Files
unity-application/Assets/JustSign/Scripts/JustSignController.cs
2023-03-16 16:22:24 +01:00

151 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Contains all game logic for the JustSign game
/// </summary>
public class JustSignController : MonoBehaviour
{
/// <summary>
/// The canvas containing all components
/// </summary>
public Canvas canvas;
/// <summary>
/// All of the words that can be used in this session
/// </summary>
private string[] words;
/// <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>
/// 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>
/// Time at which the last symbol was spawned
/// </summary>
private float lastSpawn;
// Start is called before the first frame update
void Start()
{
themeList = ThemeLoader.LoadJson();
currentTheme = FindThemeByName(PlayerPrefs.GetString("themeName"));
words = currentTheme.words;
lastSpawn = Time.time;
SpawnNewSymbol();
}
// Update is called once per frame
void Update()
{
float currentTime = Time.time;
if (currentTime - lastSpawn > 1) {
lastSpawn = currentTime;
SpawnNewSymbol();
}
if (activeSymbols[0].GetComponent<RectTransform>().localPosition.x > -trackX) {
Debug.Log("LENGTH BEFORE:");
Debug.Log(activeWords.Count);
activeWords.RemoveAt(0);
Debug.Log("LENGTH AFTER:");
Debug.Log(activeWords.Count);
GameObject symbol = activeSymbols[0];
activeSymbols.RemoveAt(0);
Destroy(symbol);
}
//Debug.Log(activeWords.Count);
Debug.Log(activeWords.Count);
foreach (GameObject symbol in activeSymbols) {
RectTransform rectTransform = symbol.GetComponent<RectTransform>();
rectTransform.localPosition = new Vector3(rectTransform.localPosition.x + Time.deltaTime * moveSpeed, trackY, 0);
}
}
/// <summary>
/// Find the chosen theme by its name
/// </summary>
/// <param name="themeName">The name of the theme to find</param>
/// <returns>The requested theme</returns>
private Theme FindThemeByName(string themeName)
{
int themeIndex = 0;
while (themeIndex < themeList.themes.Length)
{
Theme theme = themeList.themes[themeIndex];
if (theme.name == themeName)
{
return theme;
}
themeIndex++;
}
Debug.Log("Requested theme not found");
return null;
}
/// <summary>
/// Create a new symbol at the start of the track
/// </summary>
void SpawnNewSymbol() {
string nextSymbol = words[UnityEngine.Random.Range(0, words.Length)];
GameObject newSymbolObject = new GameObject("Symbol");
Image newImage = newSymbolObject.AddComponent<Image>();
RectTransform rectTransform = newSymbolObject.GetComponent<RectTransform>();
rectTransform.SetParent(canvas.transform, false); // Set the parent to the Canvas
rectTransform.localPosition = new Vector3(trackX, trackY, 0);
rectTransform.sizeDelta = new Vector2(symbolSize, symbolSize);
Sprite sprite = Resources.Load<Sprite>("Common/Images/" + nextSymbol);
// Set the new sprite as the Image component's source image
newImage.sprite = sprite;
activeWords.Add(nextSymbol);
activeSymbols.Add(newSymbolObject);
}
}