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