155 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
Louis Adriaens
c0a8cedecc Merge branch 'WES-47-final-result-view' into 'development'
Resolve WES-47 "Final result view"

See merge request wesign/unity-application!28
2023-03-11 16:17:08 +00:00
Louis Adriaens
e24765fa05 Resolve WES-47 "Final result view" 2023-03-11 16:17:07 +00:00
Victor Mylle
3ea40e0717 Update .drone.yml 2023-03-11 15:13:55 +00:00
DroneCI
7c6a5b8fe5 Add build files [skip ci] 2023-03-10 19:36:14 +00:00
Victor Mylle
fd1bcbcb2d Merge commit '3b63483d5b2de8f7bedf9d8e94e4acdeec286d25' into development 2023-03-10 19:33:58 +00:00
Victor Mylle
3b63483d5b Update .drone.yml 2023-03-10 19:31:06 +00:00
Victor Mylle
5a3613bc4f Update .drone.yml 2023-03-10 19:24:34 +00:00
Victor Mylle
d1f2758192 Update .drone.yml 2023-03-10 17:54:54 +00:00
Victor Mylle
5b96f3463b Update .drone.yml 2023-03-10 17:35:24 +00:00
Victor Mylle
7b99becf99 Update .drone.yml 2023-03-10 17:34:56 +00:00
Victor Mylle
e86a781644 Update .drone.yml 2023-03-10 17:23:57 +00:00
Victor Mylle
1e8209be6c Update .drone.yml 2023-03-10 17:19:49 +00:00
Jerome Coudron
e19fd2de8c Merge branch 'courses-code-formatting-and-documentation' into 'development'
Added documentation for startpause and webcam

See merge request wesign/unity-application!27
2023-03-10 11:06:34 +00:00
Jerome Coudron
02ff49a347 Added documentation for startpause and webcam 2023-03-10 11:06:33 +00:00
vimylleu
c3f4fc109b Merge remote-tracking branch 'origin/development' into Code-Analysis 2023-03-10 02:38:55 -07:00
Dries Van Schuylenbergh
594e95d7e1 Merge branch 'code-formatting-and-cleanup' into 'development'
Add formatting rules

See merge request wesign/unity-application!26
2023-03-10 09:21:12 +00:00
Dries Van Schuylenbergh
26f3322e4e Add formatting rules 2023-03-10 09:21:11 +00:00
Victor Mylle
7e95c1159d Update .drone.yml 2023-03-10 00:18:04 +00:00
Victor Mylle
eacd7e1623 Update .drone.yml 2023-03-10 00:10:33 +00:00
Victor Mylle
aa27c26872 Update .drone.yml 2023-03-10 00:02:17 +00:00
Victor Mylle
465774a1fb Update .drone.yml 2023-03-10 00:00:36 +00:00
Victor Mylle
9aeb0cc49b Update .drone.yml 2023-03-09 23:55:59 +00:00
Victor Mylle
ab67ef7bbe Update .drone.yml 2023-03-09 23:53:33 +00:00
Victor Mylle
9c1bd1ce42 Update .drone.yml 2023-03-09 23:41:47 +00:00
Victor Mylle
ed5c5bd918 Update .drone.yml 2023-03-09 23:37:42 +00:00
Victor Mylle
630241db6d Update .drone.yml 2023-03-09 23:36:25 +00:00
Victor Mylle
091e77e3c7 Update .drone.yml 2023-03-09 23:32:04 +00:00
Louis Adriaens
6d762a63f7 Merge branch 'WES-XX-build-fix' into 'development'
Wes xx build fix

See merge request wesign/unity-application!21
2023-03-09 12:44:12 +00:00
Dries Van Schuylenbergh
2fa54620ef Wes xx build fix 2023-03-09 12:44:11 +00:00
Lukas Van Rossem
601cf38c61 Merge branch 'WES-62-spellingbee-webcam' into 'development'
Resolve WES-62 "Spellingbee webcam"

See merge request wesign/unity-application!22
2023-03-08 23:08:27 +00:00
Lukas Van Rossem
62c314a490 Resolve WES-62 "Spellingbee webcam" 2023-03-08 23:08:26 +00:00
Dries Van Schuylenbergh
3ea0e8e452 Merge branch 'WES-43-integrate-minigame-and-courses' into 'development'
Integrate minigame and courses

