21 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
415 changed files with 7346 additions and 7589 deletions

View File

@@ -36,11 +36,12 @@ steps:
- name: unity-builds
image: docker.io/library/unity-runner:0.1
commands:
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildWindowsPlayer ./wesign-builds/WeSign-Windows.exe -quit --headless || true
- 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.exe -quit --headless
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildLinux64Player ./wesign-builds/WeSign-Linux -quit --headless
- /opt/unity/editors/2021.3.19f1/Editor/Unity -batchmode -nographics -projectPath . -buildOSXUniversalPlayer ./wesign-builds/WeSign-MacOS.app -quit --headless
- /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:
@@ -51,9 +52,14 @@ steps:
commands:
- git config --global user.name "DroneCI"
- git config --global user.email "droneci@wesign.com"
- ls ./wesign-builds
- git add -f ./wesign-builds/WeSign-Windows.exe
- git add -f ./wesign-builds/WeSign-Linux
- git add -f ./wesign-builds/WeSign-MacOS.app
- 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/

View File

@@ -1097,7 +1097,6 @@ GameObject:
- component: {fileID: 1143249627}
- component: {fileID: 1143249626}
- component: {fileID: 1143249625}
- component: {fileID: 1143249628}
m_Layer: 5
m_Name: Button (1)
m_TagString: Untagged
@@ -1170,10 +1169,10 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1143249628}
m_TargetAssemblyTypeName: ChangeSceneOnClick, Assembly-CSharp
m_MethodName: LoadScene
m_Mode: 5
- m_Target: {fileID: 906197780}
m_TargetAssemblyTypeName: ChangeUserScreen, Assembly-CSharp
m_MethodName: GotoUserCreation
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
@@ -1220,18 +1219,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1143249623}
m_CullTransparentMesh: 1
--- !u!114 &1143249628
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1143249623}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 949ba4da8595d52aebc98e6f9b6a405e, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1229328479
GameObject:
m_ObjectHideFlags: 0

View File

@@ -0,0 +1,17 @@
{
"name": "AccountsScripts",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:df9d7b70293a2e14d9d3a018c3956f7a"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b3d66002fb543bf3fa03c11006f8cb3a
guid: 1631ed2680c61245b8211d943c1639a8
AssemblyDefinitionImporter:
externalObjects: {}
userData:

View File

@@ -1,9 +1,11 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// ChangeUserScreen scene manager
/// </summary>
public class ChangeUserScreen : MonoBehaviour
{
/// <summary>
@@ -58,12 +60,7 @@ public class ChangeUserScreen : MonoBehaviour
// Set background color
background.color = i == currentUserIndex ? Color.blue : Color.gray;
// Find correct component for setting the sprite
foreach (Image img in background.GetComponentsInChildren<Image>())
if (img != background)
{
img.sprite = user.avatar;
break;
}
instance.transform.Find("Avatar").GetComponent<Image>().sprite = user.avatar;
}
}
@@ -85,6 +82,14 @@ public class ChangeUserScreen : MonoBehaviour
{
userList.ChangeCurrentUser(currentUserIndex);
userList.Save();
SceneManager.LoadScene("Common/Scenes/StartScreen");
SystemController.GetInstance().BackToPreviousScene();
}
/// <summary>
/// Callback to load the UserCreationScreen scene
/// </summary>
public void GotoUserCreation()
{
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/UserCreationScreen");
}
}

View File

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

View File

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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 949ba4da8595d52aebc98e6f9b6a405e
guid: bf5ea73aa43049e45a0ad926db15f315
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -2,7 +2,6 @@ using System.Collections.Generic;
using System.Text.RegularExpressions;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
@@ -80,12 +79,7 @@ public class UserCreationScreen : MonoBehaviour
// Set background color
background.color = selectedAvatar == i ? Color.blue : Color.gray;
// Find correct component for setting the sprite
foreach (Image img in background.GetComponentsInChildren<Image>())
if (img != background)
{
img.sprite = sprites[i];
break;
}
instance.transform.Find("Image").GetComponent<Image>().sprite = sprites[i];
}
}
@@ -123,8 +117,7 @@ public class UserCreationScreen : MonoBehaviour
{
// Create a new entry in the UserList ScriptableObject
users.ChangeCurrentUser(users.CreateAndAddNewUser(username, sprites[selectedAvatar]));
// TODO: change scene, for now just change to StartScreen
SceneManager.LoadScene("Common/Scenes/StartScreen");
SystemController.GetInstance().BackToPreviousScene();
}
// Warn user that username already exists
else

