Files
unity-application/Assets/JustSign/Scripts/JustSignController.cs
2023-03-25 11:34:08 +00:00

312 lines
9.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Contains all game logic for the JustSign game
/// </summary>
public class JustSignController : MonoBehaviour
{
/// <summary>
/// All of the words that can be used in this session
/// </summary>
private List<Learnable> words = new List<Learnable>();
/// <summary>
/// The canvas containing all components
/// </summary>
public Canvas canvas;
/// <summary>
/// The input field where the user can type his or her answer
/// </summary>
public TMP_InputField answerField;
/// <summary>
/// The feedback on the timing
/// </summary>
public TMP_Text feedBack;
/// <summary>
/// The current score
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// Reference to the list of available songs
/// </summary>
public SongList songList;
/// <summary>
/// Reference to the currently used song
/// </summary>
private Song currentSong;
/// <summary>
/// The zone that the player should be hitting with his or her inputs
/// </summary>
public GameObject hitZone;
/// <summary>
/// Symbol prefab
/// </summary>
public GameObject symbolPrefab;
/// <summary>
/// Reference to symbol prefab
/// </summary>
public Transform symbolContainer;
/// <summary>
/// All of the available themes
/// </summary>
private ThemeList themeList;
/// <summary>
/// The theme we are currently using
/// </summary>
private Theme currentTheme;
/// <summary>
/// List of strings representing all words on the track
/// </summary>
private List<string> activeWords = new List<string>();
/// <summary>
/// List of objects representing all symbols on the track
/// </summary>
private List<GameObject> activeSymbols = new List<GameObject>();
/// <summary>
/// The current score
/// </summary>
private int score;
/// <summary>
/// Have the symbols started spawning or not
/// </summary>
private bool gameIsActive = false;
/// <summary>
/// Width and height of the symbols
/// </summary>
private int symbolSize = 280;
/// <summary>
/// Controls movement speed of symbols (higher -> faster)
/// </summary>
private int moveSpeed = 200;
/// <summary>
/// Starting X-coordinate of a symbol = (-1920 - symbolsize) / 2
/// </summary>
private int trackX = -1100;
/// <summary>
/// Starting Y-coordinate of a symbol
/// </summary>
private int trackY = -200;
/// <summary>
/// Max distance from hit zone to get perfect score
/// </summary>
private int perfectBoundary = 10;
/// <summary>
/// Score obtained when getting a perfect hit
/// </summary>
private int perfectScore = 5;
/// <summary>
/// Max distance from hit zone to get good score
/// </summary>
private int goodBoundary = 120;
/// <summary>
/// Score obtained when getting a good hit
/// </summary>
private int goodScore = 3;
/// <summary>
/// Max distance from hit zone to get meh score
/// </summary>
private int mehBoundary = 200;
/// <summary>
/// Score obtained when getting a meh hit
/// </summary>
private int mehScore = 1;
/// <summary>
/// Score obtained when getting a terrible hit
/// </summary>
private int terribleScore = -3;
/// <summary>
/// Score obtained when symbol goes offscreen
/// </summary>
private int offscreenScore = -5;
/// <summary>
/// Time at which the last symbol was spawned
/// </summary>
private float lastSpawn;
/// <summary>
/// Time at which the game started, needed to know when to stop
/// </summary>
private float beginTime;
/// <summary>
/// Time at which the last symbol should spawn
/// </summary>
private float lastSymbolTime;
/// <summary>
/// Start is called before the first frame update
/// </summary>
void Start()
{
scoreDisplay.text = "Score: " + score.ToString();
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
words.AddRange(currentTheme.learnables);
currentSong = songList.songs[songList.currentSongIndex];
AudioSource.PlayClipAtPoint(currentSong.song, Vector3.zero, 1.0f);
beginTime = Time.time;
lastSymbolTime = beginTime + currentSong.duration - 1920.0f / moveSpeed;
StartCoroutine(WaitThenStart(currentSong.firstSymbolTime));
}
/// <summary>
/// Wait for a given amount of time (specified in song) before spawning symbols
/// </summary>
IEnumerator WaitThenStart(float nrOfSeconds)
{
//yield on a new YieldInstruction that waits for nrOfSeconds seconds
yield return new WaitForSeconds(nrOfSeconds);
gameIsActive = true;
}
/// <summary>
/// Update is called once per frame
/// </summary>
void Update()
{
if (gameIsActive) {
int matchedSymbolIndex = -1;
for (int i = 0; i < activeWords.Count; i++) {
if (activeWords[i].ToLower() == 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<RectTransform>().localPosition.x > -trackX) {
DestroySymbolAt(0);
feedBack.text = "Terrible!";
score += offscreenScore;
}
}
// Spawn new symbol every spawn period
float currentTime = Time.time;
if (currentTime - lastSpawn > currentSong.spawnPeriod && lastSymbolTime > currentTime) {
lastSpawn = currentTime;
SpawnNewSymbol();
}
// Check if the song has ended and activate scorescreen if it has
if (currentTime - beginTime > currentSong.duration) {
gameIsActive = false;
while (activeSymbols.Count > 0) {
DestroySymbolAt(0);
}
// TODO: Scoreboard
}
// Move all active symbols to the right
foreach (GameObject symbol in activeSymbols) {
RectTransform rectTransform = symbol.GetComponent<RectTransform>();
rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
}
scoreDisplay.text = "Score: " + score.ToString();
}
}
/// <summary>
/// Destroy the symbol at the given index
/// </summary>
/// <param name="index">The index of the symbol to destroy</param>
void DestroySymbolAt(int index) {
activeWords.RemoveAt(index);
GameObject symbol = activeSymbols[index];
activeSymbols.RemoveAt(index);
Destroy(symbol);
}
/// <summary>
/// Create a new symbol at the start of the track
/// </summary>
void SpawnNewSymbol() {
// Pick a word that isn't in use yet
List<int> unusedWordIndices = new List<int>();
for (int i = 0; i < words.Count; i++) {
if (!activeWords.Contains(words[i].name)) {
unusedWordIndices.Add(i);
}
}
Learnable newLearnable = words[unusedWordIndices[UnityEngine.Random.Range(0, unusedWordIndices.Count)]];
string nextSymbol = newLearnable.name;
GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, symbolContainer);
// Dynamically load appearance
Image image = newSymbolObject.GetComponent<Image>();
image.sprite = newLearnable.image;
image.rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
// Place the word that the symbol represents under the image
TMP_Text text = newSymbolObject.GetComponentInChildren<TMP_Text>();
text.text = nextSymbol;
text.color = Color.black;
text.rectTransform.localPosition = new Vector3(0, -160, 0);
activeWords.Add(nextSymbol);
activeSymbols.Add(newSymbolObject);
}
}