455 lines
12 KiB
C#
455 lines
12 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using TMPro;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
public partial class GameController : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// All of the words that can be used in this session
|
|
/// </summary>
|
|
//private string[] words;
|
|
private List<Learnable> words = new List<Learnable>();
|
|
|
|
/// <summary>
|
|
/// Where we currently are in the word
|
|
/// </summary>
|
|
private int letterIndex;
|
|
|
|
/// <summary>
|
|
/// Where we currently are in the word list
|
|
/// </summary>
|
|
private int wordIndex;
|
|
|
|
/// <summary>
|
|
/// The word that is currently being spelled
|
|
/// </summary>
|
|
private string currentWord;
|
|
|
|
/// <summary>
|
|
/// All of the available themes
|
|
/// </summary>
|
|
public ThemeList themeList;
|
|
|
|
/// <summary>
|
|
/// The theme we are currently using
|
|
/// </summary>
|
|
private Theme currentTheme;
|
|
|
|
/// <summary>
|
|
/// Current value of timer in seconds
|
|
/// </summary>
|
|
private float timerValue;
|
|
|
|
/// <summary>
|
|
/// Indicates if the game is still going
|
|
/// </summary>
|
|
private bool gameEnded;
|
|
|
|
/// <summary>
|
|
/// Amount of seconds user gets per letter of the current word
|
|
/// Set to 1 for testing; should be increased later
|
|
/// </summary>
|
|
private const int secondsPerLetter = 5;
|
|
|
|
/// <summary>
|
|
/// Counter that keeps track of how many letters have been spelled correctly
|
|
/// </summary>
|
|
private int correctLetters;
|
|
|
|
/// <summary>
|
|
/// Counter that keeps track of how many letters have been spelled incorrectly
|
|
/// </summary>
|
|
private int incorrectLetters;
|
|
|
|
/// <summary>
|
|
/// Counter that keeps track of how many words have been spelled correctly
|
|
/// </summary>
|
|
private int spelledWords;
|
|
|
|
/// <summary>
|
|
/// Timer that keeps track of when the game was started
|
|
/// </summary>
|
|
private DateTime startTime;
|
|
|
|
/// <summary>
|
|
/// Reference to the user list to access the current user
|
|
/// </summary>
|
|
public UserList userList;
|
|
|
|
/// <summary>
|
|
/// Reference to the current user
|
|
/// </summary>
|
|
private User user;
|
|
|
|
/// <summary>
|
|
/// Reference to the minigame ScriptableObject
|
|
/// </summary>
|
|
public Minigame minigame;
|
|
|
|
/// <summary>
|
|
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
|
|
/// DO NOT REMOVE
|
|
/// </summary>
|
|
public MinigameList minigamelist;
|
|
|
|
/// <summary>
|
|
/// Letter prefab
|
|
/// </summary>
|
|
public GameObject letterPrefab;
|
|
|
|
/// <summary>
|
|
/// Reference to letter container
|
|
/// </summary>
|
|
public Transform letterContainer;
|
|
|
|
/// <summary>
|
|
/// The Image component for displaying the appropriate sprite
|
|
/// </summary>
|
|
public Image wordImage;
|
|
|
|
/// <summary>
|
|
/// Timer display
|
|
/// </summary>
|
|
public TMP_Text timerText;
|
|
|
|
/// <summary>
|
|
/// Bonus time display
|
|
/// </summary>
|
|
public GameObject bonusTimeText;
|
|
|
|
/// <summary>
|
|
/// Timer to display the bonus time
|
|
/// </summary>
|
|
private float bonusActiveRemaining = 0.0f;
|
|
|
|
/// <summary>
|
|
/// The GameObjects representing the letters
|
|
/// </summary>
|
|
private List<GameObject> letters = new List<GameObject>();
|
|
|
|
/// <summary>
|
|
/// Reference to the scoreboard
|
|
/// </summary>
|
|
public Transform Scoreboard;
|
|
|
|
/// <summary>
|
|
/// Accuracy feeback object
|
|
/// </summary>
|
|
public Feedback feedback;
|
|
|
|
/// <summary>
|
|
/// Reference to the gameEnded panel, so we can update its display
|
|
/// </summary>