See merge request wesign/unity-application!20
2023-03-08 19:07:59 +00:00
Dries Van Schuylenbergh
852a17b0b4 Integrate minigame and courses 2023-03-08 19:07:57 +00:00
Victor Mylle
7e98fea538 Merge branch 'WES-57-test-framework' into 'development'
WES-57-test-framework

See merge request wesign/unity-application!5
2023-03-08 14:15:01 +00:00
Tibe Habils
960f6e0681 WES-57-test-framework 2023-03-08 14:15:00 +00:00
Victor Mylle
1ce182e769 Update .drone.yml 2023-03-08 13:45:44 +00:00
Victor Mylle
7429a91acd Update .drone.yml 2023-03-08 13:28:10 +00:00
Victor Mylle
b1a765ace5 Update .drone.yml 2023-03-08 13:25:40 +00:00
Victor Mylle
7c627e84c6 Update .drone.yml 2023-03-08 13:16:45 +00:00
Victor Mylle
5536a808e0 Update .drone.yml 2023-03-08 13:13:02 +00:00
Victor Mylle
121efc874d Update .drone.yml 2023-03-08 13:10:23 +00:00
Victor Mylle
3a1cb5191d Update .drone.yml 2023-03-08 13:08:14 +00:00
Victor Mylle
e61cc0d701 Update .drone.yml 2023-03-08 13:06:16 +00:00
Victor Mylle
250019f29c Update .drone.yml 2023-03-08 13:01:23 +00:00
Victor Mylle
718c0322e6 Update .drone.yml 2023-03-08 12:57:23 +00:00
Victor Mylle
6150f6c0bf Update .drone.yml 2023-03-08 12:33:16 +00:00
jeldgees
cfea71d3fd Merge branch 'Code-Analysis' of gitlab.ilabt.imec.be:wesign/unity-application into Code-Analysis 2023-03-08 13:31:04 +01:00
jeldgees
ee3dc7e20d Added script 2023-03-08 13:30:31 +01:00
Victor Mylle
aae6f59497 Update .drone.yml 2023-03-08 12:29:59 +00:00
Victor Mylle
543387911b Update .drone.yml 2023-03-08 12:05:22 +00:00
Victor Mylle
a87d1a7a7f Update .drone.yml 2023-03-08 11:58:55 +00:00
Victor Mylle
7d93b60c7b Update .drone.yml 2023-03-08 11:55:24 +00:00
Victor Mylle
9c4bd7d89a Update .drone.yml 2023-03-08 11:51:56 +00:00
Victor Mylle
8ba53d225e Update .drone.yml 2023-03-08 11:38:12 +00:00
Victor Mylle
496acc39a7 Update .drone.yml 2023-03-08 11:32:15 +00:00
Victor Mylle
0562f6f11a Update .drone.yml 2023-03-08 11:28:17 +00:00
Victor Mylle
0750955224 Update .drone.yml 2023-03-08 11:25:51 +00:00
Victor Mylle
f490dde507 Update .drone.yml 2023-03-08 11:24:58 +00:00
Victor Mylle
b5a56e39ba Update .drone.yml 2023-03-08 11:08:23 +00:00
Victor Mylle
3693d995d9 Update .drone.yml 2023-03-08 11:07:32 +00:00
Victor Mylle
b51092c34d Update .drone.yml 2023-03-08 10:31:22 +00:00
Victor Mylle
11406f21a9 Update .drone.yml 2023-03-08 10:24:59 +00:00
Victor Mylle
bf7de8a07a Update .drone.yml 2023-03-08 10:20:03 +00:00
Victor Mylle
74649fd6e1 Update .drone.yml 2023-03-08 10:18:34 +00:00
Victor Mylle
7b40ac0fe3 Update .drone.yml 2023-03-08 10:16:18 +00:00
Victor Mylle
adf907a6ca Merge branch 'WES-56-users' into 'development'
Implement simple user creation system

See merge request wesign/unity-application!19
2023-03-08 10:13:11 +00:00
Dries Van Schuylenbergh
a351182aa1 Implement simple user creation system 2023-03-08 10:13:10 +00:00
Victor Mylle
38e3f94b6e Update .drone.yml 2023-03-08 10:12:05 +00:00
Dries Van Schuylenbergh
7ed5a959e2 Merge branch 'WES-43-minigame-framework' into 'development'
Resolve WES-43 "Minigame framework"

