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v0.1
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test-tests
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28
.drone.yml
@@ -1,22 +1,20 @@
|
||||
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
|
||||
|
||||
228
.editorconfig
Normal 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
.gitignore
vendored
@@ -25,6 +25,7 @@
|
||||
|
||||
# Visual Studio cache directory
|
||||
.vs/
|
||||
.vscode/
|
||||
|
||||
# Gradle cache directory
|
||||
.gradle/
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bc1a4c9750f9f1f4813974afef44eb4
|
||||
guid: 6d0ffbb5478491d4cab023dd561128ea
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
8
Assets/Accounts/Prefabs.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32d13c7982bb5b1449abb4c889b61826
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
212
Assets/Accounts/Prefabs/Avatar.prefab
Normal file
@@ -0,0 +1,212 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &6263784958278830195
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 6263784958278830196}
|
||||
- component: {fileID: 6263784958278830198}
|
||||
- component: {fileID: 6263784958278830197}
|
||||
m_Layer: 5
|
||||
m_Name: Image
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &6263784958278830196
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 6263784958278830195}
|
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
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17
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105
Assets/Accounts/Scripts/Progress.cs
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.Serialization.Formatters.Binary;
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using UnityEngine;
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/// <summary>
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/// A class for holding all progress belonging to a user
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/// </summary>
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[Serializable]
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public class Progress
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{
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/// <summary>
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/// A helper class for handling the stored progress
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/// </summary>
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[Serializable]
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{
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/// The key, used to reference the data object
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{
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{
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{
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{
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/// <summary>
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/// Get the data object of a certain key
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/// </summary>
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/// <returns>The data, cast to a type <typeparamref name="T"/></returns>
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{
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BinaryFormatter bf = new BinaryFormatter();
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using (MemoryStream ms = new MemoryStream())
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{
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foreach (DataEntry entry in entries)
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{
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if (entry.key == key)
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{
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// Hacky serialization stuff
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byte[] data = entry.bytes.ToArray();
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return (T)bf.Deserialize(ms);
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// Raise an exception when key is not found
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102
Assets/Accounts/Scripts/User.cs
Normal file
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
|
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/// A class holding all information of a user
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/// </summary>
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[Serializable]
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public class User
|
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{
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/// <summary>
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/// User nickname
|
||||
/// </summary>
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public string username;
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/// <summary>
|
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/// The avatar of the user
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/// </summary>
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public Sprite avatar;
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|
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/// <summary>
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/// The total playtime of the user
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/// </summary>
|
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/// <remarks>TODO: needs to be implemented</remarks>
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public double playtime;
|
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/// <summary>
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/// List of courses a user started/completed
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/// </summary>
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/// <summary>
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/// List of minigames a user played
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/// </summary>
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public List<Progress> minigames = new List<Progress>();
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/// <summary>
|
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/// Get a list of all recently started courses
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/// </summary>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecentCourses()
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{
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// TODO: return better results (for now only return all courses)
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List<Tuple<CourseIndex, float>> recentCourses = new List<Tuple<CourseIndex, float>>();
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foreach (Progress courseProgress in courses)
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{
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float progress = courseProgress.Get<float>("courseProgress");
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recentCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
