LearnWithTouch/Assets/scripts/AddGame.cs

1312 lines
42 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO;
using UnityEngine.Video;
using TMPro;
public class AddGame : MonoBehaviour
{
public List<Trial> trials = new List<Trial>();
public RawImage TutorialPlayer;
public RawImage TutorialPlayer2;
public VideoClip add_tut;
public VideoClip sub_tut;
private VideoPlayer vp;
private VideoSource videoSource;
private VideoPlayer vp2;
private VideoSource videoSource2;
public Image fuel;
//Audio
private AudioSource audioSource;
private AudioSource audioSource2;
public struct Aufgabe
{
public int x, y, r;
//op = 1: less, op = 2: more
public int op;
public Aufgabe(int p1, int p2, int p3, int p4)
{
x = p1;
y = p2;
r = p3;
op = p4;
}
}
public TMP_Text number;
public TMP_Text level;
public Camera cam;
private string game;
public SpriteRenderer background;
private int touchCount = 0;
const float sw= 2.5f;//stopwatch
private float targetTime = sw;
private float maxTargetTime = sw; //must be = targetTime
private float targetTime2 = 0.1f;
private float targetTime3 = 1.0f;
private float targetTime4 = 0.8f;
private ArrayList completed5 = new ArrayList();
private ArrayList completed10 = new ArrayList();
public List<RawImage> results = new List<RawImage>();
private int stage;
//private UnityEngine.Random rnd = new UnityEngine.Random();
//private int count = 0;
//private int count2 = 0;
private int score = 0;
//private int[] numbers10 = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
private Aufgabe[] aufgaben = new Aufgabe[48];
public new List<AudioSource> audio = new List<AudioSource>();
public Button startButton;
public Button exitButton;
public Image progressBar;
public Image EvaluateTimer;
public GameObject[] hand = new GameObject[10];
private bool[] fingers = new bool[10];
private float[] times = new float[10];
private int trialCount = 0;
private bool logged = false;
private int touchCount0;
private bool logged2 = false;
private bool logged3 = false;
/*private float duration = 0.2f;
private Color color1 = Color.blue;
private Color color2 = Color.green;
private Color color3 = Color.blue;
private Color color4 = Color.red;*/
private int fingerCount = 0;
private Trial trial;
public GameObject scoreStar;
public GameObject Finn;
//private Vector3 posStar = new Vector3();
//private int scoreCount = 0;
private bool evaluated = false;
private int response = 0;
private float minTime = 100000f;
private float maxTime = 0f;
private bool tutorialIsPlaying;
private bool playNextTrial;
private int error_count=0;
private bool kurze_pause=false;
//private bool switched=false;
private int maxid=-1;
private bool halbzeit=false;
private void Awake()
{
scoreStar.SetActive(false);
background.GetComponent<Animator>().SetInteger("fade", 0);
background.GetComponent<Animator>().Play("Background_Idle", -1, 0f);
StartCoroutine(prepareVideo());
StartCoroutine(prepareVideo2());
}
IEnumerator prepareVideo() {
vp = gameObject.AddComponent<VideoPlayer>();
//Add AudioSource
audioSource = gameObject.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
vp.playOnAwake = false;
audioSource.playOnAwake = false;
vp.source = VideoSource.VideoClip;
vp.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
vp.EnableAudioTrack(0, true);
vp.SetTargetAudioSource(0, audioSource);
audioSource.volume = 0.8f;
//We want to play from video clip not from url
vp.clip = add_tut;
//Set video To Play then prepare Audio to prevent Buffering
vp.Prepare();
//Wait until video is prepared
while (!vp.isPrepared)
{
//Debug.Log("Preparing Video");
yield return null;
}
Debug.Log("Done Preparing Video");
//Assign the Texture from Video to RawImage to be displayed
TutorialPlayer.texture = vp.texture;
}
IEnumerator prepareVideo2() {
vp2 = gameObject.AddComponent<VideoPlayer>();
//Add AudioSource
audioSource2 = gameObject.AddComponent<AudioSource>();
//Disable Play on Awake for both Video and Audio
vp2.playOnAwake = false;
audioSource2.playOnAwake = false;
vp2.source = VideoSource.VideoClip;
vp.audioOutputMode = VideoAudioOutputMode.AudioSource;
//Assign the Audio from Video to AudioSource to be played
vp.EnableAudioTrack(0, true);
vp.SetTargetAudioSource(0, audioSource2);
audioSource.volume = 0.8f;
//We want to play from video clip not from url
vp2.clip = sub_tut;
//Set video To Play then prepare Audio to prevent Buffering
