Compare commits
48 Commits
test-tests
...
WES-81-jus
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45
.drone.yml
45
.drone.yml
@@ -18,3 +18,48 @@ steps:
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image: docker.io/library/unity-test-parser:0.1
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commands:
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- python /app/unity_test_parser.py results_editmode.xml results_playmode.xml
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---
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kind: pipeline
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name: builds
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type: docker
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trigger:
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event:
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- push
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branch:
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- master
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- development
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- Automatic-Builds
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steps:
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- name: unity-builds
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image: docker.io/library/unity-runner:0.1
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commands:
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- mkdir -p ./wesign-builds/{tmp,WeSign-Windows,WeSign-Linux,WeSign-MacOS}
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- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildWindowsPlayer ./wesign-builds/tmp/WeSign-Windows.exe -quit --headless || true
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- chmod 777 -R .
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- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildWindowsPlayer ./wesign-builds/WeSign-Windows/WeSign.exe -quit --headless
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- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildLinux64Player ./wesign-builds/WeSign-Linux/WeSign -quit --headless
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- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildOSXUniversalPlayer ./wesign-builds/WeSign-MacOS/WeSign.app -quit --headless
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- name: commit-files
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image: alpine/git
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environment:
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GIT_AUTHOR_NAME: DroneCI
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GIT_AUTHOR_EMAIL: droneci@wesign.com
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GIT_COMMITTER_NAME: DroneCI
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GIT_COMMITTER_EMAIL: droneci@wesign.com
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commands:
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- git config --global user.name "DroneCI"
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- git config --global user.email "droneci@wesign.com"
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- zip -r ./wesign-builds/WeSign-Windows.zip ./wesign-builds/WeSign-Windows
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- zip -r ./wesign-builds/WeSign-MacOS.zip ./wesign-builds/WeSign-MacOS
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- zip -r ./wesign-builds/WeSign-Linux.zip ./wesign-builds/WeSign-Linux
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- git add ./wesign-builds/WeSign-Windows.zip
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- git add ./wesign-builds/WeSign-MacOS.zip
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- git add ./wesign-builds/WeSign-Linux.zip
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- git commit -m "Add build files [skip ci]"
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- git push -f https://oauth2:ixKiNbp48zzmP5PF-epo@gitlab.ilabt.imec.be/wesign/unity-application/
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||||
336
Assets/Accounts/Prefabs/UserCard.prefab
Normal file
336
Assets/Accounts/Prefabs/UserCard.prefab
Normal file
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1770
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7
Assets/Accounts/Scenes/UserProgressScreen.unity.meta
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Assets/Accounts/Scenes/UserProgressScreen.unity.meta
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17
Assets/Accounts/Scripts/AccountsScripts.asmdef
Normal file
17
Assets/Accounts/Scripts/AccountsScripts.asmdef
Normal file
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{
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95
Assets/Accounts/Scripts/ChangeUserScreen.cs
Normal file
95
Assets/Accounts/Scripts/ChangeUserScreen.cs
Normal 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");
|
||||
}
|
||||
}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 949ba4da8595d52aebc98e6f9b6a405e
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guid: 3a7f31ce7a41c294b95cb1f9fbec207f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -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>
|
||||
|
||||
104
Assets/Accounts/Scripts/SystemController.cs
Normal file
104
Assets/Accounts/Scripts/SystemController.cs
Normal 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
|
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/// </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();
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
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||||
guid: 46a16de014fe6a35abc9039f24c34096
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guid: bf5ea73aa43049e45a0ad926db15f315
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
@@ -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).";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
using NUnit.Framework;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
// check if edit mode tests works
|
||||
[Test]
|
||||
public void AlwaysTrueTest()
|
||||
{
|
||||
Assert.True(true);
|
||||
}
|
||||
}
|
||||
255
Assets/Accounts/Tests/TestProgress.cs
Normal file
255
Assets/Accounts/Tests/TestProgress.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4acb5e526382aaea882209bd2f0a075
|
||||
guid: 49445c42f43d1bb488f588623826a39e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
168
Assets/Accounts/Tests/TestUser.cs
Normal file
168
Assets/Accounts/Tests/TestUser.cs
Normal file
@@ -0,0 +1,168 @@
|
||||
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);
|
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}
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}
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39
Assets/Accounts/Tests/TestUserCreationScreen.cs
Normal file
39
Assets/Accounts/Tests/TestUserCreationScreen.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Test the UserCreationScreen class
|
||||
/// </summary>
|
||||
public class TestUserCreationScreen : MonoBehaviour
|
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{
|
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/// <summary>
|
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/// Start is called before the first frame update
|
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|
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void Start()
|
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{
|
||||
TestIsValidUsernameTrue();
|
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TestIsValidUsernameFalse();
|
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}
|
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|
||||
/// <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()));