View File

@@ -0,0 +1,27 @@
{
"name": "AccountsTests",
"rootNamespace": "",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"AccountsScripts",
"InterfacesScripts"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll",
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS",
"UNITY_INCLUDE_TESTS"
],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8500f5aede7627729bd8c97b15e541c4
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,3 +1,4 @@
using NUnit.Framework;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization;
@@ -90,6 +91,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test for creation of a new progress
/// </summary>
[Test]
public void TestNewProgress()
{
Progress progress = new Progress();
@@ -99,6 +101,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether invalid data will not be added
/// </summary>
[Test]
public void TestProgressAddInvalidData()
{
Progress progress = new Progress();
@@ -108,6 +111,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a duplicated key will be added
/// </summary>
[Test]
public void TestProgressAddDuplicateKey()
{
Progress progress = new Progress();
@@ -118,6 +122,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>int</c> value can be added
/// </summary>
[Test]
public void TestProgressAddInt()
{
Progress progress = new Progress();
@@ -127,6 +132,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>double</c> value can be added
/// </summary>
[Test]
public void TestProgressAddDouble()
{
Progress progress = new Progress();
@@ -136,6 +142,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>string</c> value can be added
/// </summary>
[Test]
public void TestProgressAddString()
{
Progress progress = new Progress();
@@ -145,6 +152,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a serializable struct can be added
/// </summary>
[Test]
public void TestProgressAddSerializableStruct()
{
Progress progress = new Progress();
@@ -154,6 +162,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a non-serializable struct will throw an error
/// </summary>
[Test]
public void TestProgressAddNonSerializableStruct()
{
Debug.Assert(AddNonSerializableStruct());
@@ -162,6 +171,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether an invalid key will throw an error
/// </summary>
[Test]
public void TestProgressGetInvalidKey()
{
Debug.Assert(AccessInvalidKey());
@@ -170,6 +180,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether an invalid type will throw an error
/// </summary>
[Test]
public void TestProgressGetInvalidType()
{
Debug.Assert(AccessInvalidType());
@@ -178,6 +189,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a value is correctly updated
/// </summary>
[Test]
public void TestProgressUpdate()
{
Progress progress = new Progress();
@@ -190,6 +202,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>int</c> value can be read
/// </summary>
[Test]
public void TestProgressGetInt()
{
Progress progress = new Progress();
@@ -200,6 +213,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>double</c> value can be read
/// </summary>
[Test]
public void TestProgressGetDouble()
{
Progress progress = new Progress();
@@ -210,6 +224,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a <c>string</c> value can be read
/// </summary>
[Test]
public void TestProgressGetString()
{
Progress progress = new Progress();
@@ -220,6 +235,7 @@ public class TestProgress : MonoBehaviour
/// <summary>
/// Test whether a serializable struct can be read
/// </summary>
[Test]
public void TestProgressGetStruct()
{
Progress progress = new Progress();

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 62cf7906c5d34b94b984c3b13300b589
guid: 7ce798c1224aa9c84b245bfc79f6e235
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3ec4b51665a3e7b499aa9c64fc9c7462
guid: e88996685ebf2274ea70a64e08b7ddd7
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3ac4eb825ce7bf5499f083eaf34d5d4d
guid: a5bf21dee022ed0489face1c734359de
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -0,0 +1,3 @@
{
"name": "InterfacesScripts"
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: df9d7b70293a2e14d9d3a018c3956f7a
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 44a1fb926248fe240bed2d5c3820630b
guid: 97282ff3b465e3c4682d218b3819b2e8
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -0,0 +1,12 @@
using System;
/// <summary>
/// Score class TODO: Move to separate file
/// </summary>
[Serializable]
public class Score
{
public int scoreValue;
public string time;
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: ae746f332e314e84c9df74b892c75d4d
guid: 295706da5995d69468daf35ad5527089
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -148,7 +148,7 @@ GameObject:
- component: {fileID: 8299246693487308515}
- component: {fileID: 8299246693487308518}
- component: {fileID: 8299246693487308512}
- component: {fileID: 4155745828263815687}
- component: {fileID: 4518652150503380115}
m_Layer: 5
m_Name: ButtonBack
m_TagString: Untagged
@@ -229,10 +229,10 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 4155745828263815687}
m_TargetAssemblyTypeName: ChangeSceneOnClick, Assembly-CSharp
m_MethodName: LoadScene
m_Mode: 5
- m_Target: {fileID: 4518652150503380115}
m_TargetAssemblyTypeName: BackButton, Assembly-CSharp
m_MethodName: Back
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
@@ -241,7 +241,7 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
--- !u!114 &4155745828263815687
--- !u!114 &4518652150503380115
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -250,6 +250,6 @@ MonoBehaviour:
m_GameObject: {fileID: 8299246693487308514}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 949ba4da8595d52aebc98e6f9b6a405e, type: 3}
m_Script: {fileID: 11500000, guid: c3dd279b546423e4a8a1b28819a6c4a1, type: 3}
m_Name:
m_EditorClassIdentifier:

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@@ -280,7 +280,6 @@ GameObject:
- component: {fileID: 2823887524698191630}
- component: {fileID: 2823887524698191625}
- component: {fileID: 2823887524698191631}
- component: {fileID: 7528776122952476157}
- component: {fileID: 9192617418029337932}
m_Layer: 5
m_Name: ButtonUser
@@ -376,18 +375,6 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
--- !u!114 &7528776122952476157
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2823887524698191629}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 949ba4da8595d52aebc98e6f9b6a405e, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &9192617418029337932
MonoBehaviour:
m_ObjectHideFlags: 0

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@@ -285,7 +285,7 @@ GameObject:
- component: {fileID: 1441088452393136283}
- component: {fileID: 2691816296520610901}
m_Layer: 5
m_Name: Theme
m_Name: Theme Item
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0

View File

@@ -189,7 +189,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 2
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &339096154
GameObject:
@@ -610,6 +610,7 @@ GameObject:
- component: {fileID: 906197777}
- component: {fileID: 906197779}
- component: {fileID: 906197778}
- component: {fileID: 906197780}
m_Layer: 5
m_Name: Panel
m_TagString: Untagged
@@ -636,6 +637,8 @@ RectTransform:
- {fileID: 955994878}
- {fileID: 507029407}
- {fileID: 1135894725}
- {fileID: 1774458253}
- {fileID: 1804488336}
m_Father: {fileID: 1768150806}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -682,6 +685,24 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 906197776}
m_CullTransparentMesh: 1
--- !u!114 &906197780
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 906197776}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4ee87f3cdcccf934b82f9531c90f3457, type: 3}
m_Name:
m_EditorClassIdentifier:
courseList: {fileID: 11400000, guid: a7ab583094b7897468bbca9243717608, type: 2}
userList: {fileID: 11400000, guid: 072bec636a40f7e4e93b0ac624a3bda2, type: 2}
title: {fileID: 1168097236}
description: {fileID: 1990031300}
courseImage: {fileID: 755030131}
progressBar: {fileID: 1135894726}
--- !u!1 &955994877
GameObject:
m_ObjectHideFlags: 0
@@ -767,10 +788,10 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1122939481}
m_TargetAssemblyTypeName: ChangeSceneOnClick, Assembly-CSharp
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themePrefab: {fileID: 1441088452393136277, guid: 67febbbd89041e243b4e201a9f8d91e9, type: 3}

View File

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

View File

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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: a85f8bd9399680347b4be72850a56fcf
guid: c3dd279b546423e4a8a1b28819a6c4a1
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,12 +1,11 @@
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// Authorize and check for available webcam(s)
/// </summary>
public class WebcamAuthorization : MonoBehaviour
public class BootScreen : MonoBehaviour
{
/// <summary>
/// UI Reference to the text object to display an error message
@@ -24,7 +23,7 @@ public class WebcamAuthorization : MonoBehaviour
{
if (0 < WebCamTexture.devices.Length)
{
SceneManager.LoadScene("Common/Scenes/StartScreen");
SystemController.GetInstance().SwapScene("Common/Scenes/MainMenuScreen");
}
else
{