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}
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return recentCourses;
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}
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/// <summary>
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/// Get a list of all recommended courses
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/// </summary>
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/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecommendedCourses()
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{
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List<Tuple<CourseIndex, float>> recommenedCourses = new List<Tuple<CourseIndex, float>>();
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if (courses.Count == 0)
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{
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recommenedCourses.Add(Tuple.Create<CourseIndex, float>(CourseIndex.FINGERSPELLING, 0.0f));
|
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}
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else
|
||||
{
|
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// TODO: return better results (for now only return all courses)
|
||||
foreach (Progress courseProgress in courses)
|
||||
{
|
||||
CourseIndex idx = courseProgress.Get<CourseIndex>("courseIndex");
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float progress = courseProgress.Get<float>("courseProgress");
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recommenedCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
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}
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}
|
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return recommenedCourses;
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}
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/// <summary>
|
||||
/// Get the progress of a certain course
|
||||
/// </summary>
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/// <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>
|
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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);
|
||||
}
|
||||
}
|
||||
11
Assets/Accounts/Scripts/User.cs.meta
Normal file
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fileFormatVersion: 2
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guid: ae6d59a84b340534f8bbfc7101ce4a2f
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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assetBundleVariant:
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130
Assets/Accounts/Scripts/UserCreationScreen.cs
Normal file
@@ -0,0 +1,130 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Text.RegularExpressions;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
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 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()
|
||||
{
|
||||
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
|
||||
foreach (Image img in background.GetComponentsInChildren<Image>())
|
||||
if (img != background)
|
||||
{
|
||||
img.sprite = sprites[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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($@"^[abcdefghijklmnopqrstuvwxyz]{{1,{MAX_USERNAME_LENGTH}}}$").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.CreateAndAddNewUser(username, sprites[selectedAvatar]);
|
||||
// TODO: change scene, for now just change to StartScreen
|
||||
SceneManager.LoadScene("Common/Scenes/StartScreen");
|
||||
}
|
||||
// TODO: give more feedback to user
|
||||
// Warn user that username already exists
|
||||
else Debug.LogWarning($"Username '{username}' already exists!");
|
||||
}
|
||||
// TODO: give more feedback to user
|
||||
// Warn user that username is invalid
|
||||
else Debug.LogWarning($"Invalid username '{username}'!");
|
||||
}
|
||||
}
|
||||
11
Assets/Accounts/Scripts/UserCreationScreen.cs.meta
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132
Assets/Accounts/Scripts/UserList.cs
Normal file
@@ -0,0 +1,132 @@
|
||||
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>
|
||||
/// 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"); }
|
||||
}
|
||||
}
|
||||
11
Assets/Accounts/Scripts/UserList.cs.meta
Normal file
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8
Assets/Accounts/Tests.meta
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9
Assets/Accounts/Tests/AccountsTests.asmdef
Normal file
@@ -0,0 +1,9 @@
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{
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"name": "AccountsTests",
|
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"optionalUnityReferences": [
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"TestAssemblies"
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],
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"Editor"
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7
Assets/Accounts/Tests/AccountsTests.asmdef.meta
Normal file
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Assets/Accounts/Tests/BasicTest.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using NUnit.Framework;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
// check if edit mode tests works
|
||||
[Test]
|
||||
public void AlwaysTrueTest()
|
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{
|
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Assert.True(true);
|
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}
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Normal file
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using UnityEngine;
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/// <summary>
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{
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/// Method used as callback for gameobject onClick events
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/// </summary>
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{
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SceneManager.LoadScene(sceneName);
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}
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/// <summary>
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{
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/// <summary>
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public void LoadScene(int buildIndex)
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{
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SceneManager.LoadScene(buildIndex);
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73
Assets/Common/Scripts/CourseItem.cs
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using TMPro;
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using UnityEngine.SceneManagement;
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{
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/// <summary>
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/// </summary>
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public Button button;