See merge request wesign/unity-application!18
2023-03-06 12:14:26 +00:00
Dries Van Schuylenbergh
9eebf4e4f2 Resolve WES-43 "Minigame framework" 2023-03-06 12:14:25 +00:00
Tibe Habils
f670c0cd0a Merge branch 'WES-50-courses-basics' into 'development'
wes-50 -> dev

See merge request wesign/unity-application!17
2023-03-05 15:52:00 +00:00
Jerome Coudron
f5689090cd wes-50 -> dev 2023-03-05 15:52:00 +00:00
Victor Mylle
33bdc1464a Update .drone.yml 2023-03-04 22:18:36 +00:00
Dries Van Schuylenbergh
e6e517327f Merge branch 'WES-49-courses-list' into 'development'
Resolve WES-49 "Courses list"

See merge request wesign/unity-application!14
2023-03-04 20:08:28 +00:00
Dries Van Schuylenbergh
ffa28e16dd Resolve WES-49 "Courses list" 2023-03-04 20:08:28 +00:00
Lukas Van Rossem
94e394b26c Merge branch 'WES-59-winning-screen-real' into 'development'
Resolve WES-59 "Winning screen real"

See merge request wesign/unity-application!13
2023-03-02 21:33:15 +00:00
lvrossem
657777ad62 Add winning screen 2023-03-02 22:28:54 +01:00
lvrossem
e00fb02f3b Resolve conflicts 2023-03-02 20:52:01 +01:00
lvrossem
c195ee69b1 Bit of cleanup and comments 2023-03-02 20:32:28 +01:00
lvrossem
56f3d0c195 Kinda sorta finished 2023-03-02 19:29:37 +01:00
lvrossem
630c94836f Bit of cleanup 2023-03-02 17:13:57 +01:00
lvrossem
0abf2096e8 Add timer to spelling bee 2023-03-02 17:11:57 +01:00
lvrossem
359b1db905 Some more work on theme selection 2023-03-02 15:24:34 +01:00
Dries Van Schuylenbergh
836e1cdc4c Fix Resource folder issues 2023-03-02 14:46:19 +01:00
lvrossem
49b91f062e Theme selection screen 2023-03-02 14:42:35 +01:00
Dries Van Schuylenbergh
7a078849c0 Improve folder structure 2023-03-02 13:36:09 +01:00
lvrossem
62ee8b9097 Small refactor to JSON loader 2023-03-02 12:28:19 +01:00
lvrossem
8a27a1fe3b Write comments; some cleanup 2023-03-02 00:33:16 +01:00
lvrossem
493fb34e09 Fix wrong image pathnames 2023-03-02 00:12:52 +01:00
lvrossem
0d629d48ae More work on spelling bee 2023-03-02 00:11:06 +01:00
lvrossem
51f8cc169c Get all words to render correctly 2023-03-01 22:09:55 +01:00
lvrossem
95b17fff22 Finally manage to render a word 2023-03-01 21:16:26 +01:00
lvrossem
ecd24dce04 Get JSON parser to work 2023-03-01 19:43:56 +01:00
lvrossem
994997d279 Correct more typos in words.json and words.txt 2023-03-01 18:17:35 +01:00
lvrossem
7751f0c97d Correct typos in words.json and words.txt 2023-03-01 18:11:00 +01:00
lvrossem
6f339aebae Fix merge conflicts 2023-03-01 17:25:59 +01:00
lvrossem
9cdcb63baf Continue work on spelling bee 2023-03-01 17:19:32 +01:00
Dries Van Schuylenbergh
27abe56106 Add image files 2023-02-28 23:00:16 +01:00
Dries Van Schuylenbergh
836c15ad5f Add JSON file support for easier managment of themes. 2023-02-28 22:59:46 +01:00
Dries Van Schuylenbergh
2c771bdb8d Update words 2023-02-28 22:58:47 +01:00
Dries Van Schuylenbergh
dcd23df3da Update .gitignore for vscode users 2023-02-28 20:36:03 +01:00
Dries Van Schuylenbergh
a3f543f458 Add more words 2023-02-28 14:24:33 +01:00
Dries Van Schuylenbergh
816f631802 Move files to Resources folder 2023-02-28 14:06:38 +01:00
lvrossem
5652259e4e Small refactor to use Resource folder 2023-02-28 12:44:56 +01:00
Dries Van Schuylenbergh
23887d97ec Add Selling Bee words 2023-02-28 12:28:48 +01:00
lvrossem
4fdfd0da84 Read words into list on startup 2023-02-28 12:24:46 +01:00
lvrossem
ef58f9bb19 Add words file and test image 2023-02-28 11:27:27 +01:00
1664 changed files with 271660 additions and 4423 deletions

