Files
unity-application/Assets/SpellingBee/Scripts/SpellingBeeController.cs
Dries Van Schuylenbergh fcd8acad1e Demo day booth
2023-04-23 18:50:07 +00:00

642 lines
19 KiB
C#

using DigitalRuby.Tween;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public partial class SpellingBeeController : AbstractFeedback
{
/// <summary>
/// All of the words that can be used in this session
/// </summary>
//private string[] words;
private List<Learnable> words = new List<Learnable>();
/// <summary>
/// Where we currently are in the word
/// </summary>
private int letterIndex;
/// <summary>
/// Where we currently are in the word list
/// </summary>
private int wordIndex;
/// <summary>
/// The word that is currently being spelled
/// </summary>
private string currentWord;
/// <summary>
/// All of the available themes
/// </summary>
public ThemeList themeList;
/// <summary>
/// The theme we are currently using
/// </summary>
private Theme currentTheme;
/// <summary>
/// Current value of timer in seconds
/// </summary>
private float timerValue;
/// <summary>
/// Indicates if the game is still going
/// </summary>
private bool gameEnded;
/// <summary>
/// List of learnables to get the threshold for the letters
/// </summary>
public Theme fingerspelling;
/// <summary>
/// Amount of seconds user gets per letter of the current word
/// Set to 1 for testing; should be increased later
/// </summary>
private const int secondsPerLetter = 5;
/// <summary>
/// Counter that keeps track of how many letters have been spelled correctly
/// </summary>
private int correctLetters;
/// <summary>
/// Counter that keeps track of how many letters have been spelled incorrectly
/// </summary>
private int incorrectLetters;
/// <summary>
/// Counter that keeps track of how many words have been spelled correctly
/// </summary>
private int spelledWords;
/// <summary>
/// Timer that keeps track of when the game was started
/// </summary>
private DateTime startTime;
/// <summary>
/// Reference to the current user
/// </summary>
private User user;
/// <summary>
/// Reference to the minigame ScriptableObject
/// </summary>
public Minigame minigame;
/// <summary>
/// We keep the minigamelist as well so that the minigame-index doesn't get reset
/// DO NOT REMOVE
/// </summary>
public MinigameList minigamelist;
/// <summary>
/// Letter prefab
/// </summary>
public GameObject letterPrefab;
/// <summary>
/// Reference to letter container
/// </summary>
public Transform letterContainer;
/// <summary>
/// The Image component for displaying the appropriate sprite
/// </summary>
public Image wordImage;
/// <summary>
/// Timer display
/// </summary>
public TMP_Text timerText;
/// <summary>
/// Bonus time display
/// </summary>
public GameObject bonusTimeText;
/// <summary>
/// Timer to display the bonus time
/// </summary>
private float bonusActiveRemaining = 0.0f;
/// <summary>
/// The GameObjects representing the letters
/// </summary>
private List<GameObject> letters = new List<GameObject>();
/// <summary>
/// Reference to the scoreboard
/// </summary>
public Transform Scoreboard;
/// <summary>
/// Reference to the gameEnded panel, so we can update its display
/// </summary>
public GameObject gameEndedPanel;
/// <summary>
/// Reference to the feedback field
/// </summary>
public TMP_Text feedbackText;
/// <summary>
/// Reference to the progress bar
/// </summary>
public Slider feedbackProgress;
/// <summary>
/// Reference to the progress bar image, so we can add fancy colors
/// </summary>
public Image feedbackProgressImage;
/// <summary>
/// Timer to keep track of how long a incorrect sign is performed
/// </summary>
protected DateTime timer;
/// <summary>