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/// <summary>
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/// Reference to the slider that displays the progress of the user
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/// </summary>
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/// <summary>
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/// Reference to the gameobject that holds the text 'COMPLETED'
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/// </summary>
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public GameObject completed;
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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{
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// Use public function so that this component can get Instantiated
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GenerateContent();
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}
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/// <summary>
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/// (Re)generate the CourseItem object and update its appearance
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/// </summary>
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public void GenerateContent()
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{
|
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// Set appearance
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thumbnail.sprite = course.thumbnail;
|
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title.text = course.title;
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slider.SetActive(0.0f <= progress && progress < 1.0f);
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slider.GetComponent<Slider>().value = progress;
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48
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using UnityEngine;
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using UnityEngine.SceneManagement;
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/// <summary>
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/// ListCourseScreen scene manager
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/// </summary>
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{
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/// Prefab of the course item object
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/// </summary>
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/// Reference to the list of all courses
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/// </summary>
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/// <summary>
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/// Start is called before the first frame update
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/// </summary>
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void Start()
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||||
{
|
||||
foreach (Course course in courseList.courses)
|
||||
{
|
||||
// Create instance of prefab
|
||||
GameObject instance = GameObject.Instantiate(courseItemPrefab, courseContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
CourseItem item = instance.GetComponent<CourseItem>();
|
||||
item.course = course;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/CourseListManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0fac0bf527487ad48835aff400b1f762
|
||||
MonoImporter:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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84
Assets/Common/Scripts/CourseScreenManager.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// CourseScreen scene manager
|
||||
/// </summary>
|
||||
public class CourseScreenManager : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to text that displays when there are no recent courses
|
||||
/// </summary>
|
||||
public GameObject noRecentCourses;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to recent-courses-list container object
|
||||
/// </summary>
|
||||
public Transform recentCoursesContainer;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to recommended-courses-list container object
|
||||
/// </summary>
|
||||
public Transform recommendedCoursesContainer;
|
||||
|
||||
/// <summary>
|
||||
/// Prefab of the course item object
|
||||
/// </summary>
|
||||
public GameObject courseItem;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the users so we can get the current user;
|
||||
/// </summary>
|
||||
public UserList userList;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the courses
|
||||
/// </summary>
|
||||
public CourseList courseList;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
User user = userList.GetCurrentUser();
|
||||
|
||||
// Recent courses
|
||||
List<Tuple<CourseIndex, float>> recentCourses = user.GetRecentCourses();
|
||||
noRecentCourses.SetActive(recentCourses.Count <= 0);
|
||||
foreach (Tuple<CourseIndex, float> course in recentCourses)
|
||||
{
|
||||
// Create instance of prefab
|
||||
GameObject instance = GameObject.Instantiate(courseItem, recentCoursesContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
CourseItem item = instance.GetComponent<CourseItem>();
|
||||
item.course = courseList.courses.Find((j) => j.index == course.Item1);
|
||||
item.progress = course.Item2;
|
||||
}
|
||||
|
||||
// Recommended courses
|
||||
List<Tuple<CourseIndex, float>> recommenedCourses = user.GetRecommendedCourses();
|
||||
foreach (Tuple<CourseIndex, float> course in recommenedCourses)
|
||||
{
|
||||
// Create instance of prefab
|
||||
GameObject instance = GameObject.Instantiate(courseItem, recommendedCoursesContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
CourseItem item = instance.GetComponent<CourseItem>();
|
||||
item.course = courseList.courses.Find((j) => j.index == course.Item1);
|
||||
item.progress = course.Item2;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/CourseScreenManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
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|
||||
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||||
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|
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|
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||||
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||||
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33
Assets/Common/Scripts/Minigame.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Class for holding all (static) data about a certain minigame
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/Minigame")]
|
||||
public class Minigame : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Index of the minigame
|
||||
/// </summary>
|
||||
public MinigameIndex index;
|
||||
|
||||
/// <summary>
|
||||
/// The minigame title
|
||||
/// </summary>
|
||||
public string title;
|
||||
|
||||
/// <summary>
|
||||
/// A short description of the minigame
|
||||
/// </summary>
|
||||
public string description;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the minigame thumbnail
|
||||
/// </summary>
|
||||
public Sprite thumbnail;
|
||||
|
||||
/// <summary>
|
||||