View File

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

View File

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

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 3444c67d5a3a93e5a95a48906078c372
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,18 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using TMPro; // For text
/// <summary>
/// Manager infopage for the Courses
/// </summary>
public class InfoCourse : MonoBehaviour
public class CourseActivityScreen : MonoBehaviour
{
/// <summary>
/// Reference to the courses
/// </summary>
public CourseList list;
public CourseList courseList;
// private float maxvalue; In case we want to change progress e.g. amount of words correct, then change maxvalue amount of words etc.
/// <summary>
@@ -43,17 +41,15 @@ public class InfoCourse : MonoBehaviour
/// <summary>
/// Progress bar Display
/// </summary>
public Slider slider;
// Start is called before the first frame update
public Slider progressBar;
/// <summary>
/// Sets the infopage for a given course
/// </summary>
void Start()
{
int index = list.currentCourseIndex;
Course course = list.courses[index];
int index = courseList.currentCourseIndex;
Course course = courseList.courses[index];
title.text = course.title;
description.text = course.description;
@@ -63,9 +59,16 @@ public class InfoCourse : MonoBehaviour
// Set progress
progress = userList.GetCurrentUser().GetCourseProgress(course.index);
if (progress != null)
slider.value = progress.Get<float>("courseProgress");
progressBar.value = progress.Get<float>("courseProgress");
else
slider.value = 0.0f;
progressBar.value = 0.0f;
}
/// <summary>
/// Callback to start the course
/// </summary>
public void StartCourse()
{
SystemController.GetInstance().LoadNextScene("Courses/Scenes/TemplateCourse");
}
}

View File

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

View File

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

View File

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

View File

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

View File

@@ -21,6 +21,11 @@ public class Minigame : ScriptableObject
/// </summary>
public string description;
/// <summary>
/// Whether or not the game needs a theme to be selected
/// </summary>
public bool needsTheme;
/// <summary>
/// Reference to the minigame thumbnail
/// </summary>
@@ -35,5 +40,4 @@ public class Minigame : ScriptableObject
/// An explanation on how to play the game and score points
/// </summary>
public string controls;
}

View File

@@ -1,23 +1,19 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using static GameController;
/// <summary>
/// Manager infopage for the Minigames
/// </summary>
public class InfoMinigame : MonoBehaviour
public class MinigameActivityScreen : MonoBehaviour
{
/// <summary>
/// Reference to the Minigames
/// </summary>
public MinigameList list;
public MinigameList minigameList;
/// <summary>
/// Title Display
@@ -44,8 +40,6 @@ public class InfoMinigame : MonoBehaviour
/// </summary>
public TMP_Text controls;
// Scores for each user
/// <summary>
/// Reference to the users
/// </summary>
@@ -66,7 +60,6 @@ public class InfoMinigame : MonoBehaviour
/// </summary>
public GameObject prefab;
// Start is called before the first frame update
/// <summary>
/// Sets the infopage for a given minigame
/// </summary>
@@ -82,17 +75,24 @@ public class InfoMinigame : MonoBehaviour
private void GenerateContent()
{
// Get current minigame
int index = list.currentMinigameIndex;
Minigame minigame = list.minigames[index];
int index = minigameList.currentMinigameIndex;
Minigame minigame = minigameList.minigames[index];
// Set main screen
title.text = minigame.title;
description.text = minigame.description;
gameImage.sprite = minigame.thumbnail;
controls.text = minigame.controls;
// Add click functionality
button.onClick.AddListener(() => SceneManager.LoadScene(minigame.minigameEntryPoint));
// Add click
if (minigame.needsTheme)
{
button.onClick.AddListener(() => SystemController.GetInstance().LoadNextScene("Common/Scenes/ThemeSelectionScreen"));
}
else
{
button.onClick.AddListener(() => SystemController.GetInstance().LoadNextScene(minigame.minigameEntryPoint));
}
}
/// <summary>
@@ -104,8 +104,8 @@ public class InfoMinigame : MonoBehaviour
private void GenerateHighScores()
{
// Get current minigame
int index = list.currentMinigameIndex;
Minigame minigame = list.minigames[index];
int index = minigameList.currentMinigameIndex;
Minigame minigame = minigameList.minigames[index];
List<Tuple<string, Sprite, Score>> allScores = new List<Tuple<string, Sprite, Score>>();
foreach (User user in userList.GetUsers())
@@ -137,7 +137,6 @@ public class InfoMinigame : MonoBehaviour
instance.transform.Find("Title").GetComponent<TMP_Text>().text = username;
instance.transform.Find("Avatar").GetComponent<Image>().sprite = sprite;
instance.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
}
}
}

View File

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

View File

@@ -1,31 +0,0 @@
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// StartScreen scene manager
/// </summary>
public class StartScreenManager : MonoBehaviour
{
/// <summary>
/// Referece to the userlist to check whether an user account is present
/// </summary>
public UserList userList;
/// <summary>
/// Check on load whether a user is already present,
/// if not load the UserCreationScreen scene so the user can create a new account
/// </summary>
void Awake()
{
if (!File.Exists(UserList.PATH) || userList.GetUsers().Count <= 0)
{
SceneManager.LoadScene("Accounts/Scenes/UserCreationScreen");
}
}
public void QuitApplication()
{
Application.Quit();
}
}