/// Current predicted sign
/// </summary>
protected string predictedSign = null;
/// <summary>
/// Previous incorrect sign, so we can keep track whether the user is wrong or the user is still changing signs
/// </summary>
protected string previousIncorrectSign = null;
/// <summary>
/// Reference used to set the webcam for the SignPredictor
/// </summary>
public RawImage webcamScreen;
/// <summary>
/// Reference to display the score
/// </summary>
public TMP_Text scoreDisplay;
/// <summary>
/// Reference to display the points lost/won
/// </summary>
public TMP_Text scoreBonus;
/// <summary>
/// Score obtained when spelling a letter
/// </summary>
private int correctLettersScore = 10;
/// <summary>
/// Score obtained when spelling the wrong letter :o
/// </summary>
private int incorrectLettersScore = -5;
/// <summary>
/// Start is called before the first frame update
/// </summary>
public void Start()
{
signPredictor.SetModel(ModelIndex.FINGERSPELLING);
signPredictor.SwapScreen(webcamScreen);
AddSelfAsListener();
StartController();
}
/// <summary>
/// Is called at the start of the scene AND when the game is replayed
/// </summary>
public void StartController()
{
correctLetters = 0;
incorrectLetters = 0;
words.Clear();
// We use -1 instead of 0 so SetNextWord can simply increment it each time
spelledWords = -1;
wordIndex = 0;
gameEnded = false;
timerValue = 30.0f;
bonusActiveRemaining = 0.0f;
startTime = DateTime.Now;
gameEndedPanel.SetActive(false);
bonusTimeText.SetActive(false);
// Create entry in current user for keeping track of progress
user = UserList.GetCurrentUser();
var progress = user.GetMinigameProgress(minigame.index);
if (progress == null)
{
progress = new PersistentDataController.SavedMinigameProgress();
progress.minigameIndex = MinigameIndex.SPELLING_BEE;
user.AddMinigameProgress(progress);
}
UserList.Save();
currentTheme = minigame.themeList.themes[minigame.themeList.currentThemeIndex];
//feedback.signPredictor.SetModel(currentTheme.modelIndex);
words.AddRange(currentTheme.learnables);
ShuffleWords();
NextWord();
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = "";
}
/// <summary>
/// Update is called once per frame
/// </summary>
public void Update()
{
if (!gameEnded)
{
timerValue -= Time.deltaTime;
if (bonusActiveRemaining <= 0.0 && bonusTimeText.activeSelf)
{
bonusTimeText.SetActive(false);
scoreBonus.text = "";
}
else
{
bonusActiveRemaining -= Time.deltaTime;
}
if (timerValue <= 0.0f)
{
timerValue = 0.0f;
ActivateGameOver();
}
int minutes = Mathf.FloorToInt(timerValue / 60.0f);
int seconds = Mathf.FloorToInt(timerValue % 60.0f);
timerText.text = string.Format("{0:00}:{1:00}", minutes, seconds);
}
}
/// <summary>
/// Randomly shuffle the list of words
/// </summary>
public void ShuffleWords()
{
for (int i = words.Count - 1; i > 0; i--)
{
// Generate a random index between 0 and i (inclusive)
int j = UnityEngine.Random.Range(0, i + 1);
// Swap the values at indices i and j
(words[j], words[i]) = (words[i], words[j]);
}
}
/// <summary>
/// Calculate the score
/// </summary>
/// <returns>The calculated score</returns>
public int CalculateScore()
{
return correctLetters * correctLettersScore + incorrectLetters * incorrectLettersScore;
}
/// <summary>
/// Displays the game over panel and score values
/// </summary>
public void ActivateGameOver()
{
gameEnded = true;
DeleteWord();
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
startTime: startTime,
totalWords: spelledWords,
correctLetters: correctLetters,
incorrectLetters: incorrectLetters,
result: "VERLOREN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Display win screen
/// </summary>
public void ActivateWin()
{
gameEnded = true;
