
public void ChangeCurrentUser(User user)
{
storedUserList.currentUserIndex = storedUserList.storedUsers.IndexOf(user);
}
/// <summary>
/// Save the users
/// </summary>

View File

@@ -1,9 +1,27 @@
{
"name": "AccountsTests",
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
]
{
"name": "AccountsTests",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"AccountsScripts",
"InterfacesScripts"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS",
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -1,11 +0,0 @@
using NUnit.Framework;
public class BasicTest
{
// check if edit mode tests works
[Test]
public void AlwaysTrueTest()
{
Assert.True(true);
}
}

View File

@@ -0,0 +1,255 @@
using NUnit.Framework;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
/// <summary>
/// Test the Progress class
/// </summary>
public class TestProgress : MonoBehaviour
{
/// <summary>
/// A dummy serializable struct to perform test operations on
/// </summary>
[Serializable]
private struct SerializableStruct
{
public int r, g, b;
public float x, y, z;
}
/// <summary>
/// A dummy non-serializable struct to perform test operations on
/// </summary>
private struct NonSerializableStruct
{
public int r, g, b;
public float x, y, z;
}
/// <summary>
/// Helper method
/// </summary>
/// <returns><c>true</c> if <c>Progress.AddOrUpdate(...)</c> throws a <c>SerializationException</c></returns>
private bool AddNonSerializableStruct()
{
Progress progress = new Progress();
NonSerializableStruct nss = new NonSerializableStruct();
try { progress.AddOrUpdate<NonSerializableStruct>("key", nss); }
catch (SerializationException) { return true; }
return false;
}
/// <summary>
/// Helper method
/// </summary>
/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>KeyNotFoundException</c></returns>
private bool AccessInvalidKey()
{
Progress progress = new Progress();
try { progress.Get<int>("non-existing key"); }
catch (KeyNotFoundException) { return true; }
return false;
}
/// <summary>
/// Helper method
/// </summary>
/// <returns><c>true</c> if <c>Progress.Get(...)</c> throws a <c>InvalidCastException</c></returns>
private bool AccessInvalidType()
{
Progress progress = new Progress();
progress.AddOrUpdate<int>("key", 123456789);
try { progress.Get<double>("key"); }
catch (InvalidCastException) { return true; }
return false;
}
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
TestNewProgress();
TestProgressAddInvalidData();
TestProgressAddDuplicateKey();
TestProgressAddInt();
TestProgressAddDouble();
TestProgressAddString();
TestProgressAddSerializableStruct();
TestProgressAddNonSerializableStruct();
TestProgressGetInvalidKey();
TestProgressGetInvalidType();
TestProgressUpdate();
TestProgressGetInt();
TestProgressGetDouble();
TestProgressGetString();
TestProgressGetStruct();
}
/// <summary>
/// Test for creation of a new progress
/// </summary>
[Test]
public void TestNewProgress()
{
Progress progress = new Progress();
Debug.Assert(progress != null);
}
/// <summary>
/// Test whether invalid data will not be added
/// </summary>
[Test]
public void TestProgressAddInvalidData()
{
Progress progress = new Progress();
Debug.Assert(!progress.AddOrUpdate<GameObject>("key", null));
}
/// <summary>
/// Test whether a duplicated key will be added
/// </summary>
[Test]
public void TestProgressAddDuplicateKey()
{
Progress progress = new Progress();
progress.AddOrUpdate<int>("key 1", 0);
Debug.Assert(progress.AddOrUpdate<int>("key 1", 1));
}
/// <summary>
/// Test whether a <c>int</c> value can be added
/// </summary>
[Test]
public void TestProgressAddInt()
{
Progress progress = new Progress();
Debug.Assert(progress.AddOrUpdate<int>("key", 1));
}
/// <summary>
/// Test whether a <c>double</c> value can be added
/// </summary>
[Test]
public void TestProgressAddDouble()
{
Progress progress = new Progress();
Debug.Assert(progress.AddOrUpdate<double>("key", 1.0));
}
/// <summary>
/// Test whether a <c>string</c> value can be added
/// </summary>
[Test]
public void TestProgressAddString()
{
Progress progress = new Progress();
Debug.Assert(progress.AddOrUpdate<string>("key", "Hello World!"));
}
/// <summary>
/// Test whether a serializable struct can be added
/// </summary>
[Test]
public void TestProgressAddSerializableStruct()
{
Progress progress = new Progress();
Debug.Assert(progress.AddOrUpdate<SerializableStruct>("key", new SerializableStruct()));
}
/// <summary>
/// Test whether a non-serializable struct will throw an error
/// </summary>
[Test]
public void TestProgressAddNonSerializableStruct()
{
Debug.Assert(AddNonSerializableStruct());
}
/// <summary>
/// Test whether an invalid key will throw an error
/// </summary>
[Test]
public void TestProgressGetInvalidKey()
{
Debug.Assert(AccessInvalidKey());
}
/// <summary>
/// Test whether an invalid type will throw an error
/// </summary>
[Test]
public void TestProgressGetInvalidType()
{
Debug.Assert(AccessInvalidType());
}
/// <summary>
/// Test whether a value is correctly updated
/// </summary>
[Test]
public void TestProgressUpdate()
{
Progress progress = new Progress();
progress.AddOrUpdate<int>("key", 1);
Debug.Assert(progress.Get<int>("key") == 1);
progress.AddOrUpdate<int>("key", 2);
Debug.Assert(progress.Get<int>("key") == 2);
}
/// <summary>
/// Test whether a <c>int</c> value can be read
/// </summary>
[Test]
public void TestProgressGetInt()
{
Progress progress = new Progress();
progress.AddOrUpdate<int>("key", 1);
Debug.Assert(progress.Get<int>("key") == 1);
}
/// <summary>
/// Test whether a <c>double</c> value can be read
/// </summary>
[Test]
public void TestProgressGetDouble()
{
Progress progress = new Progress();
progress.AddOrUpdate<double>("key", 1.0);
Debug.Assert(progress.Get<double>("key") == 1.0);
}
/// <summary>
/// Test whether a <c>string</c> value can be read
/// </summary>
[Test]
public void TestProgressGetString()
{
Progress progress = new Progress();
progress.AddOrUpdate<string>("key", "Hello World!");
Debug.Assert(progress.Get<string>("key") == "Hello World!");
}
/// <summary>
/// Test whether a serializable struct can be read
/// </summary>
[Test]
public void TestProgressGetStruct()
{
Progress progress = new Progress();
int R = 1, G = 10, B = 100;
float X = 0.1f, Y = 0.01f, Z = 0.001f;
SerializableStruct data = new SerializableStruct { r = R, g = G, b = B, x = X, y = Y, z = Z };
progress.AddOrUpdate<SerializableStruct>("key", data);
SerializableStruct result = progress.Get<SerializableStruct>("key");
Debug.Assert(result.r == R);
Debug.Assert(result.g == G);
Debug.Assert(result.b == B);
Debug.Assert(result.x == X);
Debug.Assert(result.y == Y);
Debug.Assert(result.z == Z);
}
}