View File

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

View File

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

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 74f8b297e568e071198f12d32c3f32c0
guid: 30d9f9130bf1d414aaad006b2177bdea
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,6 +1,5 @@
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
@@ -44,7 +43,7 @@ public class UserButton : MonoBehaviour
/// </summary>
public void OpenProgressCallback()
{
SceneManager.LoadScene("Accounts/Scenes/UserProgressScreen");
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/UserProgressScreen");
}
/// <summary>
@@ -52,7 +51,7 @@ public class UserButton : MonoBehaviour
/// </summary>
public void ChangeUserCallback()
{
SceneManager.LoadScene("Accounts/Scenes/ChangeUserScreen");
SystemController.GetInstance().LoadNextScene("Accounts/Scenes/ChangeUserScreen");
}
/// <summary>

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@@ -394,61 +394,6 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_Name:
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button: {fileID: 1159630774}
pauseSprite: {fileID: 21300000, guid: 43db869a07cf51f45a411b6e4a417743, type: 3}
wordImage: {fileID: 2145235737}
title: {fileID: 388014849}
userList: {fileID: 11400000, guid: 072bec636a40f7e4e93b0ac624a3bda2, type: 2}
courselist: {fileID: 11400000, guid: a7ab583094b7897468bbca9243717608, type: 2}
ResultPanel: {fileID: 1383144366}
CoursesButton: {fileID: 839294691}
Webcam: {fileID: 1485779445}
timeSpent: {fileID: 77614869}
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@@ -460,6 +405,7 @@ GameObject:
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m_Name: Panel
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@@ -480,12 +426,12 @@ RectTransform:
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@@ -532,6 +478,32 @@ CanvasRenderer:
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6b3f784c065813a4a8364b1299284816, type: 3}
m_Name:
m_EditorClassIdentifier:
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feedback: {fileID: 409590587}
feedbackPopup: {fileID: 1374011069}
dynamic: {fileID: 1523390682}
player: {fileID: 993952931}
button: {fileID: 1159630774}
pauseSprite: {fileID: 21300000, guid: 43db869a07cf51f45a411b6e4a417743, type: 3}
wordImage: {fileID: 2145235737}
title: {fileID: 388014849}
userList: {fileID: 11400000, guid: 072bec636a40f7e4e93b0ac624a3bda2, type: 2}
courselist: {fileID: 11400000, guid: a7ab583094b7897468bbca9243717608, type: 2}
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timeSpent: {fileID: 77614869}
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@@ -749,7 +721,7 @@ GameObject:
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m_Name: Webcam-bg
m_Name: Webcam Background
m_TagString: Untagged
m_Icon: {fileID: 0}
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@@ -822,7 +794,7 @@ GameObject:
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m_Name: title
m_Name: Title
m_TagString: Untagged
m_Icon: {fileID: 0}
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@@ -960,7 +932,7 @@ GameObject:
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- component: {fileID: 409590587}
m_Layer: 5
m_Name: Test-feedback-button
m_Name: Feedback Button
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -980,7 +952,7 @@ RectTransform:
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m_Father: {fileID: 301088548}
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m_AnchorMax: {x: 0.5, y: 0.5}
@@ -1031,9 +1003,9 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 1485779445}
m_TargetAssemblyTypeName: Webcam, Assembly-CSharp
m_MethodName: Show_feedback
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m_TargetAssemblyTypeName: TemplateCourse, Assembly-CSharp
m_MethodName: ShowFeedback
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@@ -1081,140 +1053,6 @@ CanvasRenderer:
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m_Name: Courses
m_TagString: Untagged
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View File

@@ -0,0 +1,18 @@
{
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View File

