337 lines
9.2 KiB
C#
337 lines
9.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class GameController : MonoBehaviour
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{
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// All of the words that can be used in this session
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private string[] words;
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// Where we currently are in the word
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private int letterIndex;
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// Where we currently are in the word list
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private int wordIndex;
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// The word that is currently being spelled
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private string currentWord;
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// All of the available themes
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private ThemeList themeList;
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// The theme we are currently using
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private Theme currentTheme;
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// The input field for testing purposes
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public TMP_InputField input;
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// Current value of timer in seconds
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private float timerValue;
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// "Game over" or "You win!"
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public TMP_Text endText;
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// First score display
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public TMP_Text correctWordsText;
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// Second score display
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public TMP_Text correctLettersText;
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// The game over panel
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public GameObject gameEndedPanel;
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// Button for restarting the game
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public Button replayButton;
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// Indicates if the game is still going
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private bool gameEnded;
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// Amount of seconds user gets per letter of the current word
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// Set to 1 for testing; should be increased later
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private int secondsPerLetter = 1;
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// Counter that keeps track of how many words have been spelled correctly
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private int spelledLetters;
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// Counter that keeps track of how many letters have been spelled correctly
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private int spelledWords;
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[Header("User")]
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// Reference to the user list to access the current user
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public UserList userList;
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// Reference to the current user
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private User user;
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// Reference to the minigame progress of the current user
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private Progress progress = null;
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[Header("Minigame")]
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// Reference to the minigame ScriptableObject
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public Minigame minigame;
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[Header("Letter prefab")]
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// Letter prefab
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public GameObject letterPrefab;
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[Header("UI References")]
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// Reference to letter prefab
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public Transform letterContainer;
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// The Image component for displaying the appropriate sprite
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public Image wordImage;
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// Timer display
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public TMP_Text timerText;
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[Header("Private Variables")]
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// The GameObjects representing the letters
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private List<GameObject> letters = new List<GameObject>();
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// Start is called before the first frame update
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public void Start()
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{
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spelledLetters = 0;
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// We use -1 instead of 0 so SetNextWord can simply increment it each time
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spelledWords = -1;
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gameEnded = false;
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wordIndex = 0;
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input.text = "";
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timerValue = 0.0f;
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gameEndedPanel.SetActive(false);
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replayButton.onClick.AddListener(Start);
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// Create entry in current user for keeping track of progress
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user = userList.GetCurrentUser();
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progress = user.minigames.Find((p) => p != null && p.Get<MinigameIndex>("minigameIndex") == minigame.index);
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if (progress == null)
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{
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progress = new Progress();
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progress.AddOrUpdate<MinigameIndex>("minigameIndex", MinigameIndex.SPELLING_BEE);
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// TODO: add progress we want to keep track off
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// (for example 'highscore')
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progress.AddOrUpdate<int>("highscore", 0);
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user.minigames.Add(progress);
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}
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userList.Save();
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DeleteWord();
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// TODO: change to ScriptableObject
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themeList = ThemeLoader.LoadJson();
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currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
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words = currentTheme.words;
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ShuffleWords();
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SetNextWord();
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}
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// Update is called once per frame
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public void Update()
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{
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if (!gameEnded)
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{
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if (input.text.Length > 0)
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{
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CheckChar(input.text[0]);
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}
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timerValue -= Time.deltaTime;
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if (timerValue <= 0.0f)
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{
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timerValue = 0.0f;
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ActivateGameOver();
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}
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int minutes = Mathf.FloorToInt(timerValue / 60.0f);
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int seconds = Mathf.FloorToInt(timerValue % 60.0f);
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timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
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}
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}
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// Randomly shuffle the list of words
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private void ShuffleWords()
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{
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for (int i = words.Length - 1; i > 0; i--)
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{
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// Generate a random index between 0 and i (inclusive)
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int j = UnityEngine.Random.Range(0, i + 1);
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// Swap the values at indices i and j
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(words[j], words[i]) = (words[i], words[j]);
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}
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}
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// Displays the game over panel and score values
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private void ActivateGameOver()