View File

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using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Test the User class
/// </summary>
public class TestUser : MonoBehaviour
{
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
TestNewUser();
TestUserAddCourse();
TestUserAddMinigame();
TestGetRecentCoursesEmpty();
TestGetRecentCoursesAll();
TestGetRecommendedCoursesEmpty();
TestGetRecommendedCoursesAll();
TestGetCourseProgressNull();
TestGetCourseProgressValid();
TestGetMinigameProgressNull();
TestGetMinigameProgressValid();
}
/// <summary>
/// Test for the creation of a new user
/// </summary>
public void TestNewUser()
{
User user = new User();
Debug.Assert(user != null);
Debug.Assert(user.courses.Count == 0);
Debug.Assert(user.minigames.Count == 0);
}
/// <summary>
/// Test whether progress on a new course can be added
/// </summary>
public void TestUserAddCourse()
{
User user = new User();
Progress p = new Progress();
user.courses.Add(p);
Debug.Assert(user.courses.Count == 1);
Debug.Assert(user.minigames.Count == 0);
}
/// <summary>
/// Test whether progress on a new minigame can be added
/// </summary>
public void TestUserAddMinigame()
{
User user = new User();
Progress p = new Progress();
user.minigames.Add(p);
Debug.Assert(user.courses.Count == 0);
Debug.Assert(user.minigames.Count == 1);
}
/// <summary>
/// Test GetRecentCourses will return empty when no progress is stored
/// </summary>
public void TestGetRecentCoursesEmpty()
{
User user = new User();
Debug.Assert(user.GetRecentCourses().Count == 0);
}
/// <summary>
/// Temporary test for GetRecentCourses will return all progress that is stored
/// </summary>
public void TestGetRecentCoursesAll()
{
User user = new User();
Progress p = new Progress();
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
p.AddOrUpdate<float>("courseProgress", 0.5f);
user.courses.Add(p);
List<Tuple<CourseIndex, float>> list = user.GetRecentCourses();
Debug.Assert(list.Count == 1);
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
Debug.Assert(list[0].Item2 == 0.5f);
}
/// <summary>
/// Test GetRecommendedCourses will return <c>Tuple<CourseIndex.FINGERSPELLING, 0.0></c> when no progress is stored
/// </summary>
public void TestGetRecommendedCoursesEmpty()
{
User user = new User();
List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
Debug.Assert(list.Count == 1);
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
Debug.Assert(list[0].Item2 == 0.0f);
}
/// <summary>
/// Temporary test for GetRecommenedCourses will return all progress that is stored
/// </summary>
public void TestGetRecommendedCoursesAll()
{
User user = new User();
Progress p = new Progress();
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
p.AddOrUpdate<float>("courseProgress", 0.5f);
user.courses.Add(p);
List<Tuple<CourseIndex, float>> list = user.GetRecommendedCourses();
Debug.Assert(list.Count == 1);
Debug.Assert(list[0].Item1 == CourseIndex.FINGERSPELLING);
Debug.Assert(list[0].Item2 == 0.5f);
}
/// <summary>
/// Test GetCourseProgress returns null when course cannot be found
/// </summary>
public void TestGetCourseProgressNull()
{
User user = new User();
Debug.Assert(user.GetCourseProgress(CourseIndex.FINGERSPELLING) == null);
Debug.Assert(user.GetCourseProgress((CourseIndex)100) == null);
}
/// <summary>
/// Test GetCourseProgress returns correct progress object
/// </summary>
public void TestGetCourseProgressValid()
{
User user = new User();
Progress p = new Progress();
p.AddOrUpdate<CourseIndex>("courseIndex", CourseIndex.FINGERSPELLING);
p.AddOrUpdate<float>("courseProgress", 3.14159265f);
user.courses.Add(p);
Progress q = user.GetCourseProgress(CourseIndex.FINGERSPELLING);
Debug.Assert(q.Get<CourseIndex>("courseIndex") == CourseIndex.FINGERSPELLING);
Debug.Assert(q.Get<float>("courseProgress") == 3.14159265f);
}
/// <summary>
/// Test GetMinigameProgress returns null when minigame cannot be found
/// </summary>
public void TestGetMinigameProgressNull()
{
User user = new User();
Debug.Assert(user.GetMinigameProgress(MinigameIndex.SPELLING_BEE) == null);
Debug.Assert(user.GetMinigameProgress((MinigameIndex)100) == null);
Progress p = new Progress();
p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
user.minigames.Add(p);
Debug.Assert(user.GetMinigameProgress(MinigameIndex.HANGMAN) == null);
}
/// <summary>
/// Test GetMinigameProgress returns correct progress object
/// </summary>
public void TestGetMinigameProgressValid()
{
User user = new User();
Progress p = new Progress();
p.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
user.minigames.Add(p);
Progress q = user.GetMinigameProgress(MinigameIndex.SPELLING_BEE);
Debug.Assert(q.Get<CourseIndex>("minigameIndex") == CourseIndex.FINGERSPELLING);
}
}