DeleteWord();
// Save the scores and show the scoreboard
SaveScores();
gameEndedPanel.GetComponent<GameEndedPanel>().GenerateContent(
startTime: startTime,
totalWords: spelledWords,
correctLetters: correctLetters,
incorrectLetters: incorrectLetters,
result: "GEWONNEN",
score: CalculateScore()
);
gameEndedPanel.SetActive(true);
}
/// <summary>
/// Update and save the scores
/// </summary>
public void SaveScores()
{
// Calculate new score
int newScore = CalculateScore();
// Save the score as a tuple: < int score, string time ago>
Score score = new Score();
score.scoreValue = newScore;
score.time = DateTime.Now.ToString();
// Save the new score
var progress = user.GetMinigameProgress(minigame.index);
// Get the current list of scores
List<Score> latestScores = progress.latestScores;
List<Score> highestScores = progress.highestScores;
// Add the new score
latestScores.Add(score);
highestScores.Add(score);
// Sort the scores
highestScores.Sort((a, b) => b.scoreValue.CompareTo(a.scoreValue));
// Only save the top 10 scores, so this list doesn't keep growing endlessly
progress.latestScores = latestScores.Take(10).ToList();
progress.highestScores = highestScores.Take(10).ToList();
UserList.Save();
}
/// <summary>
/// Delete all letter objects
/// </summary>
public void DeleteWord()
{
for (int i = 0; i < letters.Count; i++)
{
Destroy(letters[i]);
}
letters.Clear();
}
/// <summary>
/// Adds seconds to timer
/// </summary>
/// <param name="seconds"></param>
public void AddSeconds(int seconds)
{
timerValue += (float)seconds;
bonusTimeText.SetActive(true);
bonusActiveRemaining = 1.0f;
}
/// <summary>
/// Display the next letter
/// </summary>
/// <param name="successful">true if the letter was correctly signed, false otherwise</param>
public void NextLetter(bool successful)
{
if (gameEnded) { return; }
// Change color of current letter (skip spaces)
if (successful)
{
correctLetters++;
letters[letterIndex].GetComponent<Image>().color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"+{correctLettersScore}";
scoreBonus.color = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
}
else
{
incorrectLetters++;
letters[letterIndex].GetComponent<Image>().color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
scoreDisplay.text = $"Score: {CalculateScore()}";
scoreBonus.text = $"{incorrectLettersScore}";
scoreBonus.color = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
}
do
{
letterIndex++;
} while (letterIndex < currentWord.Length && currentWord[letterIndex] == ' ');
// Change the color of the next letter or change to new word
if (letterIndex < currentWord.Length)
{
letters[letterIndex].GetComponent<Image>().color = new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f);
}
else
{
StartCoroutine(Wait());
NextWord();
}
}
/// <summary>
/// Display next word in the series
/// </summary>
public void NextWord()
{
DeleteWord();
spelledWords++;
if (wordIndex < words.Count)
{
currentWord = words[wordIndex].name;
letterIndex = 0;
DisplayWord(currentWord);
wordIndex++;
}
else
{
ActivateWin();
}
}
/// <summary>
/// Displays the word that needs to be spelled
/// </summary>
/// <param name="word">The word to display</param>
public void DisplayWord(string word)
{
for (int i = 0; i < word.Length; i++)
{
// Create instance of prefab
GameObject instance = GameObject.Instantiate(letterPrefab, letterContainer);
letters.Add(instance);
// Dynamically load appearance
char c = Char.ToUpper(word[i]);
Image background = instance.GetComponent<Image>();
background.color = i == 0 ? new Color(0x9f / 255.0f, 0xe7 / 255.0f, 0xf5 / 255.0f) : Color.clear;
TMP_Text txt = instance.GetComponentInChildren<TMP_Text>();
txt.text = Char.ToString(c);
}