View File

@@ -1,22 +1,65 @@
kind: pipeline
name: sonarcube
name: tests
type: docker
steps:
- name: code-analysis
pull: if-not-exists
image: sonarsource/sonar-scanner-cli
commands:
- sonar-scanner -Dsonar.host.url=$SONAR_HOST -Dsonar.login=$SONAR_TOKEN -Dsonar.projectKey=$SONAR_PROJECT_KEY -Dsonar.projectVersion=$DRONE_REPO_BRANCH-$DRONE_COMMIT-$DRONE_COMMIT_AUTHOR
environment:
SONAR_HOST:
from_secret: sonar_host
SONAR_TOKEN:
from_secret: sonar_token
SONAR_PROJECT_KEY:
from_secret: sonar_project_key
trigger:
event:
- push
- pull_request
steps:
- name: unity-tests
image: docker.io/library/unity-runner:0.1
commands:
- /opt/unity/editors/2021.3.19f1/Editor/Unity -runTests -batchmode -nographics -projectPath . -testResults results_editmode.xml -testPlatform EditMode || true
- /opt/unity/editors/2021.3.19f1/Editor/Unity -runTests -batchmode -nographics -projectPath . -testResults results_playmode.xml -testPlatform PlayMode || true
- name: tests-parser
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/

228
.editorconfig Normal file
View File

@@ -0,0 +1,228 @@
# Remove the line below if you want to inherit .editorconfig settings from higher directories
root = true
# C# files
[*.cs]
#### Core EditorConfig Options ####
# Indentation and spacing
indent_size = 4
indent_style = space
tab_width = 4
# New line preferences
end_of_line = crlf
insert_final_newline = false
#### .NET Coding Conventions ####
# Organize usings
dotnet_separate_import_directive_groups = false
dotnet_sort_system_directives_first = false
file_header_template = unset
# this. and Me. preferences
dotnet_style_qualification_for_event = false
dotnet_style_qualification_for_field = false
dotnet_style_qualification_for_method = false
dotnet_style_qualification_for_property = false
# Language keywords vs BCL types preferences
dotnet_style_predefined_type_for_locals_parameters_members = true
dotnet_style_predefined_type_for_member_access = true
# Parentheses preferences
dotnet_style_parentheses_in_arithmetic_binary_operators = always_for_clarity
dotnet_style_parentheses_in_other_binary_operators = always_for_clarity
dotnet_style_parentheses_in_other_operators = never_if_unnecessary
dotnet_style_parentheses_in_relational_binary_operators = always_for_clarity
# Modifier preferences
dotnet_style_require_accessibility_modifiers = for_non_interface_members
# Expression-level preferences
dotnet_style_coalesce_expression = true
dotnet_style_collection_initializer = true
dotnet_style_explicit_tuple_names = true
dotnet_style_namespace_match_folder = true
dotnet_style_null_propagation = true
dotnet_style_object_initializer = true
dotnet_style_operator_placement_when_wrapping = beginning_of_line
dotnet_style_prefer_auto_properties = true
dotnet_style_prefer_compound_assignment = true
dotnet_style_prefer_conditional_expression_over_assignment = true
dotnet_style_prefer_conditional_expression_over_return = true
dotnet_style_prefer_foreach_explicit_cast_in_source = when_strongly_typed
dotnet_style_prefer_inferred_anonymous_type_member_names = true
dotnet_style_prefer_inferred_tuple_names = true
dotnet_style_prefer_is_null_check_over_reference_equality_method = true
dotnet_style_prefer_simplified_boolean_expressions = true
dotnet_style_prefer_simplified_interpolation = true
# Field preferences
dotnet_style_readonly_field = true
# Parameter preferences
dotnet_code_quality_unused_parameters = all
# Suppression preferences
dotnet_remove_unnecessary_suppression_exclusions = none
# New line preferences
dotnet_style_allow_multiple_blank_lines_experimental = true
dotnet_style_allow_statement_immediately_after_block_experimental = true
#### C# Coding Conventions ####
# var preferences
csharp_style_var_elsewhere = false
csharp_style_var_for_built_in_types = false
csharp_style_var_when_type_is_apparent = false
# Expression-bodied members
csharp_style_expression_bodied_accessors = true
csharp_style_expression_bodied_constructors = false
csharp_style_expression_bodied_indexers = true
csharp_style_expression_bodied_lambdas = true
csharp_style_expression_bodied_local_functions = false
csharp_style_expression_bodied_methods = false
csharp_style_expression_bodied_operators = false
csharp_style_expression_bodied_properties = true
# Pattern matching preferences
csharp_style_pattern_matching_over_as_with_null_check = true
csharp_style_pattern_matching_over_is_with_cast_check = true
csharp_style_prefer_extended_property_pattern = true
csharp_style_prefer_not_pattern = true
csharp_style_prefer_pattern_matching = true
csharp_style_prefer_switch_expression = true
# Null-checking preferences
csharp_style_conditional_delegate_call = true
# Modifier preferences
csharp_prefer_static_local_function = true
csharp_preferred_modifier_order = public,private,protected,internal,file,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,required,volatile,async
csharp_style_prefer_readonly_struct = true
# Code-block preferences
csharp_prefer_braces = true
csharp_prefer_simple_using_statement = true
