using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
///
/// Shared abstract class for the minigameControllers
///
public abstract class AbstractMinigameController : AbstractFeedback
{
[Header("AbstractVariables")]
///
/// We keep the minigamelist so that the minigame-index doesn't get reset
/// DO NOT REMOVE
///
public MinigameList minigamelist;
///
/// A bool to denote whether or not the game is still being played
///
protected bool gameIsActive;
///
/// Reference to the progress bar
///
public Slider feedbackProgress;
///
/// Reference to the current user
///
private User user;
///
/// Reference to the minigame ScriptableObject
///
protected Minigame minigame;
///
/// Each minigame has a webcamTexture, this will be used in children-methods
///
public RawImage webcamScreen;
///
/// Reference to the gameEnded panel, so we can update its display
///
public GameObject gameEndedPanel;
///
/// The theme that will be used by the signpredictor, this needs to be passed from the concrete class.
/// This theme CAN be different from the theme that words are fetched from (Think SpellingBee and Hangman)
///
protected abstract Theme signPredictorTheme
{
get;
}
///
/// Start is called before the first frame update, seal it to prevent minigames from changing it
///
protected void Start()
{
// Get the scriptable of the current minigame
minigame = minigamelist.minigames[minigamelist.currentMinigameIndex];
// Start the game-specific start-logic
StartController();
// Prepare the signPredictor
signPredictor.SetModel(signPredictorTheme.modelIndex);
signPredictor.SwapScreen(webcamScreen);
signPredictor.SetSignsList(GetSignsList());
AddSelfAsListener();
}
///
/// All minigames use the same principle, they grab the most probable sign and use said sign to show feedback to the user
/// Because we don't want minigames to write their own UpdateFeedbacks this function will be sealed
///
///
///
protected override sealed IEnumerator UpdateFeedback()
{
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
{
// Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value < b.Value ? a : b).Key;
float distance = signPredictor.learnableProbabilities[predictedSign];
ProcessMostProbableSign(distance, predictedSign);
}
// This part is the only reason that feedbackProgress is needed in the abstract
else if (feedbackProgress != null)
{
feedbackProgress.value = 0.0f;
}
yield return null;
}
///
/// Each game keeps a score, this score needs to be saved at some point
///
public void SaveScores()
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List latestScores = progress.latestScores;
List highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
PersistentDataController.GetInstance().Save();
}
///
/// The function that activates when the game ends, handles some endgame logic and displays the EndPanel
///
///
public void ActivateEnd(bool victory)
{
EndGameLogic(victory);
SaveScores();
SetScoreBoard(victory);
gameEndedPanel.SetActive(true);
}
///
/// Once the most probable sign has been fetched, they can be processed
///
/// The accuracy of the passed sign
/// The name of the passed sign
protected abstract void ProcessMostProbableSign(float accuracy, string predictedSign);
///
/// Each minigame has their own way of calculating their score
///
/// The score that the user has at that point
public abstract int CalculateScore();
///
/// Each minigame has an AbstractGameEndedPanel at the end, but they each have their own unique concrete instance
///
/// 1 if the player won, 0 if they lost. Some games need this
protected abstract void SetScoreBoard(bool victory);
///
/// Each minigame puts their GameLogic to be called at (re)start in a seperate function from Start()
///
public void StartController()
{
StartGameLogic();
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = minigame.index;
user.AddMinigameProgress(progress);
}
UserList.Save();
}
///
/// Logic to be called at the start of the game
///
protected abstract void StartGameLogic();
///
/// Function that contains all the logic to end the game
///
/// 1 if the player won, 0 if they lost. Some games need this
protected abstract void EndGameLogic(bool victory);
///
/// All non-fingerspelling-minigames have the same logic for the GetSignsList
///
/// The signsList that needs to be passed to the signPredictor
private List GetSignsList()
{
List signsList = new List();
foreach (Learnable learnable in signPredictorTheme.learnables)
{
signsList.Add(learnable.name.ToUpper().Replace(" ", "-")); ;
}
return signsList;
}
}