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
417 changed files with 7346 additions and 7634 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

@@ -1,41 +0,0 @@
## Description
_Please provide a brief summary of the changes in this merge request._
_If possible, add a short screengrab or some screenshots of the changes._
## Testing Instructions
_Please provide instructions on how the code reviewers can test your changes:_
1. [Step 1]
2. [Step 2]
3. [Step 3]
4. ...
_Please include any specific information on test data, configurations, or other requirements that are necessary to properly test the changes._
Once you've tested the changes, please confirm that they work as expected and that there are no regressions or unexpected side effects. If any issues are discovered during testing, please include detailed steps to reproduce the issue in the merge request comments. Thank you!
## Related Issues
_Please list any related issues or pull requests that are relevant to this merge request._
_E.g. WES-XXX-..._
## Known bugs or issues
_Please list any known bugs or issues related to the changes in this merge request._
## Checklist
- [ ] I have filled in this template.
- [ ] I have tested my changes thoroughly (both in the editor + **build and run (ctrl+B)**!).
- [ ] I have added appropriate unit tests.
- [ ] I have updated the user documentation as necessary.
- [ ] Code reviewed by 2 people.
## Additional Notes
_Please add any additional notes or comments that may be helpful for reviewers to understand your changes._
/assign_reviewer @wesign/unityappreviewers

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

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@@ -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
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m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1168097234
GameObject:
m_ObjectHideFlags: 0
@@ -1467,7 +1416,7 @@ RectTransform:
m_Children:
- {fileID: 906197777}
m_Father: {fileID: 0}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}

View File

@@ -706,7 +706,7 @@ MonoBehaviour:
m_GameObject: {fileID: 1768150802}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 68caaa5508a4d40448b47630ff86f035, type: 3}
m_Script: {fileID: 11500000, guid: 30d9f9130bf1d414aaad006b2177bdea, type: 3}
m_Name:
m_EditorClassIdentifier:
themePrefab: {fileID: 1441088452393136277, guid: 67febbbd89041e243b4e201a9f8d91e9, type: 3}

View File

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

View File

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

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>

View File

@@ -394,61 +394,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 100123244}
m_CullTransparentMesh: 1
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GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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- component: {fileID: 118887549}
m_Layer: 0
m_Name: Button-controller
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &118887549
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 118887548}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ae746f332e314e84c9df74b892c75d4d, type: 3}
m_Name:
m_EditorClassIdentifier:
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}
ResultPanel: {fileID: 1383144366}
CoursesButton: {fileID: 839294691}
Webcam: {fileID: 1485779445}
timeSpent: {fileID: 77614869}
--- !u!4 &118887550
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 118887548}
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m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &301088547
GameObject:
m_ObjectHideFlags: 0
@@ -460,6 +405,7 @@ GameObject:
- component: {fileID: 301088548}
- component: {fileID: 301088550}
- component: {fileID: 301088549}
- component: {fileID: 301088551}
m_Layer: 5
m_Name: Panel
m_TagString: Untagged
@@ -480,12 +426,12 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children:
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- {fileID: 378145455}
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m_Father: {fileID: 1559094126}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -532,6 +478,32 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 301088547}
m_CullTransparentMesh: 0
--- !u!114 &301088551
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 301088547}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 6b3f784c065813a4a8364b1299284816, type: 3}
m_Name:
m_EditorClassIdentifier:
webcamDisplay: {fileID: 378145456}
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}
ResultPanel: {fileID: 1383144366}
CoursesButton: {fileID: 839294691}
timeSpent: {fileID: 77614869}
--- !u!1 &361280475
GameObject:
m_ObjectHideFlags: 0
@@ -749,7 +721,7 @@ GameObject:
- component: {fileID: 378145457}
- component: {fileID: 378145456}
m_Layer: 5
m_Name: Webcam-bg
m_Name: Webcam Background
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -768,7 +740,7 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 301088548}
m_RootOrder: 3
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@@ -822,7 +794,7 @@ GameObject:
- component: {fileID: 388014850}
- component: {fileID: 388014849}
m_Layer: 5
m_Name: title
m_Name: Title
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -960,7 +932,7 @@ GameObject:
- component: {fileID: 409590588}
- 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:
m_Children:
- {fileID: 1138468890}
m_Father: {fileID: 301088548}
m_RootOrder: 6
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
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
- m_Target: {fileID: 301088551}
m_TargetAssemblyTypeName: TemplateCourse, Assembly-CSharp
m_MethodName: ShowFeedback
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
@@ -1081,140 +1053,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 409590585}
m_CullTransparentMesh: 1
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GameObject:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
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- component: {fileID: 414055546}
- component: {fileID: 414055545}
- component: {fileID: 414055544}
m_Layer: 5
m_Name: Courses
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!224 &414055543
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 414055542}
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 301088548}
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View File

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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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