756 lines
24 KiB
C#
756 lines
24 KiB
C#
using DigitalRuby.Tween;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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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 : AbstractFeedback
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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 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 timingFeedback;
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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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/// We keep the minigamelist as well so that the minigame-index doesn't get reset
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/// DO NOT REMOVE
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/// </summary>
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public MinigameList minigamelist;
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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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/// Reference to the perfect hitzone
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/// </summary>
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public RectTransform hitZonePerfect;
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/// <summary>
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/// Reference to the good hitzone
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/// </summary>
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public RectTransform hitZoneGood;
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/// <summary>
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/// Reference to the meh hitzone
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/// </summary>
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public RectTransform hitZoneMeh;
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/// <summary>
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/// Reference to the webcam
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/// </summary>
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public RawImage webcamScreen;
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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 = 50;
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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 = 20;
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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 = 10;
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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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/// 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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/// 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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/// 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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/// Controls movement speed of symbols (higher -> faster)
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/// </summary>
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private int moveSpeed = 100;
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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 = 1920 / 2;
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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 = 0;
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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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/// Counter that keeps track of how many signs get you score "perfect"
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/// </summary>
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private int perfectSigns;
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/// <summary>
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/// Counter that keeps track of how many signs get you score "good"
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/// </summary>
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private int goodSigns;
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/// <summary>
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/// Counter that keeps track of how many signs get you score "meh"
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/// </summary>
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private int mehSigns;
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/// <summary>
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/// Counter that keeps track of how many signs get you score "perfect"
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/// </summary>
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private int terribleSigns;
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/// <summary>
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/// Counter that keeps track of how many signs done incorrectly
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/// </summary>
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private int incorrectSigns;
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/// <summary>
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/// Reference to the scoreboard entries container
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/// </summary>
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public Transform scoreboardEntriesContainer;
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/// <summary>
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/// The GameObjects representing the letters
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/// </summary>
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private List<GameObject> scoreboardEntries = new List<GameObject>();
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/// <summary>
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/// Reference to the ScoreboardEntry prefab
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/// </summary>
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public GameObject scoreboardEntry;
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/// <summary>
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/// Reference to the current user
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/// </summary>
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private User user;
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/// <summary>
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/// LPM
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/// </summary>
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public TMP_Text lpmText;
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/// <summary>
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/// Perfect Signs Score
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/// </summary>
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public TMP_Text perfectSignsText;
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/// <summary>
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/// Good Signs Score
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/// </summary>
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public TMP_Text goodSignsText;
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/// <summary>
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/// Meh Signs Score
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/// </summary>
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public TMP_Text mehSignsText;
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/// <summary>
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/// Perfect Signs Score
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/// </summary>
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public TMP_Text terribleSignsText;
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/// <summary>
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/// Signs that were not found
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/// </summary>
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public TMP_Text notFoundSignsText;
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/// <summary>
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/// Score
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/// </summary>