View File

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using UnityEngine;
/// <summary>
/// Test the UserCreationScreen class
/// </summary>
public class TestUserCreationScreen : MonoBehaviour
{
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
TestIsValidUsernameTrue();
TestIsValidUsernameFalse();
}
/// <summary>
/// Tets IsValidUsername will return <c>true</c> for an valid username
/// </summary>
public void TestIsValidUsernameTrue()
{
foreach (char c in "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789")
Debug.Assert(UserCreationScreen.IsValidUsername(c.ToString()));
Debug.Assert(UserCreationScreen.IsValidUsername("123456789AbC"));
}
/// <summary>
/// Tets IsValidUsername will return <c>false</c> for an invalid username
/// </summary>
public void TestIsValidUsernameFalse()
{
Debug.Assert(!UserCreationScreen.IsValidUsername(string.Empty));
foreach (char c in " \n\t+-*/%_.,;:!?(){}[]\\'\"§|&~^$")
Debug.Assert(!UserCreationScreen.IsValidUsername(c.ToString()));
Debug.Assert(!UserCreationScreen.IsValidUsername("123456789_10_11_12_13"));
}
}

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using System;
/// <summary>
/// Score class TODO: Move to separate file
/// </summary>
[Serializable]
public class Score
{
public int scoreValue;
public string time;
}

View File

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m_MethodName: Back
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m_Color: {r: 1, g: 0, b: 0, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 10905, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
m_FillCenter: 1
m_FillMethod: 4
m_FillAmount: 1
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
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CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_CullTransparentMesh: 1
--- !u!1 &1637175260
GameObject:
m_ObjectHideFlags: 0
@@ -1297,10 +1587,10 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1122939481}
m_TargetAssemblyTypeName: ChangeSceneOnClick, Assembly-CSharp
m_MethodName: LoadScene
m_Mode: 5
- m_Target: {fileID: 906197780}
m_TargetAssemblyTypeName: MainMenuScreen, Assembly-CSharp
m_MethodName: GotoCourses
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
@@ -1517,7 +1807,7 @@ RectTransform:
m_Children:
- {fileID: 906197777}
m_Father: {fileID: 0}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,7 @@
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@@ -200,7 +200,7 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 8299246693487308512, guid: 3bccdf365a4fbea4d8fa1aa461d3dc5c, type: 3}
propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_StringArgument
value: Common/Scenes/StartScreen
value: Common/Scenes/InfoMinigame
objectReference: {fileID: 0}
- target: {fileID: 8299246693487308514, guid: 3bccdf365a4fbea4d8fa1aa461d3dc5c, type: 3}
propertyPath: m_Name
@@ -706,7 +706,7 @@ MonoBehaviour:
m_GameObject: {fileID: 1768150802}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 68caaa5508a4d40448b47630ff86f035, type: 3}
m_Script: {fileID: 11500000, guid: 30d9f9130bf1d414aaad006b2177bdea, type: 3}
m_Name:
m_EditorClassIdentifier:
themePrefab: {fileID: 1441088452393136277, guid: 67febbbd89041e243b4e201a9f8d91e9, type: 3}

