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