csharp_style_namespace_declarations = block_scoped
csharp_style_prefer_method_group_conversion = true
csharp_style_prefer_top_level_statements = true
# Expression-level preferences
csharp_prefer_simple_default_expression = true
csharp_style_deconstructed_variable_declaration = true
csharp_style_implicit_object_creation_when_type_is_apparent = true
csharp_style_inlined_variable_declaration = true
csharp_style_prefer_index_operator = true
csharp_style_prefer_local_over_anonymous_function = true
csharp_style_prefer_null_check_over_type_check = true
csharp_style_prefer_range_operator = true
csharp_style_prefer_tuple_swap = true
csharp_style_prefer_utf8_string_literals = true
csharp_style_throw_expression = true
csharp_style_unused_value_assignment_preference = discard_variable
csharp_style_unused_value_expression_statement_preference = discard_variable
# 'using' directive preferences
csharp_using_directive_placement = outside_namespace
# New line preferences
csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental = true
csharp_style_allow_blank_line_after_token_in_arrow_expression_clause_experimental = true
csharp_style_allow_blank_line_after_token_in_conditional_expression_experimental = true
csharp_style_allow_blank_lines_between_consecutive_braces_experimental = true
csharp_style_allow_embedded_statements_on_same_line_experimental = true
#### C# Formatting Rules ####
# New line preferences
csharp_new_line_before_catch = true
csharp_new_line_before_else = true
csharp_new_line_before_finally = true
csharp_new_line_before_members_in_anonymous_types = true
csharp_new_line_before_members_in_object_initializers = true
csharp_new_line_before_open_brace = all
csharp_new_line_between_query_expression_clauses = true
# Indentation preferences
csharp_indent_block_contents = true
csharp_indent_braces = false
csharp_indent_case_contents = true
csharp_indent_case_contents_when_block = true
csharp_indent_labels = one_less_than_current
csharp_indent_switch_labels = true
# Space preferences
csharp_space_after_cast = false
csharp_space_after_colon_in_inheritance_clause = true
csharp_space_after_comma = true
csharp_space_after_dot = false
csharp_space_after_keywords_in_control_flow_statements = true
csharp_space_after_semicolon_in_for_statement = true
csharp_space_around_binary_operators = before_and_after
csharp_space_around_declaration_statements = false
csharp_space_before_colon_in_inheritance_clause = true
csharp_space_before_comma = false
csharp_space_before_dot = false
csharp_space_before_open_square_brackets = false
csharp_space_before_semicolon_in_for_statement = false
csharp_space_between_empty_square_brackets = false
csharp_space_between_method_call_empty_parameter_list_parentheses = false
csharp_space_between_method_call_name_and_opening_parenthesis = false
csharp_space_between_method_call_parameter_list_parentheses = false
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
csharp_space_between_method_declaration_name_and_open_parenthesis = false
csharp_space_between_method_declaration_parameter_list_parentheses = false
csharp_space_between_parentheses = false
csharp_space_between_square_brackets = false
# Wrapping preferences
csharp_preserve_single_line_blocks = true
csharp_preserve_single_line_statements = true
#### Naming styles ####
# Naming rules
dotnet_naming_rule.interface_should_be_begins_with_i.severity = suggestion
dotnet_naming_rule.interface_should_be_begins_with_i.symbols = interface
dotnet_naming_rule.interface_should_be_begins_with_i.style = begins_with_i
dotnet_naming_rule.types_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.types_should_be_pascal_case.symbols = types
dotnet_naming_rule.types_should_be_pascal_case.style = pascal_case
dotnet_naming_rule.non_field_members_should_be_pascal_case.severity = suggestion
dotnet_naming_rule.non_field_members_should_be_pascal_case.symbols = non_field_members
dotnet_naming_rule.non_field_members_should_be_pascal_case.style = pascal_case
# Symbol specifications
dotnet_naming_symbols.interface.applicable_kinds = interface
dotnet_naming_symbols.interface.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.interface.required_modifiers =
dotnet_naming_symbols.types.applicable_kinds = class, struct, interface, enum
dotnet_naming_symbols.types.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.types.required_modifiers =
dotnet_naming_symbols.non_field_members.applicable_kinds = property, event, method
dotnet_naming_symbols.non_field_members.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
dotnet_naming_symbols.non_field_members.required_modifiers =
# Naming styles
dotnet_naming_style.pascal_case.required_prefix =
dotnet_naming_style.pascal_case.required_suffix =
dotnet_naming_style.pascal_case.word_separator =
dotnet_naming_style.pascal_case.capitalization = pascal_case
dotnet_naming_style.begins_with_i.required_prefix = I
dotnet_naming_style.begins_with_i.required_suffix =
dotnet_naming_style.begins_with_i.word_separator =
dotnet_naming_style.begins_with_i.capitalization = pascal_case