@@ -5,11 +5,39 @@ using UnityEngine.UI;
using UnityEngine.Video;
/// <summary>
/// This class is responsible for loading all data from the Course-scriptableobject.
/// Specifically it fetches and displays the correct title, videos and images while also keeping track of the progress.
/// TemplateCourse scene manager
/// </summary>
public class StartPause : MonoBehaviour
public class TemplateCourse : MonoBehaviour
{
/// <summary>
/// Index to indicate which camera is being used
/// </summary>
private int camdex = 0;
/// <summary>
/// This texture is used as an intermidiary between the camera output and the display image
/// </summary>
private WebCamTexture tex;
/// <summary>
/// Reference to the RawImage that will display the video
/// </summary>
public RawImage webcamDisplay;
/// <summary>
/// Reference to the button that is currently used to test the feedback-display
/// </summary>
public Button feedback;
/// <summary>
/// This is a reference to the PANEL that holds the feedbackwindow
/// </summary>
public GameObject feedbackPopup;
/// <summary>
/// This is a reference to the textfield that holds the part of the feedback-window that will change: bad/good/excellent
/// </summary>
public TMP_Text dynamic;
/// <summary>
/// Reference to instructional video player
@@ -19,22 +47,21 @@ public class StartPause : MonoBehaviour
/// Reference to pause button
/// </summary>
public Button button;
/// <summary>
/// Reference to sprite for the pause button
/// </summary>
public Sprite pauseSprite;
/// <summary>
/// Reference to the image for displaying the current words sprite
/// </summary>
public Image wordImage;
/// <summary>
/// Reference to the text object for displaying the current word
/// </summary>
public TextMeshProUGUI title;
public TMP_Text title;
/// <summary>
/// Reference to user list to get current user
@@ -45,29 +72,27 @@ public class StartPause : MonoBehaviour
/// The current user
/// </summary>
private User user;
/// <summary>
/// Current user progress for this course
/// </summary>
private Progress progress = null;
/// <summary>
/// ScriptableObject with list of all courses
/// </summary>
public CourseList courselist;
/// <summary>
/// Reference to Course ScriptableObject
/// </summary>
private Course course;
/// <summary>
/// Index of the current word/letter in the course.learnables list
/// </summary>
private int currentWordIndex = 0;
/// <summary>
/// This holds the amount of words in the course
/// </summary>
@@ -89,11 +114,6 @@ public class StartPause : MonoBehaviour
/// </summary>
public Button CoursesButton;
/// <summary>
/// Webcam class to close the webcam when the course is finished
/// </summary>
public Webcam Webcam;
/// <summary>
/// DateTime containint the start moment
/// </summary>
@@ -102,16 +122,28 @@ public class StartPause : MonoBehaviour
/// <summary>
/// Reference to the timeSpent UI
/// </summary>
public TextMeshProUGUI timeSpent;
public TMP_Text timeSpent;
/// <summary>
/// This function is called when the script is initialised.
/// It inactivatis the popup, finds a webcam to use and links it via the WebcamTexture to the display RawImage.
/// It takes the correct course from the courselist, using the courseIndex.
/// Then it checks whether or not the User has started the course yet, to possibly create a new progress atribute for the course.
/// Then it sets up the course-screen to display relevant information from the course-scriptable.
/// </summary>
public void Awake()
void Awake()
{
// Setting up Webcam
feedbackPopup.SetActive(false);
if (WebCamTexture.devices.Length > 0)
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
webcamDisplay.texture = tex;
tex.Play();
}
// Setting up course
course = courselist.courses[courselist.currentCourseIndex];
maxWords = course.learnables.Count;
@@ -140,7 +172,6 @@ public class StartPause : MonoBehaviour
startMoment = DateTime.Now;
}
// These two functions generate video and image from files
/// <summary>
/// This function uses the word_i integer to grab the correct video from the course.learnabels.
/// When it has this video, it will load it into the videoplayer and set it to start.
@@ -190,7 +221,6 @@ public class StartPause : MonoBehaviour
}
}
// Press next-sign button for next word
/// <summary>
/// This function is called when the next-sign button is pressed.
/// It increased the wordindex and fetches new videos/images if index<max, because then the coure is not fincished yet.
@@ -222,7 +252,6 @@ public class StartPause : MonoBehaviour
}
}
/// <summary>
/// finishcourse is called to save the "finished" progress to the user.
/// </summary>
@@ -236,10 +265,78 @@ public class StartPause : MonoBehaviour
timeSpent.text = time.ToString(@"hh\:mm\:ss");
// Link button
//CoursesButton.onClick.AddListener(() => { SceneManager.LoadScene("Assets/Common/Scenes/CoursesScreen.unity"); });
CoursesButton.onClick.AddListener(() => { Webcam.LoadScene("Assets/Common/Scenes/CoursesScreen.unity"); });
CoursesButton.onClick.AddListener(() => { SystemController.GetInstance().BackToPreviousScene(); });
progress.AddOrUpdate<float>("courseProgress", 1f);
userList.Save();
}
/// <summary>
/// So long as there are cameras to use, you swap the camera you are using to another in the list.
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
// If there was no camera playing before, then you dont have to reset the texture, as it wasn't assigned in the first place.
if (tex.isPlaying)
{
webcamDisplay.texture = null;
tex.Stop();
tex = null;
}
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
webcamDisplay.texture = tex;
tex.Play();
}
}
/// <summary>
/// The normal sceneChanger cannot be used here since the camera also needs to be stopped.
/// This extra functionality is implemented in this function
/// </summary>
/// <param name="sceneName"> The path for the scene you want to travel to, assuming root-directory is Assets</param>
public void Back()
{
webcamDisplay.texture = null;
tex.Stop();
tex = null;
SystemController.GetInstance().BackToPreviousScene();
}
/// <summary>
/// This function toggles between inactivity and activity for the popup panel.
/// This will be changed later when the model gets integrated, probably being timed to dissapear.
/// </summary>
public void ShowFeedback()
{
if (feedbackPopup.activeSelf)
{
dynamic.text = "";
feedbackPopup.SetActive(false);
return;
}
double index = UnityEngine.Random.value;
if (index < 0.5)
{
dynamic.text = "Poor";
}
else if (index > 0.8)
{
dynamic.text = "Excellent";
}
else
{
dynamic.text = "Good";
}
feedbackPopup.SetActive(true);
}
}