View File

@@ -15,3 +15,4 @@ MonoBehaviour:
currentMinigameIndex: 0
minigames:
- {fileID: 11400000, guid: 8a087d241d652634eb4f6352267ea7dc, type: 2}
- {fileID: 11400000, guid: e726e0b93ea88465db7ee27605deb83f, type: 2}

View File

@@ -0,0 +1,15 @@
using UnityEngine;
/// <summary>
/// Script managing the default 'back'-button action
/// </summary>
public class BackButton : MonoBehaviour
{
/// <summary>
/// The default 'back'-button action: go back to the previous scene
/// </summary>
public void Back()
{
SystemController.GetInstance().BackToPreviousScene();
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,38 @@
using System.Collections;
using TMPro;
using UnityEngine;
/// <summary>
/// Authorize and check for available webcam(s)
/// </summary>
public class BootScreen : MonoBehaviour
{
/// <summary>
/// UI Reference to the text object to display an error message
/// </summary>
public TMP_Text errorText;
/// <summary>
/// Request authorization and check whether at least 1 webcam is available
/// </summary>
/// <returns>IEnumerator object</returns>
IEnumerator Start()
{
yield return Application.RequestUserAuthorization(UserAuthorization.WebCam);
if (Application.HasUserAuthorization(UserAuthorization.WebCam))
{
if (0 < WebCamTexture.devices.Length)
{
SystemController.GetInstance().SwapScene("Common/Scenes/MainMenuScreen");
}
else
{
errorText.text = "Zorg ervoor dat je webcam correct is aangesloten!";
}
}
else
{
errorText.text = "Zorg ervoor dat deze applicatie toegang heeft tot je webcam!";
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
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serializedVersion: 2
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View File

@@ -1,35 +0,0 @@
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// Class to handle scene loading callbacks
/// </summary>
public class ChangeSceneOnClick : MonoBehaviour
{
/// <summary>
/// Method used as callback for gameobject onClick events
/// </summary>
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
/// <summary>
/// Method used as callback for gameobject onClick events
/// </summary>
/// <param name="scene">Reference to a scene</param>
public void LoadScene(Scene scene)
{
SceneManager.LoadScene(scene.buildIndex);
}
/// <summary>
/// Method used as callback from gameobject onClick events
/// </summary>
/// <param name="buildIndex">Build index of the scene to be loaded</param>
public void LoadScene(int buildIndex)
{
SceneManager.LoadScene(buildIndex);
}
}

View File

@@ -0,0 +1,19 @@
{
"name": "CommonScripts",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:63c63e721f65ebb7d871cb9ef49f4752",
"GUID:1631ed2680c61245b8211d943c1639a8",
"GUID:df9d7b70293a2e14d9d3a018c3956f7a"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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

@@ -0,0 +1,74 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Manager infopage for the Courses
/// </summary>
public class CourseActivityScreen : MonoBehaviour
{
/// <summary>
/// Reference to the courses
/// </summary>
public CourseList courseList;
// private float maxvalue; In case we want to change progress e.g. amount of words correct, then change maxvalue amount of words etc.
/// <summary>
/// Reference to the users
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the course progress
/// </summary>
private Progress progress;
/// <summary>
/// Title Display
/// </summary>
public TMP_Text title;
/// <summary>
/// Description Display
/// </summary>
public TMP_Text description;
/// <summary>
/// Image Display (Thumbnail)
/// </summary>
public Image courseImage;
/// <summary>
/// Progress bar Display
/// </summary>
public Slider progressBar;
/// <summary>
/// Sets the infopage for a given course
/// </summary>
void Start()
{
int index = courseList.currentCourseIndex;
Course course = courseList.courses[index];
title.text = course.title;
description.text = course.description;
courseImage.sprite = course.thumbnail;
//slider.value = progressValue;
// Set progress
progress = userList.GetCurrentUser().GetCourseProgress(course.index);
if (progress != null)
progressBar.value = progress.Get<float>("courseProgress");
else
progressBar.value = 0.0f;
}
/// <summary>
/// Callback to start the course
/// </summary>
public void StartCourse()
{
SystemController.GetInstance().LoadNextScene("Courses/Scenes/TemplateCourse");
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -1,6 +1,5 @@
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
@@ -68,6 +67,6 @@ public class CourseItem : MonoBehaviour
slider.GetComponent<Slider>().value = progress;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene("Courses/Scenes/Course_0"));
button.onClick.AddListener(() => SystemController.GetInstance().LoadNextScene("Common/Scenes/CourseActivityScreen"));
}
}

View File

@@ -1,10 +1,9 @@
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// ListCourseScreen scene manager
/// </summary>
public class CourseListManager : MonoBehaviour
public class ListCoursesScreen : MonoBehaviour
{
/// <summary>
/// Reference to the course-list container object
@@ -40,9 +39,8 @@ public class CourseListManager : MonoBehaviour
/// <summary>
/// Method used as callback for course item onClick events
/// </summary>
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
public void LoadScene(string sceneName)
public void GotoCourseInfo()
{
SceneManager.LoadScene(sceneName);
SystemController.GetInstance().LoadNextScene("Common/Scenes/CourseActivityScreen");
}
}