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public TMP_Text scoreText;
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/// <summary>
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/// Reference to the gameEnded panel, so we can update its display
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/// </summary>
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public GameObject gameEndedPanel;
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/// <summary>
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/// Reference to the feedback field
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/// </summary>
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public TMP_Text feedbackText;
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/// <summary>
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/// Reference to the progress bar
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/// </summary>
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public Slider feedbackProgressBar;
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/// <summary>
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/// Reference to the progress bar image, so we can add fancy colors
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/// </summary>
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public Image feedbackProgressImage;
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/// <summary>
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/// Sprite shown when perfect score
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/// </summary>
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public Sprite perfectSprite;
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/// <summary>
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/// Sprite shown when good score
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/// </summary>
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public Sprite goodSprite;
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/// <summary>
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/// Sprite shown when meh score
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/// </summary>
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public Sprite mehSprite;
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/// <summary>
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/// Sprite shown when terrible score (too soon)
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/// </summary>
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public Sprite terribleSprite;
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/// <summary>
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/// Sprite shown when sign leaves screen
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/// </summary>
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public Sprite tooLateSprite;
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/// <summary>
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/// Reference to display the feedback image
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/// </summary>
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public Image imageFeedback;
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/// <summary>
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/// Message to display when there is no model
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/// </summary>
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public GameObject previewMessage;
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/// <summary>
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/// Reference to the score, feedback and image
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/// </summary>
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public GameObject userFeedback;
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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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public void Start()
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{
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currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
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signPredictor.SetModel(currentTheme.modelIndex);
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signPredictor.SwapScreen(webcamScreen);
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AddSelfAsListener();
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StartController();
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}
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/// <summary>
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/// Holds the game-specific logic to start the controller
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/// </summary>
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public void StartController()
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{
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userFeedback.SetActive(currentTheme.modelIndex != ModelIndex.NONE);
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previewMessage.SetActive(currentTheme.modelIndex == ModelIndex.NONE);
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perfectSigns = 0;
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goodSigns = 0;
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mehSigns = 0;
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terribleSigns = 0;
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incorrectSigns = 0;
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timingFeedback.text = "";
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imageFeedback.sprite = minigame.thumbnail;
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gameEndedPanel.SetActive(false);
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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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var progress = user.GetMinigameProgress(minigame.index);
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if (progress == null)
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{
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progress = new PersistentDataController.SavedMinigameProgress();
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progress.minigameIndex = minigame.index;
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user.AddMinigameProgress(progress);
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}
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UserList.Save();
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scoreDisplay.text = $"Score: {CalculateScore()}";
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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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{
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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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{
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if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > trackX)
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{
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DestroySymbolAt(0);
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incorrectSigns++;
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timingFeedback.text = $"Te laat! \n {offscreenScore}";
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imageFeedback.sprite = tooLateSprite;
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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 > 2 * currentSong.spawnPeriod && lastSymbolTime > currentTime)
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{
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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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{
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ActivateEnd();
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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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{
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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: {CalculateScore()}";
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}
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}
