162 lines
5.3 KiB
C#
162 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using static PersistentDataController;
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/// <summary>
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/// A class holding all information of a user
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/// </summary>
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public class User
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{
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/// <summary>
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/// Reference to the user stored data record
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/// </summary>
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private SavedUserData storedUserData;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="data">Reference to the user stored data record</param>
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public User(SavedUserData data)
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{
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this.storedUserData = data;
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}
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/// <summary>
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/// Get the username
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/// </summary>
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/// <returns></returns>
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public string GetUsername() { return storedUserData.username; }
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/// <summary>
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/// Get the total playtime
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/// </summary>
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/// <returns></returns>
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public double GetPlaytime() { return storedUserData.playtime; }
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/// <summary>
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/// Get the avatar
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/// </summary>
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/// <returns></returns>
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public Sprite GetAvatar() { return UserList.AVATARS[storedUserData.avatarIndex]; }
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/// <summary>
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/// Get a list of all recently started courses
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/// </summary>
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/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecentCourses()
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{
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// TODO: return better results (for now only return all courses)
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List<Tuple<CourseIndex, float>> recentCourses = new List<Tuple<CourseIndex, float>>();
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foreach (var courseProgress in storedUserData.courses)
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{
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CourseIndex idx = courseProgress.courseIndex;
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float progress = courseProgress.progress;
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recentCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
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}
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return recentCourses.Take(3).ToList();
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}
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/// <summary>
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/// Get a list of all recommended courses
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/// </summary>
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/// <returns>A <c>List</c> of <c>Tuples</c>, containing the <c>CourseIndex</c>
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/// and a <c>float</c> holding the progress (value between 0 and 1) of the user in this course</returns>
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public List<Tuple<CourseIndex, float>> GetRecommendedCourses()
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{
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List<Tuple<CourseIndex, float>> recommenedCourses = new List<Tuple<CourseIndex, float>>();
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if (storedUserData.courses.Count == 0)
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{
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recommenedCourses.Add(Tuple.Create<CourseIndex, float>(CourseIndex.FINGERSPELLING, 0.0f));
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}
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else
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{
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// TODO: return better results (for now only return all courses)
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foreach (var courseProgress in storedUserData.courses)
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{
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CourseIndex idx = courseProgress.courseIndex;
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float progress = courseProgress.progress;
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recommenedCourses.Add(Tuple.Create<CourseIndex, float>(idx, progress));
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}
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}
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return recommenedCourses.Take(3).ToList();
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}
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/// <summary>
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/// Get the progress of all courses the user did
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/// </summary>
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/// <returns></returns>
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public List<SavedCourseProgress> GetCourses()
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{
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return storedUserData.courses;
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}
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/// <summary>
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/// Get the progress of a certain course
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/// </summary>
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/// <param name="courseIndex">Index of course</param>
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/// <returns><c>Progress</c> belonging to the <c>courseIndex</c>, <c>null</c> if course was not found</returns>
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public SavedCourseProgress GetCourseProgress(CourseIndex courseIndex)
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{
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return storedUserData.courses.Find((p) => p.courseIndex == courseIndex);
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}
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/// <summary>
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/// Add new progress of a course
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/// </summary>
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/// <param name="progress">SavedCourseProgress data record</param>
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public void AddCourseProgress(SavedCourseProgress progress)
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{
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storedUserData.courses.Add(progress);
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}
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/// <summary>
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/// Reset progress of a course
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/// </summary>
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/// <param name="courseIndex">Index of course</param>
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public void ResetCourseProgress(CourseIndex courseIndex)
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{
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storedUserData.courses.RemoveAll((p) => p.courseIndex == courseIndex);
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}
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/// <summary>
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/// Get the progress of all minigames the user did
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/// </summary>
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/// <returns></returns>
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public List<SavedMinigameProgress> GetMinigames()
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{
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return storedUserData.minigames;
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}
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/// <summary>
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/// Get the progress of certain minigame
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/// </summary>
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/// <param name="minigameIndex">Index of the minigame</param>
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/// <returns><c>Progress</c> belonging to the <c>minigameIndex</c>, <c>null</c> if minigame was not found</returns>
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public SavedMinigameProgress GetMinigameProgress(MinigameIndex minigameIndex)
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{
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return storedUserData.minigames.Find((p) => p.minigameIndex == minigameIndex);
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}
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/// <summary>
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/// Add new progress of a minigame
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/// </summary>
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/// <param name="progress">SavedMinigameProgress data record</param>
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public void AddMinigameProgress(SavedMinigameProgress progress)
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{
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storedUserData.minigames.Add(progress);
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}
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/// <summary>
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/// Reset progress of a minigame
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/// </summary>
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/// <param name="minigameIndex">Index of the minigame</param>
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public void ResetMinigameProgress(MinigameIndex minigameIndex)
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{
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storedUserData.minigames.RemoveAll((p) => p.minigameIndex == minigameIndex);
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}
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}
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