View File

@@ -1,10 +1,9 @@
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// ListMinigameScreen scene manager
/// </summary>
public class MinigameListManager : MonoBehaviour
public class ListMinigamesScreen : MonoBehaviour
{
/// <summary>
/// Reference to minigame-list container object
@@ -43,6 +42,6 @@ public class MinigameListManager : MonoBehaviour
/// <param name="sceneName">The path to the new scene (<c>path == $"Assets/{sceneName}"</c>)</param>
public void LoadScene(string sceneName)
{
SceneManager.LoadScene(sceneName);
SystemController.GetInstance().LoadNextScene(sceneName);
}
}

View File

@@ -0,0 +1,57 @@
using System.IO;
using UnityEngine;
/// <summary>
/// StartScreen scene manager
/// </summary>
public class MainMenuScreen : MonoBehaviour
{
/// <summary>
/// Referece to the userlist to check whether an user account is present
/// </summary>
public UserList userList;
/// <summary>
/// Check on load whether a user is already present,
/// if not load the UserCreationScreen scene so the user can create a new account
/// </summary>
void Awake()
{
if (!File.Exists(UserList.PATH) || userList.GetUsers().Count <= 0)
{
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/UserCreationScreen");
}
}
/// <summary>
/// Quit the application
/// </summary>
public void QuitApplication()
{
Application.Quit();
}
/// <summary>
/// Load the `CoursesMenuScreen` scene
/// </summary>
public void GotoCourses()
{
SystemController.GetInstance().LoadNextScene("Common/Scenes/CoursesMenuScreen");
}
/// <summary>
/// Load the `ListMinigamesScreen` scene
/// </summary>
public void GotoMinigames()
{
SystemController.GetInstance().LoadNextScene("Common/Scenes/ListMinigamesScreen");
}
/// <summary>
/// Load the `SettingsScreen` scene
/// </summary>
public void GotoSettings()
{
SystemController.GetInstance().LoadNextScene("Common/Scenes/SettingsScreen");
}
}

View File

@@ -21,6 +21,11 @@ public class Minigame : ScriptableObject
/// </summary>
public string description;
/// <summary>
/// Whether or not the game needs a theme to be selected
/// </summary>
public bool needsTheme;
/// <summary>
/// Reference to the minigame thumbnail
/// </summary>
@@ -30,4 +35,9 @@ public class Minigame : ScriptableObject
/// The path to the minigame starting scene (<c>path == $"Assets/{minigameEntryPoint}"</c>)
/// </summary>
public string minigameEntryPoint;
/// <summary>
/// An explanation on how to play the game and score points
/// </summary>
public string controls;
}

View File

@@ -0,0 +1,142 @@
using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Manager infopage for the Minigames
/// </summary>
public class MinigameActivityScreen : MonoBehaviour
{
/// <summary>
/// Reference to the Minigames
/// </summary>
public MinigameList minigameList;
/// <summary>
/// Title Display
/// </summary>
public TMP_Text title;
/// <summary>
/// Description Display
/// </summary>
public TMP_Text description;
/// <summary>
/// Image Display (Thumbnail)
/// </summary>
public Image gameImage;
/// <summary>
/// PlayButton to get to the Minigame
/// </summary>
public Button button;
/// <summary>
/// Control explanation for the Display
/// </summary>
public TMP_Text controls;
/// <summary>
/// Reference to the users
/// </summary>
public UserList userList;
/// <summary>
/// Reference to the Minigame progress
/// </summary>
private Progress progress;
/// <summary>
/// Reference to the users-high-scores container object
/// </summary>
public Transform userContainer;
/// <summary>
/// Prefab for the high-score-entries
/// </summary>
public GameObject prefab;
/// <summary>
/// Sets the infopage for a given minigame
/// </summary>
void Start()
{
GenerateContent();
GenerateHighScores();
}
/// <summary>
/// Generates all content accept for the HighScores
/// </summary>
private void GenerateContent()
{
// Get current minigame
int index = minigameList.currentMinigameIndex;
Minigame minigame = minigameList.minigames[index];
// Set main screen
title.text = minigame.title;
description.text = minigame.description;
gameImage.sprite = minigame.thumbnail;
controls.text = minigame.controls;
// Add click
if (minigame.needsTheme)
{
button.onClick.AddListener(() => SystemController.GetInstance().LoadNextScene("Common/Scenes/ThemeSelectionScreen"));
}
else
{
button.onClick.AddListener(() => SystemController.GetInstance().LoadNextScene(minigame.minigameEntryPoint));
}
}
/// <summary>
/// Sets the High Scores (Top 3)
/// </summary>
/// <remarks>
/// TODO: Maybe write a getter for the sorted scores as this is just a copy of the logic implemented in SpellingBee/.../GameController
/// </remarks>
private void GenerateHighScores()
{
// Get current minigame
int index = minigameList.currentMinigameIndex;
Minigame minigame = minigameList.minigames[index];
List<Tuple<string, Sprite, Score>> allScores = new List<Tuple<string, Sprite, Score>>();
foreach (User user in userList.GetUsers())
{
// Get user's progress for this minigame
progress = user.minigames.Find((p) => p != null && p.Get<MinigameIndex>("minigameIndex") == minigame.index);
if (progress != null)
{
// Add scores to dictionary
List<Score> scores = progress.Get<List<Score>>("scores");
foreach (Score score in scores)
{
allScores.Add(new Tuple<string, Sprite, Score>(user.username, user.avatar, score));
}
}
}
// Sort allScores based on Score.scoreValue
allScores.Sort((a, b) => b.Item3.scoreValue.CompareTo(a.Item3.scoreValue));
// Instantiate scoreboard entries
foreach (Tuple<string, Sprite, Score> tup in allScores.Take(3))
{
string username = tup.Item1;
Sprite sprite = tup.Item2;
Score score = tup.Item3;
GameObject instance = GameObject.Instantiate(prefab, userContainer);
instance.transform.Find("Title").GetComponent<TMP_Text>().text = username;
instance.transform.Find("Avatar").GetComponent<Image>().sprite = sprite;
instance.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
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View File