|
|
public GameObject gameEndedPanel;
|
|
|
|
/// <summary>
|
|
/// Start is called before the first frame update
|
|
/// </summary>
|
|
public void Start()
|
|
{
|
|
correctLetters = 0;
|
|
incorrectLetters = 0;
|
|
|
|
words.Clear();
|
|
// We use -1 instead of 0 so SetNextWord can simply increment it each time
|
|
spelledWords = -1;
|
|
wordIndex = 0;
|
|
|
|
gameEnded = false;
|
|
timerValue = 30.0f;
|
|
bonusActiveRemaining = 0.0f;
|
|
startTime = DateTime.Now;
|
|
|
|
gameEndedPanel.SetActive(false);
|
|
bonusTimeText.SetActive(false);
|
|
|
|
// Create entry in current user for keeping track of progress
|
|
userList.Load();
|
|
user = userList.GetCurrentUser();
|
|
Progress progress = user.GetMinigameProgress(minigame.index);
|
|
if (progress == null)
|
|
{
|
|
progress = new Progress();
|
|
progress.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
|
|
progress.AddOrUpdate<List<Score>>("highestScores", new List<Score>());
|
|
progress.AddOrUpdate<List<Score>>("latestScores", new List<Score>());
|
|
user.minigames.Add(progress);
|
|
}
|
|
userList.Save();
|
|
|
|
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
|
|
feedback.signPredictor.model = currentTheme.model;
|
|
words.AddRange(currentTheme.learnables);
|
|
ShuffleWords();
|
|
NextWord();
|
|
|
|
// Set calllbacks
|
|
feedback.getSignCallback = () =>
|
|
{
|
|
if (letterIndex < currentWord.Length)
|
|
{
|
|
return currentWord[letterIndex].ToString().ToUpper();
|
|
}
|
|
return null;
|
|
};
|
|
feedback.predictSignCallback = (sign) =>
|
|
{
|
|
bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
|
|
if (successful)
|
|
{
|
|
AddSeconds(secondsPerLetter);
|
|
}
|
|
NextLetter(successful);
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update is called once per frame
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
if (!gameEnded)
|
|
{
|
|
timerValue -= Time.deltaTime;
|
|
if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
|
|
{
|
|
bonusTimeText.SetActive(false);
|
|
}
|
|
else
|
|
{
|
|
bonusActiveRemaining -= Time.deltaTime;
|
|
}
|
|
|
|
if (timerValue <= 0.0f)
|
|
{
|
|
timerValue = 0.0f;
|
|
ActivateGameOver();
|
|
}
|
|
|
|
int minutes = Mathf.FloorToInt(timerValue / 60.0f);
|
|
int seconds = Mathf.FloorToInt(timerValue % 60.0f);
|
|
|
|
timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Randomly shuffle the list of words
|
|
/// </summary>
|
|
private void ShuffleWords()
|
|
{
|
|
for (int i = words.Count - 1; i > 0; i--)
|
|
{
|
|
// Generate a random index between 0 and i (inclusive)
|
|
int j = UnityEngine.Random.Range(0, i + 1);
|
|
|
|
// Swap the values at indices i and j
|
|
(words[j], words[i]) = (words[i], words[j]);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate the score
|
|
/// </summary>
|
|
/// <returns>The calculated score</returns>
|
|
private int CalculateScore()
|
|
{
|
|
return spelledWords * 5 + correctLetters;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Displays the game over panel and score values
|
|
/// </summary>
|
|
private void ActivateGameOver()
|
|
{
|
|
gameEnded = true;
|
|
DeleteWord();
|
|
|
|
// Save the scores and show the scoreboard
|
|
SaveScores();
|
|
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
|
|
startTime: startTime,
|
|
totalWords: spelledWords,
|
|
correctLetters: correctLetters,
|
|
incorrectLetters: incorrectLetters,
|
|
result: "VERLOREN",
|
|
score: CalculateScore()
|
|
);
|
|
|
|
gameEndedPanel.SetActive(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Display win screen
|
|
/// </summary>
|
|
private void ActivateWin()
|
|
{
|
|
gameEnded = true;
|
|
DeleteWord();
|
|
|
|
// Save the scores and show the scoreboard
|
|
