Files
unity-application/Assets/Scripts/SpellingBeeController.cs
2023-03-02 12:28:19 +01:00

133 lines
4.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SpellingBeeController : MonoBehaviour {
// All of the words that can be used in this session
private string[] words;
// Where we currently are in the word
private int currentIndex;
// The word that is currently being spelled
private string currentWord;
// All of the available themes
private ThemeList themeList;
// The theme we are currently using
private Theme currentTheme;
// The GameObjects representing the letters
private GameObject[] letters;
// The Image component for displaying the appropriate sprite
public Image image;
// The input field for testing purposes
public TMP_InputField input;
// Start is called before the first frame update
void Start() {
themeList = ThemeLoader.loadJson();
currentTheme = themeList.themes[0];
words = currentTheme.words;
SetRandomWord();
}
// Update is called once per frame
void Update() {
if (input.text.Length > 0) {
if (Char.ToUpper(input.text[0]) == Char.ToUpper(currentWord[currentIndex]) && input.text.Length == 1) {
letters[currentIndex].GetComponent<Image>().color = Color.green;
input.text = "";
currentIndex++;
if (currentIndex >= currentWord.Length) {
for (int i = 0; i < currentWord.Length; i++) {
Destroy(letters[i]);
}
StartCoroutine(Wait());
SetRandomWord();
}
}
}
}
// Pick a new random word from words and initialize the needed variables
void SetRandomWord() {
currentIndex = 0;
int randomIndex = UnityEngine.Random.Range(0, words.Length - 1);
string randomWord = words[randomIndex];
letters = new GameObject[randomWord.Length];
currentWord = randomWord;
changeSprite(randomWord);
displayWord(randomWord);
}
// Displays the word that needs to be spelled
void displayWord(string word) {
int length = word.Length;
int canvasWidth = 1920;
int maxWidth = 1080;
int spacing = maxWidth / (length - 1);
letters = new GameObject[length];
int[] xvalues = new int[length];
for (int i = 0; i < length; i++) {
xvalues[i] = (canvasWidth - maxWidth) / 2 + i * spacing;
}
for (int i = 0; i < length; i++) {
GameObject colorBox = new GameObject("Letter box");
colorBox.transform.SetParent(gameObject.transform);
letters[i] = colorBox;
// Add an Image component to the new GameObject
Image background = colorBox.AddComponent<Image>();
background.color = Color.red;
background.sprite = UnityEditor.AssetDatabase.GetBuiltinExtraResource<Sprite>("UI/Skin/UISprite.psd");
// Create a new child GameObject to hold the Text component
GameObject letterObject = new GameObject("Text");
letterObject.transform.SetParent(colorBox.transform);
// Add a Text component to the new child GameObject
Text letterComponent = letterObject.AddComponent<Text>();
letterComponent.text = Char.ToString(Char.ToUpper(word[i]));
letterComponent.alignment = TextAnchor.MiddleCenter;
letterComponent.fontSize = 60;
// Set the font of the Text component
letterComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
// Set the position of the parent GameObject
colorBox.transform.position = new Vector2(xvalues[i], 450);
}
}
// Change the image that is being displayed
void changeSprite(string spriteName) {
Image imageComponent = image.GetComponent<Image>();
// Load the new sprite from the Resources folder
Sprite sprite = Resources.Load<Sprite>("SpellingBee/images/" + spriteName);
// Set the new sprite as the Image component's source image
image.sprite = sprite;
}
IEnumerator Wait() {
yield return new WaitForSecondsRealtime(2);
}
}