@@ -1,6 +1,5 @@
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
@@ -47,6 +46,10 @@ public class MinigameItem : MonoBehaviour
title.text = minigame.title;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene(minigame.minigameEntryPoint));
button.onClick.AddListener(() =>
{
PlayerPrefs.SetString("gamePath", minigame.minigameEntryPoint);
SystemController.GetInstance().LoadNextScene("Common/Scenes/MinigameActivityScreen");
});
}
}

View File

@@ -1,26 +0,0 @@
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// StartScreen scene manager
/// </summary>
public class StartScreenManager : MonoBehaviour
{
/// <summary>
/// Referece to the userlist to check whether an user account is present
/// </summary>
public UserList userList;
/// <summary>
/// Check on load whether a user is already present,
/// if not load the UserCreationScreen scene so the user can create a new account
/// </summary>
void Awake()
{
if (!File.Exists(UserList.PATH) || userList.GetUsers().Count <= 0)
{
SceneManager.LoadScene("Accounts/Scenes/UserCreationScreen");
}
}
}

View File

@@ -0,0 +1,36 @@
using UnityEngine;
/// <summary>
/// JSON structure containing all themes/words
/// </summary>
[System.Serializable]
public class ThemeList
{
public Theme[] themes;
}
/// <summary>
/// Object representing part of the JSON containing word data
/// </summary>
[System.Serializable]
public class Theme
{
public string name;
public string description;
public string[] words;
}
/// <summary>
/// Loader of the themes-JSON
/// </summary>
public class ThemeLoader : MonoBehaviour
{
/// <summary>
/// Loads the JSON file containing all of the themes
/// </summary>
public static ThemeList LoadJson()
{
TextAsset themeJson = Resources.Load<TextAsset>("Common/words");
return JsonUtility.FromJson<ThemeList>(themeJson.text);
}
}

View File

@@ -1,16 +1,24 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ThemeSelectionController : MonoBehaviour
/// <summary>
/// ThemeSelectionScreen scene manager
/// </summary>
public class ThemeSelectionScreen : MonoBehaviour
{
[Header("Theme Selection")]
// Theme prefab
/// <summary>
/// Theme prefab
/// </summary>
public GameObject themePrefab;
// Reference to container holding all theme-buttons
/// <summary>
/// Reference to container holding all theme-buttons
/// </summary>
public Transform themesContainer;
public void Start()
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
// TODO: change to ScriptableObject
ThemeList themeList = ThemeLoader.LoadJson();
@@ -30,9 +38,13 @@ public class ThemeSelectionController : MonoBehaviour
}
}
/// <summary>
/// Load the game with a specified theme
/// </summary>
/// <param name="clickedTheme">Name of the clicked theme</param>
public void OnButtonClick(string clickedTheme)
{
PlayerPrefs.SetString("themeName", clickedTheme);
SceneManager.LoadScene("Game");
SystemController.GetInstance().SwapScene(PlayerPrefs.GetString("gamePath"));
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
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serializedVersion: 2
defaultReferences: []
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View File

@@ -13,15 +13,20 @@ public class UserButton : MonoBehaviour
public UserList userList;
/// <summary>
/// UI Reference to the avatar object
/// UI reference to the avatar object
/// </summary>
public Image avatar;
/// <summary>
/// UI Reference to the username object
/// UI reference to the username object
/// </summary>
public TMP_Text username;
/// <summary>
/// UI reference to the dropdown box with all options
/// </summary>
public GameObject dropdownBox;
/// <summary>
/// Start is called before the first frame update
/// </summary>
@@ -30,5 +35,30 @@ public class UserButton : MonoBehaviour
User user = userList.GetCurrentUser();
avatar.sprite = user.avatar;
username.text = user.username;
dropdownBox.SetActive(false);
}
/// <summary>
/// Change to the UserProgressScreen scene
/// </summary>
public void OpenProgressCallback()
{
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/UserProgressScreen");
}
/// <summary>
/// Change to the ChangeUserScreen scene
/// </summary>
public void ChangeUserCallback()
{
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/ChangeUserScreen");
}
/// <summary>
/// Toggle the dropdown box
/// </summary>
public void ToggleDropdown()
{
dropdownBox.SetActive(!dropdownBox.activeSelf);
}
}