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/// <summary>
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/// Calculate the score
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/// </summary>
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/// <returns>The calculated score</returns>
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public int CalculateScore()
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{
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return goodSigns * goodScore + perfectSigns * perfectScore + mehScore * mehSigns + terribleScore * terribleSigns + incorrectSigns * offscreenScore;
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}
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/// <summary>
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/// Display Scoreboard + Metrics
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/// </summary>
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public void ActivateEnd()
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{
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gameIsActive = false;
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while (activeSymbols.Count > 0)
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{
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DestroySymbolAt(0);
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}
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// TODO: Scoreboard
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SaveScores();
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SetScoreMetrics();
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SetScoreBoard();
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gameEndedPanel.SetActive(true);
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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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{
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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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{
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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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{
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if (!activeWords.Contains(words[i].name))
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{
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unusedWordIndices.Add(i);
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}
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}
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Learnable newLearnable = words[unusedWordIndices[Random.Range(0, unusedWordIndices.Count)]];
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string nextSymbol = newLearnable.name;
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GameObject newSymbolObject = GameObject.Instantiate(symbolPrefab, new Vector3(0, trackY, 0), Quaternion.identity, symbolContainer);
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// Dynamically load appearance
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Image image = newSymbolObject.transform.Find("Image").GetComponent<Image>();
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image.sprite = newLearnable.image;
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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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activeWords.Add(nextSymbol.ToUpper());
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activeSymbols.Add(newSymbolObject);
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}
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/// <summary>
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/// Update and save the scores
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/// </summary>
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public void SaveScores()
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{
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// Calculate new score
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int newScore = CalculateScore();
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// Save the score as a tuple: < int score, string time ago>
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Score score = new Score();
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score.scoreValue = newScore;
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score.time = DateTime.Now.ToString();
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// Save the new score
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var progress = user.GetMinigameProgress(minigame.index);
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// Get the current list of scores
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List<Score> latestScores = progress.latestScores;
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List<Score> highestScores = progress.highestScores;
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// Add the new score
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latestScores.Add(score);
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highestScores.Add(score);
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// Sort the scores
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highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
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// Only save the top 10 scores, so this list doesn't keep growing endlessly
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progress.latestScores = latestScores.Take(10).ToList();
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progress.highestScores = highestScores.Take(10).ToList();
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PersistentDataController.GetInstance().Save();
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}
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/// <summary>
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/// Set score metrics
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/// </summary>
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private void SetScoreMetrics()
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{
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// In de zone
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perfectSignsText.text = perfectSigns.ToString();
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// Aanvaardbaar
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goodSignsText.text = goodSigns.ToString();
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// Nipt
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mehSignsText.text = mehSigns.ToString();
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// Slechte timing
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terribleSignsText.text = terribleSigns.ToString();
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// Niet Geraden
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notFoundSignsText.text = incorrectSigns.ToString();
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// LPM
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int duration = songList.songs[songList.currentSongIndex].duration;
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int correctSigns = goodSigns + perfectSigns + mehSigns + terribleSigns;
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lpmText.text = (60f * correctSigns / duration).ToString("#") + " GPM";
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// Score
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scoreText.text = $"Score: {CalculateScore()}";
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}
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/// <summary>
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/// Sets the scoreboard
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/// </summary>
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private void SetScoreBoard()
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{
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// Clean the previous scoreboard entries
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for (int i = 0; i < scoreboardEntries.Count; i++)
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{
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Destroy(scoreboardEntries[i]);