1
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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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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
/// <summary>
/// A class for holding all progress belonging to a user
/// </summary>
[Serializable]
public class Progress
{
/// <summary>
/// A helper class for handling the stored progress
/// </summary>
[Serializable]
protected class DataEntry
{
/// <summary>
/// The key, used to reference the data object
/// </summary>
public string key;
/// <summary>
/// The object, representated as a list of byte (which can be serialized)
/// </summary>
public List<byte> bytes = new List<byte>();
public DataEntry(string key, byte[] data)
{
this.key = key;
this.bytes = new List<byte>(data);
}
}
/// <summary>
/// Entries in the <c>Progress</c> object
/// </summary>
[SerializeField]
private List<DataEntry> entries = new List<DataEntry>();
/// <summary>
/// Update the value of a certain key,
/// or add a new value if the key was not present
/// </summary>
/// <typeparam name="T">The type of the data to be added/updated</typeparam>
/// <param name="key">The key, used for referencing the data</param>
/// <param name="data">The object of type <typeparamref name="T"/></param>
/// <returns><c>true</c> if successful, <c>false</c> otherwise</returns>
public bool AddOrUpdate<T>(string key, T data)
{
if (data == null)
return false;
DataEntry entry = entries.Find(x => x.key == key);
// Hacky serialization stuff
BinaryFormatter bf = new BinaryFormatter();
using (MemoryStream ms = new MemoryStream())
{
bf.Serialize(ms, data);
if (entry != null)
{
entry.bytes.Clear();
entry.bytes.AddRange(ms.ToArray());
}
else
{
entries.Add(new DataEntry(key, ms.ToArray()));
}
return true;
}
}
/// <summary>
/// Get the data object of a certain key
/// </summary>
/// <typeparam name="T">The type of the data object</typeparam>
/// <param name="key">The key referencing the data object</param>
/// <returns>The data, cast to a type <typeparamref name="T"/></returns>
/// <exception cref="KeyNotFoundException"></exception>
public T Get<T>(string key)
{
BinaryFormatter bf = new BinaryFormatter();
using (MemoryStream ms = new MemoryStream())
{
// Find the correct key
foreach (DataEntry entry in entries)
{
if (entry.key == key)
{
// Hacky serialization stuff
byte[] data = entry.bytes.ToArray();
ms.Write(data, 0, data.Length);
ms.Seek(0, SeekOrigin.Begin);
return (T)bf.Deserialize(ms);
}
}
}
// Raise an exception when key is not found
throw new KeyNotFoundException();
}
}