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{
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DeleteWord();
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endText.text = "GAME OVER";
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correctLettersText.text = "Correctly spelled letters: " + spelledLetters.ToString();
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correctWordsText.text = "Correctly spelled words: " + spelledWords.ToString();
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Display win screen
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private void ActivateWin()
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{
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int score = words.Length;
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// Update progress
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// TODO: update all tracked progress
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int highscore = progress.Get<int>("highscore");
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if (score < highscore)
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{
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progress.AddOrUpdate<int>("highsscore", score);
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userList.Save();
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}
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// @lukas stuff
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DeleteWord();
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endText.text = "YOU WIN!";
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correctLettersText.text = "Your time: " + spelledLetters.ToString();
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int totalWordsDuration = 0;
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foreach (string word in words)
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{
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totalWordsDuration += word.Length * secondsPerLetter + 1;
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}
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// How much time was spent by the player
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int spentTime = totalWordsDuration - (int)timerValue;
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int seconds = spentTime % 60;
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int minutes = spentTime / 60;
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if (minutes == 0)
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{
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correctLettersText.text = "Your time: " + seconds + " seconds";
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}
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else
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{
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correctLettersText.text = "Your time: " + minutes + " minutes and " + seconds + " seconds";
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}
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correctWordsText.text = "";
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gameEndedPanel.SetActive(true);
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gameEndedPanel.transform.SetAsLastSibling();
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gameEnded = true;
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}
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// Check if the correct char has been given as input
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private void CheckChar(char letter)
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{
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if (Char.ToUpper(letter) == Char.ToUpper(currentWord[letterIndex]) && input.text.Length == 1)
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{
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letters[letterIndex].GetComponent<Image>().color = Color.green;
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input.text = "";
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spelledLetters++;
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letterIndex++;
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if (letterIndex >= currentWord.Length)
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{
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DeleteWord();
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StartCoroutine(Wait());
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SetNextWord();
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}
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}
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}
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// Delete all letter objects
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private void DeleteWord()
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{
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for (int i = 0; i < letters.Count; i++)
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{
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Destroy(letters[i]);
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}
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letters.Clear();
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}
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// Adds seconds to timer
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private void AddSeconds(int seconds)
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{
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timerValue += (float)seconds;
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}
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// Find the chosen theme by its name
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private Theme FindThemeByName(string themeName)
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{
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int themeIndex = 0;
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while (themeIndex < themeList.themes.Length)
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{
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Theme theme = themeList.themes[themeIndex];
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if (theme.name == themeName)
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{
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return theme;
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}
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themeIndex++;
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}
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Debug.Log("Requested theme not found");
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return null;
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}
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// Display next word in the series
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private void SetNextWord()
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{
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spelledWords++;
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if (wordIndex < words.Length)
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{
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currentWord = words[wordIndex];
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ChangeSprite(currentWord);
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DisplayWord(currentWord);
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AddSeconds(currentWord.Length * secondsPerLetter + 1);
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letterIndex = 0;
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wordIndex++;
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}
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else
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{
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ActivateWin();
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}
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}
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// Displays the word that needs to be spelled
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private void DisplayWord(string word)
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{
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for (int i = 0; i < word.Length; i++)
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{
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// Create instance of prefab
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GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
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letters.Add(instance);
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// Dynamically load appearance
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Image background = instance.GetComponent<Image>();
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background.color = Color.red;
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TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
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txt.text = Char.ToString(Char.ToUpper(word[i]));
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}
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}
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// Change the image that is being displayed
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private void ChangeSprite(string spriteName)
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{
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// Load the new sprite from the Resources folder
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Sprite sprite = Resources.Load<Sprite>("SpellingBee/images/" + spriteName);
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// Set the new sprite as the Image component's source image
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wordImage.sprite = sprite;
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}
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private IEnumerator Wait()
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{
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yield return new WaitForSecondsRealtime(2);
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}
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}
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