190 lines
6.0 KiB
C#
190 lines
6.0 KiB
C#
using System;
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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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/// UserProgressScreen scene manager
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/// </summary>
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public class UserProgressScreen : MonoBehaviour
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{
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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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/// UI reference to the username
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/// </summary>
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public TMP_Text username;
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/// <summary>
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/// UI reference to the user's avatar
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/// </summary>
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public Image avatar;
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/// <summary>
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/// UI reference to the user total playtime
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/// </summary>
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public TMP_Text playtime;
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/// <summary>
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/// Prefab of the highscore marker to display on the graph
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/// </summary>
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public GameObject highscoreMarker;
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/// <summary>
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/// Prefab of a course card
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/// </summary>
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public GameObject courseCardPrefab;
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/// <summary>
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/// UI reference to the container holding all course cards
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/// </summary>
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public GameObject coursesContainer;
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/// <summary>
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/// UI reference to the message that displays when no course progress is present
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/// </summary>
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public GameObject emptyCourses;
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/// <summary>
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/// Prefab of a minigame card
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/// </summary>
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public GameObject minigameCardPrefab;
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/// <summary>
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/// UI reference to the container holding all the minigame cards
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/// </summary>
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public GameObject minigamesContainer;
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/// <summary>
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/// UI reference to the message that displays when no minigame progress is present
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/// </summary>
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public GameObject emptyMinigames;
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/// <summary>
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/// UI reference to the plot
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/// </summary>
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public RawImage progressGraph;
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/// <summary>
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/// Current selected activity draw to the graph
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/// </summary>
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private int selectedActivity = -1;
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/// <summary>
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/// List of activity backgrounds and indices
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/// </summary>
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private List<Tuple<Image, int>> activities = new List<Tuple<Image, int>>();
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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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// Assign the current user
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PersistentDataController.GetInstance().Load();
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user = UserList.GetCurrentUser();
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// Set correct displayed items
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username.text = user.GetUsername();
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avatar.sprite = user.GetAvatar();
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playtime.text = $"Totale speeltijd: {user.GetPlaytime().ToString("0.00")}";
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// Set graph inactive
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progressGraph.gameObject.SetActive(false);
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int i = 0;
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// Display courses
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var courses = user.GetCourses();
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coursesContainer.SetActive(courses.Count > 0);
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emptyCourses.SetActive(courses.Count <= 0);
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foreach (var courseProgress in courses)
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{
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// Create instance of prefab
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GameObject instance = GameObject.Instantiate(courseCardPrefab, coursesContainer.transform.Find("Viewport").Find("Content").transform);
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int j = i++;
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// Initialize card
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CourseProgressCard cpc = instance.GetComponent<CourseProgressCard>();
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cpc.courseProgress = courseProgress;
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cpc.selectActivity = () => UpdateSelection(j);
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// Store reference to background so we can apply fancy coloring
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Image background = instance.GetComponent<Image>();
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background.color = Color.gray;
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activities.Add(Tuple.Create(background, (int)courseProgress.courseIndex));
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}
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// Display minigames
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var minigames = user.GetMinigames();
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minigamesContainer.SetActive(minigames.Count > 0);
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emptyMinigames.SetActive(minigames.Count <= 0);
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foreach (var minigameProgress in minigames)
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{
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// Create instance of prefab
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GameObject instance = GameObject.Instantiate(minigameCardPrefab, minigamesContainer.transform.Find("Viewport").Find("Content").transform);
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int j = i++;
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// Initialize card
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MinigameProgressCard mpc = instance.GetComponent<MinigameProgressCard>();
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mpc.minigameProgress = minigameProgress;
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mpc.selectActivity = () => UpdateSelection(j);
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// Store reference to background so we can apply fancy coloring
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Image background = instance.GetComponent<Image>();
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background.color = Color.gray;
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activities.Add(Tuple.Create(background, (int)minigameProgress.minigameIndex));
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}
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}
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/// <summary>
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/// Update the current selected activity
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/// </summary>
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/// <param name="newActivity">Index to the new activity</param>
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private void UpdateSelection(int newActivity)
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{
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if (selectedActivity < 0)
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{
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progressGraph.gameObject.SetActive(true);
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}
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else
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{
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activities[selectedActivity].Item1.color = Color.gray;
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}
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selectedActivity = newActivity;
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activities[selectedActivity].Item1.color = Color.blue;
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if (selectedActivity < user.GetCourses().Count)
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{
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// TODO: create a better graph
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//DisplayCourseGraph((CourseIndex)activities[selectedActivity].Item2);
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// For now: just deactivate graph rendering
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progressGraph.gameObject.SetActive(false);
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}
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else
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{
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DisplayMinigameGraph((MinigameIndex)activities[selectedActivity].Item2);
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// TODO: remove line, this is only because courses deactivates the graph
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progressGraph.gameObject.SetActive(true);
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}
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}
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/// <summary>
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/// Plot the graph of a course
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/// </summary>
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/// <param name="index">Index of the course</param>
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/// <remarks>TODO: create a better plot</remarks>
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private void DisplayCourseGraph(CourseIndex index) { }
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/// <summary>
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/// Plot the graph of a minigame
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/// </summary>
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/// <param name="minigameIndex">Index of the minigame</param>
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/// <remarks>TODO: reworking </remarks>
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private void DisplayMinigameGraph(MinigameIndex minigameIndex) { }
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}
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