wordImage.sprite = words[wordIndex].image;
}
/// <summary>
/// wait for 2 seconds
/// </summary>
/// <returns></returns>
private IEnumerator Wait()
{
yield return new WaitForSecondsRealtime(2);
}
/// <summary>
/// Get the threshold for a given sign
/// </summary>
/// <param name="sign"></param>
/// <returns></returns>
private float GetTresholdPercentage(string sign)
{
Learnable letter = fingerspelling.learnables.Find(l => l.name == sign);
return letter.thresholdPercentage;
}
/// <summary>
/// The updateFunction that is called when new probabilities become available
/// </summary>
/// <returns></returns>
protected override IEnumerator UpdateFeedback()
{
// Get current sign
string currentSign = GetSign();
// Get the predicted sign
if (signPredictor != null && signPredictor.learnableProbabilities != null &&
currentSign != null && signPredictor.learnableProbabilities.ContainsKey(currentSign))
{
float accCurrentSign = signPredictor.learnableProbabilities[currentSign];
float thresholdCurrentSign = GetTresholdPercentage(currentSign);
// Get highest predicted sign
string predictedSign = signPredictor.learnableProbabilities.Aggregate((a, b) => a.Value > b.Value ? a : b).Key;
float accPredictSign = signPredictor.learnableProbabilities[predictedSign];
float thresholdPredictedSign = GetTresholdPercentage(predictedSign);
if (feedbackText != null && feedbackProgressImage != null)
{
Color col;
if (accCurrentSign > thresholdCurrentSign)
{
feedbackText.text = "Goed";
col = new Color(0x8b / 255.0f, 0xd4 / 255.0f, 0x5e / 255.0f);
}
else if (accCurrentSign > 0.9 * thresholdCurrentSign)
{
feedbackText.text = "Bijna...";
col = new Color(0xf2 / 255.0f, 0x7f / 255.0f, 0x0c / 255.0f);
}
else if (accPredictSign > thresholdPredictedSign)
{
feedbackText.text = $"Verkeerde gebaar: '{predictedSign}'";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
accCurrentSign = 0.0f;
}
else
{
feedbackText.text = "Detecteren...";
col = new Color(0xf5 / 255.0f, 0x49 / 255.0f, 0x3d / 255.0f);
}
feedbackText.color = col;
feedbackProgressImage.color = col;
float oldValue = feedbackProgress.value;
// use an exponential scale
float newValue = Mathf.Exp(4 * (Mathf.Clamp(accCurrentSign / thresholdCurrentSign, 0.0f, 1.0f) - 1.0f));
feedbackProgress.gameObject.Tween("FeedbackUpdate", oldValue, newValue, 0.2f, TweenScaleFunctions.CubicEaseInOut, (t) =>
{
if (feedbackProgress != null)
{
feedbackProgress.value = t.CurrentValue;
}
});
}
if (accPredictSign > thresholdPredictedSign)
{
// Correct sign
if (predictedSign == currentSign)
{
yield return new WaitForSeconds(0.5f);
PredictSign(predictedSign);
timer = DateTime.Now;
predictedSign = null;
previousIncorrectSign = null;
}
// Incorrect sign
else
{
if (previousIncorrectSign != predictedSign)
{
timer = DateTime.Now;
previousIncorrectSign = predictedSign;
}
else if (DateTime.Now - timer > TimeSpan.FromSeconds(2.0f))
{
PredictSign(predictedSign);
timer = DateTime.Now;
predictedSign = null;
previousIncorrectSign = null;
}
}
}
}
else if (feedbackProgress != null)
{
feedbackProgress.value = 0.0f;
}
yield return null;
}
/// <summary>
/// Function to get the current letter that needs to be signed
/// </summary>
/// <returns>the current letter that needs to be signed</returns>
public string GetSign()
{
if (letterIndex < currentWord.Length)
{
return currentWord[letterIndex].ToString().ToUpper();
}
return null;
}
/// <summary>
/// Function to confirm your prediction and check if it is correct.
/// </summary>
/// <param name="sign"></param>
public void PredictSign(string sign)
{
bool successful = sign.ToUpper() == currentWord[letterIndex].ToString().ToUpper();
if (successful)
{
AddSeconds(secondsPerLetter);
}
NextLetter(successful);
}
}