View File

@@ -1,11 +0,0 @@
using NUnit.Framework;
public class BasicTest
{
// check if edit mode tests works
[Test]
public void AlwaysTrueTest()
{
Assert.True(true);
}
}

View File

@@ -1,9 +0,0 @@
{
"name": "CommonTests",
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
]
}

View File

@@ -13,9 +13,9 @@ MonoBehaviour:
m_Name: Fingerspelling
m_EditorClassIdentifier:
index: 0
title: Fingerspelling
description: Learn the basics of fingerspelling
thumbnail: {fileID: 21300000, guid: f2344cd67769733ceb363a41e1d88a65, type: 3}
title: Het handalfabet
description: In deze les leer je het vingeralfabet of handalfabet. Van A tot Z
thumbnail: {fileID: 21300000, guid: 1410d7d3db0161d13af116b0c4cb23c2, type: 3}
learnables:
- name: A
image: {fileID: 21300000, guid: 7ff2526af24167b4083dab0d9fd486ea, type: 3}

View File

@@ -0,0 +1,18 @@
{
"name": "CourseScripts",
"rootNamespace": "",
"references": [
"Unity.TextMeshPro",
"AccountsScripts",
"InterfacesScripts"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

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

@@ -1,14 +1,43 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
/// <summary>
/// This class is responsible for loading all data from the Course-scriptableobject.
/// Specifically it fetches and displays the correct title, videos and images while also keeping track of the progress.
/// TemplateCourse scene manager
/// </summary>
public class StartPause : MonoBehaviour
public class TemplateCourse : MonoBehaviour
{
/// <summary>
/// Index to indicate which camera is being used
/// </summary>
private int camdex = 0;
/// <summary>
/// This texture is used as an intermidiary between the camera output and the display image
/// </summary>
private WebCamTexture tex;
/// <summary>
/// Reference to the RawImage that will display the video
/// </summary>
public RawImage webcamDisplay;
/// <summary>
/// Reference to the button that is currently used to test the feedback-display
/// </summary>
public Button feedback;
/// <summary>
/// This is a reference to the PANEL that holds the feedbackwindow
/// </summary>
public GameObject feedbackPopup;
/// <summary>
/// This is a reference to the textfield that holds the part of the feedback-window that will change: bad/good/excellent
/// </summary>
public TMP_Text dynamic;
/// <summary>
/// Reference to instructional video player
@@ -18,22 +47,21 @@ public class StartPause : MonoBehaviour
/// Reference to pause button
/// </summary>
public Button button;
/// <summary>
/// Reference to sprite for the pause button
/// </summary>
public Sprite pauseSprite;
/// <summary>
/// Reference to the image for displaying the current words sprite
/// </summary>
public Image wordImage;
/// <summary>
/// Reference to the text object for displaying the current word
/// </summary>
public TextMeshProUGUI title;
public TMP_Text title;
/// <summary>
/// Reference to user list to get current user
@@ -44,29 +72,27 @@ public class StartPause : MonoBehaviour
/// The current user
/// </summary>
private User user;
/// <summary>
/// Current user progress for this course
/// </summary>
private Progress progress = null;
/// <summary>
/// ScriptableObject with list of all courses
/// </summary>
public CourseList courselist;
/// <summary>
/// Reference to Course ScriptableObject
/// </summary>
private Course course;
/// <summary>
/// Index of the current word/letter in the course.learnables list
/// </summary>
private int currentWordIndex = 0;
/// <summary>
/// This holds the amount of words in the course
/// </summary>
@@ -78,15 +104,46 @@ public class StartPause : MonoBehaviour
/// </summary>
private int correctWords = 0;
/// <summary>
/// The "finished" screen
/// </summary>
public GameObject ResultPanel;
/// <summary>
/// Button to go back to courses list
/// </summary>
public Button CoursesButton;
/// <summary>
/// DateTime containint the start moment
/// </summary>
private DateTime startMoment;
/// <summary>
/// Reference to the timeSpent UI
/// </summary>
public TMP_Text timeSpent;
/// <summary>
/// This function is called when the script is initialised.
/// It inactivatis the popup, finds a webcam to use and links it via the WebcamTexture to the display RawImage.
/// It takes the correct course from the courselist, using the courseIndex.
/// Then it checks whether or not the User has started the course yet, to possibly create a new progress atribute for the course.
/// Then it sets up the course-screen to display relevant information from the course-scriptable.
/// </summary>
public void Awake()
void Awake()
{
// Setting up Webcam
feedbackPopup.SetActive(false);
if (WebCamTexture.devices.Length > 0)
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
webcamDisplay.texture = tex;
tex.Play();
}
// Setting up course
course = courselist.courses[courselist.currentCourseIndex];
maxWords = course.learnables.Count;
@@ -108,9 +165,13 @@ public class StartPause : MonoBehaviour
title.text = course.name;
NextVideo();
NextImage();
// Hide the result panel
ResultPanel.SetActive(false);
// Set the startTime
startMoment = DateTime.Now;
}
// These two functions generate video and image from files
/// <summary>
/// This function uses the word_i integer to grab the correct video from the course.learnabels.
/// When it has this video, it will load it into the videoplayer and set it to start.
@@ -160,7 +221,6 @@ public class StartPause : MonoBehaviour
}
}
// Press next-sign button for next word
/// <summary>
/// This function is called when the next-sign button is pressed.
/// It increased the wordindex and fetches new videos/images if index<max, because then the coure is not fincished yet.
@@ -192,14 +252,91 @@ public class StartPause : MonoBehaviour
}
}
/// <summary>
/// finishcourse is called to save the "finished" progress to the user.
/// </summary>
public void FinishCourse()
{
// TODO: update progress (maybe this can also be at the `NextSign()`-method)
progress.AddOrUpdate<float>("courseProgress", correctWords / maxWords);
// Show the "finished" screen
ResultPanel.SetActive(true);
// Set the total time spent UI
TimeSpan time = DateTime.Now - startMoment;
timeSpent.text = time.ToString(@"hh\:mm\:ss");
// Link button
CoursesButton.onClick.AddListener(() => { SystemController.GetInstance().BackToPreviousScene(); });
progress.AddOrUpdate<float>("courseProgress", 1f);
userList.Save();
}
/// <summary>
/// So long as there are cameras to use, you swap the camera you are using to another in the list.
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
// If there was no camera playing before, then you dont have to reset the texture, as it wasn't assigned in the first place.
if (tex.isPlaying)
{
webcamDisplay.texture = null;
tex.Stop();
tex = null;
}
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
webcamDisplay.texture = tex;
tex.Play();
}
}
/// <summary>
/// The normal sceneChanger cannot be used here since the camera also needs to be stopped.
/// This extra functionality is implemented in this function
/// </summary>
/// <param name="sceneName"> The path for the scene you want to travel to, assuming root-directory is Assets</param>
public void Back()
{
webcamDisplay.texture = null;
tex.Stop();
tex = null;
SystemController.GetInstance().BackToPreviousScene();
}
/// <summary>
/// This function toggles between inactivity and activity for the popup panel.
/// This will be changed later when the model gets integrated, probably being timed to dissapear.
/// </summary>
public void ShowFeedback()
{
if (feedbackPopup.activeSelf)
{
dynamic.text = "";
feedbackPopup.SetActive(false);
return;
}
double index = UnityEngine.Random.value;
if (index < 0.5)
{
dynamic.text = "Poor";
}
else if (index > 0.8)
{
dynamic.text = "Excellent";
}
else
{
dynamic.text = "Good";
}
feedbackPopup.SetActive(true);
}
}

