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Add typing mode

This commit is contained in:
Steffo 2019-09-11 19:46:01 +02:00
parent b4955cd27a
commit 08671a24b5
38 changed files with 972 additions and 45 deletions

View file

@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour
{
void Start()
{
}
void Update()
{
}
}

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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;
protected void Start() {
eventSystem = GameObject.FindGameObjectWithTag("EventSystem").GetComponent<EventSystem>();
}
public void OnClick() {
typingManager.SubmitText(inputField.text);
inputField.text = "";
eventSystem.SetSelectedGameObject(inputField.gameObject);
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
[Serializable]
public class TypingSettings {
public float timeLimit = 99f;
public string actName = "Untitled";
public string actDescription = "This Act is missing a description.";
}
public class TypingManager : MonoBehaviour
{
[Header("Settings")]
public string jsonString = "";
public TypingSettings settings = null;
[Header("Prefabs")]
public GameObject actNamePrefab;
public GameObject actDescriptionPrefab;
public GameObject timerPrefab;
public GameObject inputFieldPrefab;
public GameObject submitPrefab;
public GameObject submittedCountPrefab;
[Header("Objects")]
protected Text actName;
protected Text actDescription;
protected Timer timer;
protected Canvas canvas;
protected InputField inputField;
protected Submit submit;
protected Text submittedCount;
protected EventSystem eventSystem;
[Header("Results")]
public List<string> texts;
protected void Start() {
if(jsonString != "") {
JsonUtility.FromJsonOverwrite(jsonString, settings);
if(settings == null) {
Debug.LogWarning("Invalid settings json string, using defaults.");
}
}
else {
Debug.Log(JsonUtility.ToJson(settings));
}
texts = new List<string>();
canvas = GameObject.FindGameObjectWithTag("Canvas").GetComponent<Canvas>();
eventSystem = GameObject.FindGameObjectWithTag("EventSystem").GetComponent<EventSystem>();
actName = Instantiate(actNamePrefab, canvas.transform).GetComponent<Text>();
actName.text = settings.actName;
actDescription = Instantiate(actDescriptionPrefab, canvas.transform).GetComponent<Text>();
actDescription.text = settings.actDescription;
timer = Instantiate(timerPrefab, canvas.transform).GetComponent<Timer>();
timer.TimerSet(settings.timeLimit);
timer.OnTimeOut += ActEnd;
inputField = Instantiate(inputFieldPrefab, canvas.transform).GetComponent<InputField>();
Submit inputFieldSubmit = inputField.GetComponent<Submit>();
inputFieldSubmit.typingManager = this;
inputFieldSubmit.inputField = inputField;
submit = Instantiate(submitPrefab, canvas.transform).GetComponent<Submit>();
submit.typingManager = this;
submit.inputField = inputField;
submittedCount = Instantiate(submittedCountPrefab, canvas.transform).GetComponent<Text>();
submittedCount.text = "";
ActStart();
}
protected void ActStart() {
timer.TimerStart();
eventSystem.SetSelectedGameObject(inputField.gameObject);
}
protected void ActEnd(object sender, EventArgs e) {
inputField.enabled = false;
submit.enabled = false;
}
public void SubmitText(string text) {
if(text != "") {
texts.Add(text);
submittedCount.text = String.Format("Submitted: {0}", texts.Count);
}
}
}

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@ -6,6 +6,6 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/SampleScene.unity path: Assets/Common/Main.unity
guid: 2cda990e2423bbf4892e6590ba056729 guid: 2cda990e2423bbf4892e6590ba056729
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@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Canvas - Canvas
- EventSystem
layers: layers:
- Default - Default
- TransparentFX - TransparentFX