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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();
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using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// A class holding all information of a user
/// </summary>
[Serializable]
public class User
{
/// <summary>
/// User nickname
/// </summary>
public string username;
/// <summary>
/// The avatar of the user
/// </summary>
public Sprite avatar;
/// <summary>
/// The total playtime of the user
/// </summary>
/// <remarks>TODO: needs to be implemented</remarks>
public double playtime;
/// <summary>
/// List of courses a user started/completed
/// </summary>
[SerializeField]
public List<Progress> courses = new List<Progress>();
/// <summary>
/// List of minigames a user played
/// </summary>
[SerializeField]
public List<Progress> minigames = new List<Progress>();
/// <summary>
/// Get a list of all recently started courses
/// </summary>
/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
public List<Tuple<CourseIndex, float>> GetRecentCourses()
{
// TODO: return better results (for now only return all courses)
List<Tuple<CourseIndex, float>> recentCourses = new List<Tuple<CourseIndex, float>>();
foreach (Progress courseProgress in courses)
{
CourseIndex idx = courseProgress.Get<CourseIndex>("courseIndex");
float progress = courseProgress.Get<float>("courseProgress");
recentCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
}
return recentCourses;
}
/// <summary>
/// Get a list of all recommended courses
/// </summary>
/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
public List<Tuple<CourseIndex, float>> GetRecommendedCourses()
{
List<Tuple<CourseIndex, float>> recommenedCourses = new List<Tuple<CourseIndex, float>>();
if (courses.Count == 0)
{
recommenedCourses.Add(Tuple.Create<CourseIndex, float>(CourseIndex.FINGERSPELLING, 0.0f));
}
else
{
// TODO: return better results (for now only return all courses)
foreach (Progress courseProgress in courses)
{
CourseIndex idx = courseProgress.Get<CourseIndex>("courseIndex");
float progress = courseProgress.Get<float>("courseProgress");
recommenedCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
}
}
return recommenedCourses;
}
/// <summary>
/// Get the progress of a certain course
/// </summary>
/// <param name="courseIndex">Index of course</param>
/// <returns><c>Progress</c> belonging to the <c>courseIndex</c>, <c>null</c> if course was not found</returns>
public Progress GetCourseProgress(CourseIndex courseIndex)
{
return courses.Find((p) => p.Get<CourseIndex>("courseIndex") == courseIndex);
}
/// <summary>
/// Get the progress of certain minigame
/// </summary>
/// <param name="minigameIndex">Index of the minigame</param>
/// <returns><c>Progress</c> belonging to the <c>minigameIndex</c>, <c>null</c> if minigame was not found</returns>
public Progress GetMinigameProgress(MinigameIndex minigameIndex)
{
return minigames.Find((p) => p.Get<MinigameIndex>("minigameIndex") == minigameIndex);
}
}