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@@ -1,128 +0,0 @@
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// This class is dedicated to the camera and other actions that later could be connected to it, like the feedback.
/// It is responsible for finding working cameras, displaying them and being able to toggle between them.
/// This class also holds temporary code to display feedback via a button.
/// </summary>
public class Webcam : MonoBehaviour
{
/// <summary>
/// Index to indicate which camera is being used
/// </summary>
int camdex = 0;
/// <summary>
/// This texture is used as an intermidiary between the camera output and the display image
/// </summary>
WebCamTexture tex;
/// <summary>
/// Reference to the RawImage that will display the video
/// </summary>
public RawImage display;
/// <summary>
/// Reference to the button that is currently used to test the feedback-display
/// </summary>
public Button feedback;
/// <summary>
/// This is a reference to the PANEL that holds the feedbackwindow
/// </summary>
public GameObject popup;
/// <summary>
/// This is a reference to the textfield that holds the part of the feedback-window that will change: bad/good/excellent
/// </summary>
public TextMeshProUGUI dynamic;
/// <summary>
/// This function is called at the start of the frame.
/// It inactivatis the popup, finds a webcam to use and links it via the WebcamTexture to the display RawImage.
/// </summary>
void Awake()
{
popup.SetActive(false);
if (WebCamTexture.devices.Length > 0) {
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
}
/// <summary>
/// So long as there are cameras to use, you swap the camera you are using to another in the list.
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
// If there was no camera playing before, then you dont have to reset the texture, as it wasn't assigned in the first place.
if (tex.isPlaying) {
display.texture = null;
tex.Stop();
tex = null;
}
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
}
/// <summary>
/// The notmal sceneChanger cannot be used here since the camera also needs to be stopped.
/// This extra functionality is implemented in this function
/// </summary>
/// <param name="sceneName"> The path for the scene you want to travel to, assuming root-directory is Assets</param>
public void LoadScene(string sceneName)
{
display.texture = null;
tex.Stop();
tex = null;
SceneManager.LoadScene(sceneName);
}
/// <summary>
/// This function toggles between inactivity and activity for the popup panel.
/// This will be changed later when the model gets integrated, probably being timed to dissapear.
/// </summary>
public void Show_feedback()
{
if (popup.activeSelf)
{
dynamic.text = "";
popup.SetActive(false);
return;
}
double index = UnityEngine.Random.value;
if (index < 0.5)
{
dynamic.text = "Poor";
}
else if (index > 0.8)
{
dynamic.text = "Excellent";
}
else
{
dynamic.text = "Good";
}
popup.SetActive(true);
}
}

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