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}
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scoreboardEntries.Clear();
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// Instantiate new entries
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// Get all scores from all users
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List<Tuple<string, Score>> allScores = new List<Tuple<string, Score>>();
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foreach (User user in UserList.GetUsers())
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{
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// Get user's progress for this minigame
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var progress = user.GetMinigameProgress(minigame.index);
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if (progress != null)
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{
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// Add scores to dictionary
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List<Score> scores = progress.highestScores;
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foreach (Score score in scores)
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{
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allScores.Add(new Tuple<string, Score>(user.GetUsername(), score));
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}
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}
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}
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// Sort allScores based on Score.scoreValue
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allScores.Sort((a, b) => b.Item2.scoreValue.CompareTo(a.Item2.scoreValue));
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// Instantiate scoreboard entries
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int rank = 1;
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foreach (Tuple<string, Score> tup in allScores.Take(10))
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{
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string username = tup.Item1;
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Score score = tup.Item2;
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GameObject entry = Instantiate(scoreboardEntry, scoreboardEntriesContainer);
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scoreboardEntries.Add(entry);
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// Set the player icon
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entry.transform.Find("Image").GetComponent<Image>().sprite = UserList.GetUserByUsername(username).GetAvatar();
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// Set the player name
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entry.transform.Find("PlayerName").GetComponent<TMP_Text>().text = username;
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// Set the score
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entry.transform.Find("Score").GetComponent<TMP_Text>().text = score.scoreValue.ToString();
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// Set the rank
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entry.transform.Find("Rank").GetComponent<TMP_Text>().text = rank.ToString();
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// Set the ago
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// Convert the score.time to Datetime
|
|
DateTime time = DateTime.Parse(score.time);
|
|
DateTime currentTime = DateTime.Now;
|
|
TimeSpan diff = currentTime.Subtract(time);
|
|
|
|
string formatted;
|
|
if (diff.Days > 0)
|
|
{
|
|
formatted = $"{diff.Days}d ";
|
|
}
|
|
else if (diff.Hours > 0)
|
|
{
|
|
formatted = $"{diff.Hours}h ";
|
|
}
|
|
else if (diff.Minutes > 0)
|
|
{
|
|
formatted = $"{diff.Minutes}m ";
|
|
}
|
|
else
|
|
{
|
|
formatted = "now";
|
|
}
|
|
|
|
entry.transform.Find("Ago").GetComponent<TMP_Text>().text = formatted;
|
|
|
|
|
|
// Alternating colors looks nice
|
|
if (rank % 2 == 0)
|
|
{
|
|
Image image = entry.transform.GetComponent<Image>();
|
|
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
|
|
}
|
|
|
|
// Make new score stand out
|
|
if (diff.TotalSeconds < 1)
|
|
{
|
|
Image image = entry.transform.GetComponent<Image>();
|
|
image.color = new Color(0, 229, 255, 233);
|
|
}
|
|
|
|
rank++;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// The updateFunction that is called when new probabilities become available
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
protected override IEnumerator UpdateFeedback()
|
|
{
|
|
// Get the predicted sign
|
|
if (signPredictor != null && signPredictor.learnableProbabilities != null && gameIsActive)
|
|
{
|
|
// Get highest predicted sign
|
|
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
|
|
float accuracy = signPredictor.learnableProbabilities[predictedSign];
|
|
|
|
// vvv TEMPORARY STUFF vvv
|
|
if (predictedSign == "J" && accuracy <= 0.97f)
|
|
{
|
|
predictedSign = signPredictor.learnableProbabilities.Aggregate((x, y) => x.Value > y.Value && x.Key != "J" ? x : y).Key;
|
|
}
|
|
accuracy = signPredictor.learnableProbabilities[predictedSign];
|
|
// ^^^ TEMPORARY STUFF ^^^
|
|
|
|
Learnable predSign = currentTheme.learnables.Find(l => l.name.ToUpper().Replace(" ", "-") == predictedSign);
|
|
|
|
if (feedbackText != null && feedbackProgressImage != null)
|
|
{
|
|
Color col;
|
|
if (accuracy > predSign.thresholdPercentage)
|
|
{
|
|
feedbackText.text = $"Herkent '{predictedSign}'";
|
|
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
|
}
|
|
else if (accuracy > 0.9 * predSign.thresholdPercentage)
|
|
{
|
|
feedbackText.text = $"Lijkt op '{predictedSign}'";
|
|
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
|
}
|
|
else
|
|
{
|
|
feedbackText.text = "Detecteren...";
|
|
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
|
}
|
|
|
|
feedbackText.color = col;
|
|
feedbackProgressImage.color = col;
|
|
|
|
float oldValue = feedbackProgressBar.value;
|
|
// use an exponential scale
|
|
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accuracy / predSign.thresholdPercentage, 0.0f, 1.0f) - 1.0f));
|
|
feedbackProgressBar.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
|
|
{
|
|
if (feedbackProgressBar != null)
|
|
{
|
|
feedbackProgressBar.value = t.CurrentValue;
|
|
}
|
|
});
|
|
}
|
|
|
|
if (accuracy > predSign.thresholdPercentage)
|
|
{
|
|
int matchedSymbolIndex = activeWords.IndexOf(predictedSign.ToUpper());
|
|
|
|
// Destroy the oldest symbol if the current input matches it
|
|
if (0 <= matchedSymbolIndex)
|
|
{
|
|
float x = activeSymbols[matchedSymbolIndex].transform.localPosition.x;
|
|
|
|
// parameters to define the Perfect hit zone
|
|
float perfectRange = hitZonePerfect.sizeDelta.x;
|
|
float perfectCenter = hitZonePerfect.localPosition.x;
|
|
// parameters to define the Good hit zone
|
|
float goodRange = hitZoneGood.sizeDelta.x;
|
|
float goodCenter = hitZoneGood.localPosition.x;
|
|
// parameters to define the Meh hit zone
|
|
float mehRange = hitZoneMeh.sizeDelta.x;
|
|
float mehCenter = hitZoneMeh.localPosition.x;
|
|
|
|
if (perfectCenter - perfectRange / 2 <= x && x <= perfectCenter + perfectRange / 2)
|
|
{
|
|
timingFeedback.text = $"Perfect! \n +{perfectScore}";
|
|
imageFeedback.sprite = perfectSprite;
|
|
perfectSigns++;
|
|
timingFeedback.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
|
|
}
|
|
else if (goodCenter - goodRange / 2 <= x && x <= goodCenter + goodRange / 2)
|
|
{
|
|
timingFeedback.text = $"Goed \n +{goodScore}";
|
|
imageFeedback.sprite = goodSprite;
|
|
goodSigns++;
|
|
timingFeedback.color = new Color(0xf7 / 255.0f, 0xad / 255.0f, 0x19 / 255.0f);
|
|
}
|
|
else if (mehCenter - mehRange / 2 <= x && x <= mehCenter + mehRange / 2)
|
|
{
|
|
timingFeedback.text = $"Bijna... \n +{mehScore}";
|
|
imageFeedback.sprite = mehSprite;
|
|
mehSigns++;
|
|
timingFeedback.color = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
|
|
}
|
|
else
|
|
{
|
|
timingFeedback.text = $"Te vroeg! \n {terribleScore}";
|
|
imageFeedback.sprite = terribleSprite;
|
|
terribleSigns++;
|
|
timingFeedback.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
|
|
}
|
|
|
|
DestroySymbolAt(matchedSymbolIndex);
|
|
}
|
|
}
|
|
}
|
|
else if (feedbackProgressBar != null)
|
|
{
|
|
|
|
feedbackProgressBar.value = 0.0f;
|
|
}
|
|
yield return null;
|
|
}
|
|
}
|