mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-23 15:54:18 +00:00
Add typing mode
This commit is contained in:
parent
b4955cd27a
commit
08671a24b5
38 changed files with 972 additions and 45 deletions
16
Assets/Common/GameController.cs
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16
Assets/Common/GameController.cs
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@ -0,0 +1,16 @@
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|||
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameController : MonoBehaviour
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{
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void Start()
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{
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}
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void Update()
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{
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}
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}
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qualcosa con questi colori superluminosi!"}'
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m_Text: Long act description, the boring one, where the game tells you things you
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Assets/Typing/Prefabs/Submit.prefab.meta
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Assets/Typing/Prefabs/Submitted Count.prefab
Normal file
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Assets/Typing/Prefabs/Submitted Count.prefab.meta
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Assets/Typing/Prefabs/Submitted Count.prefab.meta
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Assets/Typing/Prefabs/Typing Manager.prefab
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7
Assets/Typing/Prefabs/Typing Manager.prefab.meta
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Assets/Typing/Prefabs/Typing Manager.prefab.meta
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8
Assets/Typing/Scripts.meta
Normal file
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Normal file
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23
Assets/Typing/Scripts/Submit.cs
Normal file
23
Assets/Typing/Scripts/Submit.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class Submit : MonoBehaviour
|
||||
{
|
||||
public InputField inputField;
|
||||
public TypingManager typingManager;
|
||||
|
||||
protected EventSystem eventSystem;
|
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protected void Start() {
|
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem").GetComponent<EventSystem>();
|
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}
|
||||
|
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public void OnClick() {
|
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typingManager.SubmitText(inputField.text);
|
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inputField.text = "";
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eventSystem.SetSelectedGameObject(inputField.gameObject);
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}
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}
|
11
Assets/Typing/Scripts/Submit.cs.meta
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11
Assets/Typing/Scripts/Submit.cs.meta
Normal file
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98
Assets/Typing/Scripts/TypingManager.cs
Normal file
98
Assets/Typing/Scripts/TypingManager.cs
Normal file
|
@ -0,0 +1,98 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
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|
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[Serializable]
|
||||
public class TypingSettings {
|
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public float timeLimit = 99f;
|
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public string actName = "Untitled";
|
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public string actDescription = "This Act is missing a description.";
|
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}
|
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|
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public class TypingManager : MonoBehaviour
|
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{
|
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[Header("Settings")]
|
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public string jsonString = "";
|
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public TypingSettings settings = null;
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|
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[Header("Prefabs")]
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public GameObject actNamePrefab;
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public GameObject actDescriptionPrefab;
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public GameObject timerPrefab;
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public GameObject inputFieldPrefab;
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public GameObject submitPrefab;
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public GameObject submittedCountPrefab;
|
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|
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[Header("Objects")]
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protected Text actName;
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protected Text actDescription;
|
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protected Timer timer;
|
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protected Canvas canvas;
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protected InputField inputField;
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protected Submit submit;
|
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protected Text submittedCount;
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protected EventSystem eventSystem;
|
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|
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[Header("Results")]
|
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public List<string> texts;
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|
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protected void Start() {
|
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if(jsonString != "") {
|
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JsonUtility.FromJsonOverwrite(jsonString, settings);
|
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if(settings == null) {
|
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Debug.LogWarning("Invalid settings json string, using defaults.");
|
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}
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}
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else {
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Debug.Log(JsonUtility.ToJson(settings));
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}
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texts = new List<string>();
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canvas = GameObject.FindGameObjectWithTag("Canvas").GetComponent<Canvas>();
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem").GetComponent<EventSystem>();
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actName = Instantiate(actNamePrefab, canvas.transform).GetComponent<Text>();
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|
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actDescription = Instantiate(actDescriptionPrefab, canvas.transform).GetComponent<Text>();
|
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actDescription.text = settings.actDescription;
|
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|
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timer = Instantiate(timerPrefab, canvas.transform).GetComponent<Timer>();
|
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timer.TimerSet(settings.timeLimit);
|
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timer.OnTimeOut += ActEnd;
|
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|
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inputField = Instantiate(inputFieldPrefab, canvas.transform).GetComponent<InputField>();
|
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Submit inputFieldSubmit = inputField.GetComponent<Submit>();
|
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inputFieldSubmit.typingManager = this;
|
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inputFieldSubmit.inputField = inputField;
|
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|
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submit = Instantiate(submitPrefab, canvas.transform).GetComponent<Submit>();
|
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submit.typingManager = this;
|
||||
submit.inputField = inputField;
|
||||
|
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submittedCount = Instantiate(submittedCountPrefab, canvas.transform).GetComponent<Text>();
|
||||
submittedCount.text = "";
|
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|
||||
ActStart();
|
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}
|
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|
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protected void ActStart() {
|
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timer.TimerStart();
|
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eventSystem.SetSelectedGameObject(inputField.gameObject);
|
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}
|
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|
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protected void ActEnd(object sender, EventArgs e) {
|
||||
inputField.enabled = false;
|
||||
submit.enabled = false;
|
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}
|
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|
||||
public void SubmitText(string text) {
|
||||
if(text != "") {
|
||||
texts.Add(text);
|
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submittedCount.text = String.Format("Submitted: {0}", texts.Count);
|
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}
|
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}
|
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}
|
23
Assets/Typing/Scripts/TypingManager.cs.meta
Normal file
23
Assets/Typing/Scripts/TypingManager.cs.meta
Normal file
|
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@ -6,6 +6,6 @@ EditorBuildSettings:
|
|||
serializedVersion: 2
|
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m_Scenes:
|
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- enabled: 1
|
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path: Assets/SampleScene.unity
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path: Assets/Common/Main.unity
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guid: 2cda990e2423bbf4892e6590ba056729
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m_configObjects: {}
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|
@ -5,6 +5,7 @@ TagManager:
|
|||
serializedVersion: 2
|
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tags:
|
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- Canvas
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- EventSystem
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layers:
|
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- Default
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- TransparentFX
|
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|
|
Loading…
Reference in a new issue