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@@ -1,5 +1,5 @@
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using System.Collections.Generic;
using System.Text.RegularExpressions;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// UserCreationScreen scene manager
/// </summary>
public class UserCreationScreen : MonoBehaviour
{
/// <summary>
/// Maximum lenght of a username
/// </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>
public TMP_InputField inputName;
/// <summary>
/// Reference to the avatar-list container
/// </summary>
public Transform avatarsContainer;
/// <summary>
/// Avatar prefab
/// </summary>
public GameObject avatarPrefab;
/// <summary>
/// List of all sprites that are supported as avatars
/// </summary>
public List<Sprite> sprites = new List<Sprite>();
/// <summary>
/// Reference to the UserList ScriptableObject
/// </summary>
public UserList users;
/// <summary>
/// Current selected avatar
/// </summary>
[SerializeField]
private int selectedAvatar = 0;
/// <summary>
/// List of references to avatar background sprites (so we can color them nicely)
/// </summary>
private List<Image> avatars = new List<Image>();
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
errorMessage.SetActive(false);
for (int i = 0; i < sprites.Count; i++)
{
// Create instance of prefab
GameObject instance = GameObject.Instantiate(avatarPrefab, avatarsContainer);
// 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(() => UpdateAvatar(x));
// Store reference to image for fancy coloring
Image background = instance.GetComponent<Image>();
avatars.Add(background);
// Set background color
background.color = selectedAvatar == i ? Color.blue : Color.gray;
// Find correct component for setting the sprite
instance.transform.Find("Image").GetComponent<Image>().sprite = sprites[i];
}
}
/// <summary>
/// Update the current selected avatar
/// </summary>
/// <param name="newAvatar">Index to the new avatar in the <c>this.avatars</c> list</param>
private void UpdateAvatar(int newAvatar)
{
avatars[selectedAvatar].color = Color.gray;
selectedAvatar = newAvatar;
avatars[selectedAvatar].color = Color.blue;
}
/// <summary>
/// Check if a given string is a correct username (using Regex)
/// </summary>
/// <param name="username">The username to be checked</param>
/// <returns><c>true</c> if the username was valid, <c>false</c> otherwise</returns>
static public bool IsValidUsername(string username)
{
return new Regex($@"^[abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789]{{1,{MAX_USERNAME_LENGTH}}}$").IsMatch(username);
}
/// <summary>
/// Create a new user
/// (this method will be called by a button callback)
/// </summary>
public void CreateUser()
{
string username = inputName.text;
if (IsValidUsername(username))
{
if (users.GetUserByUsername(username) == null)
{
// Create a new entry in the UserList ScriptableObject
users.ChangeCurrentUser(users.CreateAndAddNewUser(username, sprites[selectedAvatar]));
SystemController.GetInstance().BackToPreviousScene();
}
// Warn user that username already exists
else
{
errorMessage.SetActive(true);
errorMessage.GetComponent<TMP_Text>().text = "Deze gebruikersnaam bestaat al! Kies een andere.";
}
}
// Warn user that username is invalid
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).";
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
/// <summary>
/// Keep track of all users
/// </summary>
[CreateAssetMenu(menuName = "Create new Scriptable/UserList")]
public class UserList : ScriptableObject
{
/// <summary>
/// Helper class to enable serialization of the UserList class
/// (<c>ScriptableObject</c>s cannot be serialized)
/// </summary>
[Serializable]
public class StoredUserList
{
/// <summary>
/// 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>
public List<User> storedUsers = new List<User>();
}
/// <summary>
/// Reference to the serializable version of <c>UserList</c>
/// </summary>
[SerializeField]
private StoredUserList storedUserList = new StoredUserList();
/// <summary>
/// Path of the <c>.json</c>-file to store all serialized data
/// </summary>
public static string PATH = null;
/// <summary>
/// OnEnable will make sure the <c>PATH</c>-variable is correctly initialized
/// </summary>
void OnEnable()
{
PATH = $"{Application.dataPath}/users.json";
Load();
}
/// <summary>
/// Create a new user
/// </summary>
/// <param name="name">The username of the new user</param>
/// <param name="avatar">Reference to the user avatar</param>
/// <returns>A newly created user</returns>
public User CreateNewUser(string name, Sprite avatar)
{
User user = new User();
user.username = name;
user.avatar = avatar;
return user;
}
/// <summary>
/// Create a new user and save (add to list)
/// </summary>
/// <param name="name">The username of the new user</param>
/// <param name="avatar">Reference to the user avatar</param>
/// <returns>A newly created user</returns>
public User CreateAndAddNewUser(string name, Sprite avatar)
{
User user = CreateNewUser(name, avatar);
storedUserList.storedUsers.Add(user);
Save();
return user;
}
/// <summary>
/// Get a user by username
/// </summary>
/// <param name="username">The username of the user</param>
/// <returns><c>User</c>-object if a user with such username was found, <c>null</c> otherwise</returns>
public User GetUserByUsername(string username)
{
foreach (User user in storedUserList.storedUsers)
if (user.username == username) return user;
return null;
}
/// <summary>
/// Get a list of all users currently stored
/// </summary>
/// <returns>A list of all users</returns>
public List<User> GetUsers()
{
return storedUserList.storedUsers;
}
/// <summary>
/// Get the current logged in user
/// </summary>
/// <returns>The current logged in user</returns>
public User GetCurrentUser()
{
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>
public void Save()
{
string json = JsonUtility.ToJson(storedUserList);
File.CreateText(PATH).Close();
File.WriteAllText(PATH, json);
}
/// <summary>
/// Override the current content of the userlist by what is stored on disk
/// </summary>
public void Load()
{
try
{
storedUserList.storedUsers.Clear();
string text = File.ReadAllText(PATH);
storedUserList = JsonUtility.FromJson<StoredUserList>(text);
}
catch (FileNotFoundException) { Debug.Log($"Path '{PATH}' not found"); }
}
}

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{
"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
}

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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);
}
}

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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);
}
}

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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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/// <summary>
/// Enum for easy indexing and checking if a course is of a certain kind
/// </summary>
public enum CourseIndex
{
FINGERSPELLING
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/// <summary>
/// Enum for easy indexing and checking if a minigame is of a certain kind
/// </summary>
public enum MinigameIndex
{
SPELLING_BEE,
HANGMAN,
JUST_SIGN
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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;
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