|
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|
||||
Debug.Assert(UserCreationScreen.IsValidUsername("123456789AbC"));
|
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}
|
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|
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/// <summary>
|
||||
/// Tets IsValidUsername will return <c>false</c> for an invalid username
|
||||
/// </summary>
|
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public void TestIsValidUsernameFalse()
|
||||
{
|
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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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}
|
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11
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{
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using System;
|
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/// <summary>
|
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/// Score class TODO: Move to separate file
|
||||
/// </summary>
|
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[Serializable]
|
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public class Score
|
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{
|
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public int scoreValue;
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public string time;
|
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}
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1962
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File diff suppressed because it is too large
Load Diff
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1695
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1695
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File diff suppressed because it is too large
Load Diff
7
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7
Assets/Common/Scenes/MinigameActivityScreen.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e27404f21454dc4583f76b4c7df0c30
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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}
|
||||
@@ -15,3 +15,4 @@ MonoBehaviour:
|
||||
currentMinigameIndex: 0
|
||||
minigames:
|
||||
- {fileID: 11400000, guid: 8a087d241d652634eb4f6352267ea7dc, type: 2}
|
||||
- {fileID: 11400000, guid: e726e0b93ea88465db7ee27605deb83f, type: 2}
|
||||
|
||||
15
Assets/Common/Scripts/BackButton.cs
Normal file
15
Assets/Common/Scripts/BackButton.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/BackButton.cs.meta
Normal file
11
Assets/Common/Scripts/BackButton.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c3dd279b546423e4a8a1b28819a6c4a1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
38
Assets/Common/Scripts/BootScreen.cs
Normal file
38
Assets/Common/Scripts/BootScreen.cs
Normal file
@@ -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!";
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/BootScreen.cs.meta
Normal file
11
Assets/Common/Scripts/BootScreen.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8891598d17bbfb439850bda8d767724
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
19
Assets/Common/Scripts/CommonScripts.asmdef
Normal file
19
Assets/Common/Scripts/CommonScripts.asmdef
Normal 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
|
||||
}
|
||||
7
Assets/Common/Scripts/CommonScripts.asmdef.meta
Normal file
7
Assets/Common/Scripts/CommonScripts.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3444c67d5a3a93e5a95a48906078c372
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
74
Assets/Common/Scripts/CourseActivityScreen.cs
Normal file
74
Assets/Common/Scripts/CourseActivityScreen.cs
Normal 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");
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/CourseActivityScreen.cs.meta
Normal file
11
Assets/Common/Scripts/CourseActivityScreen.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ee87f3cdcccf934b82f9531c90f3457
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
57
Assets/Common/Scripts/MainMenuScreen.cs
Normal file
57
Assets/Common/Scripts/MainMenuScreen.cs
Normal 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");
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
142
Assets/Common/Scripts/MinigameActivityScreen.cs
Normal file
142
Assets/Common/Scripts/MinigameActivityScreen.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/MinigameActivityScreen.cs.meta
Normal file
11
Assets/Common/Scripts/MinigameActivityScreen.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90de9a5c57c2189429073f8aadc9e9b7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
}
|
||||
36
Assets/Common/Scripts/ThemeLoader.cs
Normal file
36
Assets/Common/Scripts/ThemeLoader.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
@@ -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"));
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/ThemeSelectionScreen.cs.meta
Normal file
11
Assets/Common/Scripts/ThemeSelectionScreen.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30d9f9130bf1d414aaad006b2177bdea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
using NUnit.Framework;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
// check if edit mode tests works
|
||||
[Test]
|
||||
public void AlwaysTrueTest()
|
||||
{
|
||||
Assert.True(true);
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"name": "CommonTests",
|
||||
"optionalUnityReferences": [
|
||||
"TestAssemblies"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
]
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -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}
|
||||
|
||||
18
Assets/Courses/Scripts/CourseScripts.asmdef
Normal file
18
Assets/Courses/Scripts/CourseScripts.asmdef
Normal 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
|
||||
}
|
||||
7
Assets/Courses/Scripts/CourseScripts.asmdef.meta
Normal file
7
Assets/Courses/Scripts/CourseScripts.asmdef.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 63c63e721f65ebb7d871cb9ef49f4752
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
11
Assets/Courses/Scripts/TemplateCourse.cs.meta
Normal file
11
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Normal file
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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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8
Assets/JustSign/Prefabs.meta
Normal file
8
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Normal file
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214
Assets/JustSign/Prefabs/Symbol.prefab
Normal file
214
Assets/JustSign/Prefabs/Symbol.prefab
Normal file
@@ -0,0 +1,214 @@
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Assets/JustSign/Prefabs/Symbol.prefab.meta
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Assets/JustSign/Prefabs/Symbol.prefab.meta
Normal file
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5604
Assets/JustSign/Scenes/Game.unity
Normal file
5604
Assets/JustSign/Scenes/Game.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/JustSign/Scenes/Game.unity.meta
Normal file
7
Assets/JustSign/Scenes/Game.unity.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1283017ac1c1f6226854442564bd7e3d
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
21
Assets/JustSign/ScriptableObjects/JustSign.asset
Normal file
21
Assets/JustSign/ScriptableObjects/JustSign.asset
Normal file
@@ -0,0 +1,21 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: d7809d135a59849458ccb29ffad535c5, type: 3}
|
||||
m_Name: JustSign
|
||||
m_EditorClassIdentifier:
|
||||
index: 2
|
||||
title: Just Sign
|
||||
description: A rhythm game
|
||||
needsTheme: 1
|
||||
thumbnail: {fileID: 0}
|
||||
minigameEntryPoint: JustSign/Scenes/Game
|
||||
controls: test
|
||||
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