SaveScores();
|
|
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
|
|
startTime: startTime,
|
|
totalWords: spelledWords,
|
|
correctLetters: correctLetters,
|
|
incorrectLetters: incorrectLetters,
|
|
result: "GEWONNEN",
|
|
score: CalculateScore()
|
|
);
|
|
|
|
gameEndedPanel.SetActive(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update and save the scores
|
|
/// </summary>
|
|
private 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
|
|
user = userList.GetCurrentUser();
|
|
Progress progress = user.GetMinigameProgress(minigame.index);
|
|
|
|
// Get the current list of scores
|
|
List<Score> latestScores = progress.Get<List<Score>>("latestScores");
|
|
List<Score> highestScores = progress.Get<List<Score>>("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.AddOrUpdate<List<Score>>("latestScores", latestScores.Take(10).ToList());
|
|
progress.AddOrUpdate<List<Score>>("highestScores", highestScores.Take(10).ToList());
|
|
|
|
userList.Save();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete all letter objects
|
|
/// </summary>
|
|
private void DeleteWord()
|
|
{
|
|
for (int i = 0; i < letters.Count; i++)
|
|
{
|
|
Destroy(letters[i]);
|
|
}
|
|
letters.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds seconds to timer
|
|
/// </summary>
|
|
/// <param name="seconds"></param>
|
|
private void AddSeconds(int seconds)
|
|
{
|
|
timerValue += (float)seconds;
|
|
bonusTimeText.SetActive(true);
|
|
bonusActiveRemaining = 2.0f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Display the next letter
|
|
/// </summary>
|
|
/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
|
|
private void NextLetter(bool successful)
|
|
{
|
|
// Change color of current letter (skip spaces)
|
|
if (successful)
|
|
{
|
|
correctLetters++;
|
|
letters[letterIndex].GetComponent<Image>().color = Color.green;
|
|
}
|
|
else
|
|
{
|
|
incorrectLetters++;
|
|
letters[letterIndex].GetComponent<Image>().color = new Color(0.5f, 0.0f, 0.0f);
|
|
}
|
|
|
|
do
|
|
{
|
|
letterIndex++;
|
|
} while (letterIndex < currentWord.Length && currentWord[letterIndex] == ' ');
|
|
|
|
// Change the color of the next letter or change to new word
|
|
if (letterIndex < currentWord.Length)
|
|
{
|
|
letters[letterIndex].GetComponent<Image>().color = Color.yellow;
|
|
}
|
|
else
|
|
{
|
|
StartCoroutine(Wait());
|
|
NextWord();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Display next word in the series
|
|
/// </summary>
|
|
private void NextWord()
|
|
{
|
|
DeleteWord();
|
|
spelledWords++;
|
|
|
|
if (wordIndex < words.Count)
|
|
{
|
|
currentWord = words[wordIndex].name;
|
|
letterIndex = 0;
|
|
|
|
DisplayWord(currentWord);
|
|
wordIndex++;
|
|
}
|
|
else
|
|
{
|
|
ActivateWin();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Displays the word that needs to be spelled
|
|
/// </summary>
|
|
/// <param name="word">The word to display</param>
|
|
private void DisplayWord(string word)
|
|
{
|
|
for (int i = 0; i < word.Length; i++)
|
|
{
|
|
// Create instance of prefab
|
|
GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
|
|
letters.Add(instance);
|
|
|
|
// Dynamically load appearance
|
|
char c = Char.ToUpper(word[i]);
|
|
Image background = instance.GetComponent<Image>();
|
|
background.color = i == 0 ? Color.yellow : c != ' ' ? Color.red : Color.clear;
|
|
TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
|
|
txt.text = Char.ToString(c);
|
|
}
|
|
wordImage.sprite = words[wordIndex].image;
|
|
}
|
|
|
|
/// <summary>
|
|
/// wait for 2 seconds
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private IEnumerator Wait()
|
|
{
|
|
yield return new WaitForSecondsRealtime(2);
|
|
}
|
|
}
|