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

View File

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

View File

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

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Contains all game logic for the JustSign game
/// </summary>
public class JustSignController : MonoBehaviour
{
/// <summary>
/// The canvas containing all components
/// </summary>
public Canvas canvas;
/// <summary>
/// The input field where the user can type his or her answer
/// </summary>
public TMP_InputField answerField;
/// <summary>
/// The feedback on the timing
/// </summary>
public TMP_Text feedBack;
/// <summary>
/// The current score
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// The zone that the player should be hitting with his or her inputs
/// </summary>
public GameObject hitZone;
/// <summary>
/// Symbol prefab
/// </summary>
public GameObject symbolPrefab;
/// <summary>
/// Reference to symbol prefab
/// </summary>
public Transform symbolContainer;
/// <summary>
/// All of the words that can be used in this session
/// </summary>
private string[] words;
/// <summary>
/// All of the available themes
/// </summary>
private ThemeList themeList;
/// <summary>
/// The theme we are currently using
/// </summary>
private Theme currentTheme;
/// <summary>
/// List of strings representing all words on the track
/// </summary>
private List<string> activeWords = new List<string>();
/// <summary>
/// List of objects representing all symbols on the track
/// </summary>
private List<GameObject> activeSymbols = new List<GameObject>();
/// <summary>
/// The current score
/// </summary>
private int score;
/// <summary>
/// Width and height of the symbols
/// </summary>
private int symbolSize = 280;
/// <summary>
/// Controls movement speed of symbols (higher -> faster)
/// </summary>
private int moveSpeed = 200;
/// <summary>
/// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2
/// </summary>
private int trackX = -1100;
/// <summary>
/// Starting Y-coordinate of a symbol
/// </summary>
private int trackY = -200;
/// <summary>
/// Max distance from hit zone to get perfect score
/// </summary>
private int perfectBoundary = 10;
/// <summary>
/// Score obtained when getting a perfect hit
/// </summary>
private int perfectScore = 5;
/// <summary>
/// Max distance from hit zone to get good score
/// </summary>
private int goodBoundary = 120;
/// <summary>
/// Score obtained when getting a good hit
/// </summary>
private int goodScore = 3;
/// <summary>
/// Max distance from hit zone to get meh score
/// </summary>
private int mehBoundary = 200;
/// <summary>
/// Score obtained when getting a meh hit
/// </summary>
private int mehScore = 1;
/// <summary>
/// Score obtained when getting a terrible hit
/// </summary>
private int terribleScore = -3;
/// <summary>
/// Score obtained when symbol goes offscreen
/// </summary>
private int offscreenScore = -5;
/// <summary>
/// Time at which the last symbol was spawned
/// </summary>
private float lastSpawn;
/// <summary>
/// Determines every how many seconds a symbol should spawn (will become music-dependent later on)
/// </summary>
private float spawnPeriod = 3.0f;
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
scoreDisplay.text = "Score: " + score.ToString();
themeList = ThemeLoader.LoadJson();
currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
words = currentTheme.words;
lastSpawn = Time.time;
SpawnNewSymbol();
}
/// <summary>
/// Update is called once per frame
/// </summary>
void Update()
{
int matchedSymbolIndex = -1;
for (int i = 0; i < activeWords.Count; i++) {
if (activeWords[i] == answerField.text.ToLower()) {
matchedSymbolIndex = i;
}
}
// Destroy the oldest symbol if the current input matches it
if (matchedSymbolIndex >= 0) {
int difference = Math.Abs((int) (activeSymbols[matchedSymbolIndex].transform.position.x - hitZone.transform.position.x));
if (difference < perfectBoundary) {
feedBack.text = "Perfect!";