/// The path to the minigame starting scene (<c>path == $"Assets/{minigameEntryPoint}"</c>)
|
||||
/// </summary>
|
||||
public string minigameEntryPoint;
|
||||
}
|
||||
11
Assets/Common/Scripts/Minigame.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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10
Assets/Common/Scripts/MinigameIndex.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
/// <summary>
|
||||
/// Enum for easy indexing and checking if a minigame is of a certain kind
|
||||
/// </summary>
|
||||
public enum MinigameIndex
|
||||
{
|
||||
SPELLING_BEE,
|
||||
HANGMAN,
|
||||
JUST_SIGN
|
||||
}
|
||||
11
Assets/Common/Scripts/MinigameIndex.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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|
||||
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||||
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||||
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52
Assets/Common/Scripts/MinigameItem.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the display of minigames in the ListMinigameScreen scene
|
||||
/// </summary>
|
||||
public class MinigameItem : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to the minigame object
|
||||
/// </summary>
|
||||
public Minigame minigame;
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the image for displaying the minigame thumbnail
|
||||
/// </summary>
|
||||
public Image thumbnail;
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the gameobject for displaying the minigame title
|
||||
/// </summary>
|
||||
public TMP_Text title;
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the button so the correct callback can be trigger on click
|
||||
/// </summary>
|
||||
public Button button;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// Use public function so that this component can get Instantiated
|
||||
GenerateContent();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (Re)generate the MinigameItem object and update its appearance
|
||||
/// </summary>
|
||||
public void GenerateContent()
|
||||
{
|
||||
// Set appearance
|
||||
thumbnail.sprite = minigame.thumbnail;
|
||||
title.text = minigame.title;
|
||||
|
||||
// Add click functionality
|
||||
button.onClick.AddListener(() => SceneManager.LoadScene(minigame.minigameEntryPoint));
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/MinigameItem.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
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20
Assets/Common/Scripts/MinigameList.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Keep track off installed minigames
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Create new Scriptable/MinigameList")]
|
||||
public class MinigameList : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Index of the active/to be loaded/current minigame
|
||||
/// </summary>
|
||||
public int currentMinigameIndex = 0;
|
||||
|
||||
/// <summary>
|
||||
/// List of all installed minigames
|
||||
/// </summary>
|
||||
public List<Minigame> minigames = new List<Minigame>();
|
||||
}
|
||||
11
Assets/Common/Scripts/MinigameList.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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48
Assets/Common/Scripts/MinigameListManager.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
/// <summary>
|
||||
/// ListMinigameScreen scene manager
|
||||
/// </summary>
|
||||
public class MinigameListManager : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to minigame-list container object
|
||||
/// </summary>
|
||||
public Transform minigameContainer;
|
||||
|
||||
/// <summary>
|
||||
/// Prefab of the minigame item object
|
||||
/// </summary>
|
||||
public GameObject minigameItemPrefab;
|
||||
|
||||
/// <summary>
|
||||
/// Reference to the list of all minigames
|
||||
/// </summary>
|
||||
public MinigameList minigameList;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
foreach (Minigame minigame in minigameList.minigames)
|
||||
{
|
||||
// Create instance of prefab
|
||||
GameObject instance = GameObject.Instantiate(minigameItemPrefab, minigameContainer);
|
||||
|
||||
// Dynamically load appearance
|
||||
MinigameItem item = instance.GetComponent<MinigameItem>();
|
||||
item.minigame = minigame;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method used as callback for minigame item 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);
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/MinigameListManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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26
Assets/Common/Scripts/StartScreenManager.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/StartScreenManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
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34
Assets/Common/Scripts/UserButton.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Handles actions when a user presses the account button (upper left corner)
|
||||
/// </summary>
|
||||
public class UserButton : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Reference to the user list, so we can extract the current user
|
||||
/// </summary>
|
||||
public UserList userList;
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the avatar object
|
||||
/// </summary>
|
||||
public Image avatar;
|
||||
|
||||
/// <summary>
|
||||
/// UI Reference to the username object
|
||||
/// </summary>
|
||||
public TMP_Text username;
|
||||
|
||||
/// <summary>
|
||||
/// Start is called before the first frame update
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
User user = userList.GetCurrentUser();
|
||||
avatar.sprite = user.avatar;
|
||||
username.text = user.username;
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Scripts/UserButton.cs.meta
Normal file
@@ -0,0 +1,11 @@
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8
Assets/Common/Tests.meta
Normal file
@@ -0,0 +1,8 @@
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11
Assets/Common/Tests/BasicTest.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using NUnit.Framework;
|
||||
|
||||
public class BasicTest
|
||||
{
|
||||
// check if edit mode tests works
|
||||
[Test]
|
||||
public void AlwaysTrueTest()
|
||||
{
|
||||
Assert.True(true);
|
||||
}
|
||||
}
|
||||
11
Assets/Common/Tests/BasicTest.cs.meta
Normal file
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9
Assets/Common/Tests/CommonTests.asmdef
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
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|
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"optionalUnityReferences": [
|
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"TestAssemblies"
|
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],
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|
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"Editor"
|
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]
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Assets/Common/Tests/CommonTests.asmdef.meta
Normal file
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8
Assets/Courses.meta
Normal file
@@ -0,0 +1,8 @@
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