score += perfectScore;
} else if (difference < goodBoundary) {
feedBack.text = "Good!";
score += goodScore;
} else if (difference < mehBoundary) {
feedBack.text = "Meh...";
score += mehScore;
} else {
feedBack.text = "Terrible!";
score += terribleScore;
}
DestroySymbolAt(matchedSymbolIndex);
answerField.text = "";
}
// Destroy the oldest symbol if it leaves the screen
if (activeSymbols.Count > 0) {
if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX) {
DestroySymbolAt(0);
score += offscreenScore;
}
}
// Spawn new symbol every spawn period
float currentTime = Time.time;
if (currentTime - lastSpawn > spawnPeriod) {
lastSpawn = currentTime;
SpawnNewSymbol();
}
// Move all active symbols to the right
foreach (GameObject symbol in activeSymbols) {
RectTransform rectTransform = symbol.GetComponent<RectTransform>();
rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
}
scoreDisplay.text = "Score: " + score.ToString();
}
/// <summary>
/// Destroy the symbol at the given index
/// </summary>
/// <param name="index">The index of the symbol to destroy</param>
void DestroySymbolAt(int index) {
activeWords.RemoveAt(index);
GameObject symbol = activeSymbols[index];
activeSymbols.RemoveAt(index);
Destroy(symbol);
}
/// <summary>
/// Find the chosen theme by its name
/// </summary>
/// <param name="themeName">The name of the theme to find</param>
/// <returns>The requested theme</returns>
private Theme FindThemeByName(string themeName)
{
int themeIndex = 0;
while (themeIndex < themeList.themes.Length)
{
Theme theme = themeList.themes[themeIndex];
if (theme.name == themeName)
{
return theme;
}
themeIndex++;
}
Debug.Log("Requested theme not found");
return null;
}
/// <summary>
/// Create a new symbol at the start of the track
/// </summary>
void SpawnNewSymbol() {
// Pick a word that isn't in use yet
List<int> unusedWordIndices = new List<int>();
for (int i = 0; i < words.Length; i++) {
if (!activeWords.Contains(words[i])) {
unusedWordIndices.Add(i);
}
}
string nextSymbol = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]];
GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer);
// Dynamically load appearance
Image image = newSymbolObject.GetComponent<Image>();
Sprite sprite = Resources.Load<Sprite>("Common/Images/" + nextSymbol);
image.sprite = sprite;
image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
// Place the word that the symbol represents under the image
TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
text.text = nextSymbol;
text.color = Color.black;
text.rectTransform.localPosition = new Vector3(0, -160, 0);
activeWords.Add(nextSymbol);
activeSymbols.Add(newSymbolObject);
}
}

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using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Class to manage all webcam stuff inside the SpellingBee minigame
/// </summary>
public class JustSignWebcam : MonoBehaviour
{
/// <summary>
/// Index of the current camera
/// </summary>
int camdex = 0;
/// <summary>
/// Texture to paste on the display
/// </summary>
WebCamTexture tex;
/// <summary>
/// Display for the video feed
/// </summary>
public RawImage display;
/// <summary>
/// Setup the webcam correctly
/// </summary>
void Awake()
{
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
/// <summary>
/// Swap webcam by cycling through the `WebCamTexture.devices` list
/// </summary>
public void SwapCam()
{
if (WebCamTexture.devices.Length > 0)
{
// Stop the old camera
display.texture = null;
tex.Stop();
tex = null;
// Find the new camera
camdex += 1;
camdex %= WebCamTexture.devices.Length;
// Start the new camera
WebCamDevice device = WebCamTexture.devices[camdex];
tex = new WebCamTexture(device.name);
display.texture = tex;
tex.Play();
}
}
/// <summary>
/// Scene changing is implemented here to avoid problems with webcam
/// </summary>
public void GotoThemeSelection()
{
display.texture = null;
tex.Stop();
tex = null;
SystemController.GetInstance().BackToPreviousScene();
}
}

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