vp2.Prepare();
//Wait until video is prepared
while (!vp2.isPrepared)
{
//Debug.Log("Preparing Video");
yield return null;
}
Debug.Log("Done Preparing Video");
//Assign the Texture from Video to RawImage to be displayed
TutorialPlayer2.texture = vp2.texture;
}
void Start()
{
number.text = " ";
number.gameObject.SetActive(true);
level.text = "LEVEL " + Gamestate.Instance.getLevel();
int[] v1 = new int[] { 3,5,5,3,5,3,3,5,5,3,3,5,8,10,5,9,10,8,9,10,10,9,8,10};
int[] v2 = new int[] { 1,2,1,2,2,1,2,1,1,2,1,2,6, 7,1,8, 7,6,8, 6, 6,8,6, 7};
int[] v3 = new int[] { 2,3,4,1,3,2,1,4,4,1,2,3,2, 3,4,1, 3,2,1, 4, 4,1,2, 3};
int[] v4 = new int[] { 2,3,4,1,3,2,1,4,4,1,2,3,2, 3,4,1, 3,2,1, 4, 4,1,2, 3};
int[] v5 = new int[] { 3,5,5,3,5,3,3,5,5,3,3,5,6,10,5,9,10,8,9,10,10,9,8,10};
int[] v6 = new int[] { 1,2,1,2,2,1,2,1,1,2,1,2,6, 7,1,8, 7,6,8, 6, 6,8,8, 7};
//x+y=r
Aufgabe a1;
int j=0;
for (int i=0; i < Gamestate.Instance.getNumberTrials()/2; i++)
{
a1.x = v2[i];
a1.y = v3[i];
a1.r = v1[i];
a1.op = 1;
aufgaben[j] = a1;
j++;
}
//x-y=r
for (int i = 0; i < Gamestate.Instance.getNumberTrials()/2; i++)
{
a1.x = v5[i];
a1.y = v6[i];
a1.r = v4[i];
a1.op = 2;
aufgaben[j] = a1;
j++;
}
for (int i = 0; i < 10; i++)
{
fingers[i] = false;
times[i] = 0.0f;
}
//aufgabenKeys = reshuffle(lessKeys);
//moreKeys = reshuffle(moreKeys);
//numbers10 = reshuffle(numbers10);
progressBar.fillAmount = 0;
EvaluateTimer.fillAmount=0;
//EvaluateTimer.fillClockwise = false;
foreach (GameObject go in hand)
{
go.GetComponent<SpriteRenderer>().enabled = false;
}
foreach (RawImage go in results)
{
go.enabled = false;
}
//stage = 1;
}
int[] reshuffle(int[] numbers)
{
// Knuth shuffle algorithm :: courtesy of Wikipedia :)
for (int t = 0; t < numbers.Length; t++)
{
int tmp = numbers[t];
int r = UnityEngine.Random.Range(t, numbers.Length);
numbers[t] = numbers[r];
numbers[r] = tmp;
}
return numbers;
}
/* int selectRandomNumber_5()
{
if (s_numbers5.Count == 0) s_numbers5 = new ArrayList(reshuffle(numbers5));
int r = (int)s_numbers5[0];
s_numbers5.RemoveAt(0);
return r;
}
int selectRandomNumber_10()
{
if (s_numbers10.Count == 0) s_numbers10 = new ArrayList(reshuffle(numbers10));
int r = (int)s_numbers10[0];
s_numbers10.RemoveAt(0);
return r;
}
*/
public void setProgressBar(int val)
{
//Debug.Log("setProgressBar: " + val.ToString());
float t = Gamestate.Instance.getNumberTrials()*10f;
progressBar.fillAmount = val / t;
}
public void setEvaluateTimer(float val)
{
//Debug.Log("setEvaluate: " + val.ToString());
//float t = Gamestate.Instance.getNumberTrials()*10f;
EvaluateTimer.fillAmount = val/maxTargetTime;//(Gamestate.Instance.getNumberTrials()*10) ;
}
void evaluateTouchInput()
{
Debug.Log("----EVALUATE 1--Begin---------------");
Debug.Log("touchCount: " + touchCount.ToString());
foreach (Touch touch in Input.touches)
{
TouchSer tser = new TouchSer();
tser.TouchID = touch.fingerId.ToString();
tser.Timestamp = touch.deltaTime.ToString();
tser.X = touch.position.x;
tser.Y = touch.position.y;
trial.T.Add(tser);
if (maxid < touch.fingerId) {
maxid = touch.fingerId;
}
}
fingerCount = 0;
minTime = 1000000f;
maxTime = 0f;
//do your stuff here.
for (int i = 0; i < 10; i++)
{
//Debug.Log("times[" + i + "]: " + times[i].ToString());
if (fingers[i] == true) fingerCount += 1;
if (times[i] != 0f)
{
if (times[i] < minTime) minTime = times[i];
if (times[i] > maxTime) maxTime = times[i];
}
}
//Debug.Log("minTime: " + minTime.ToString());
//Debug.Log("maxTime: " + maxTime.ToString());
if ((maxTime - minTime) > 0.15)
//start tutorial?
fingerCount = 0;
if (trial.Op == "+")
{
if (fingerCount == trial.X)
{
audio[11].Play();
if (Gamestate.Instance.getLevel() == "1") {
number.text = trial.X.ToString()+"+ _ =" + trial.R.ToString();
results[trial.X-1].GetComponent<RawImage>().enabled = false;
results[trial.R-1].GetComponent<RawImage>().enabled = true;
} else if (Gamestate.Instance.getLevel() == "2") {
number.text = trial.X.ToString()+"+ _ =" + trial.R.ToString();
} else if (Gamestate.Instance.getLevel() == "3") {
number.text = "_ + _ =";
}
audio[trial.X - 1].Play();
trial.Correct = "y";
error_count = 0;
response = 1;
}
else
{
number.text = " ";
audio[12].Play();
response = 2;
trial.Correct = "n";
error_count += 1;
}
} else
{
if (fingerCount == trial.X)
{
audio[11].Play();
if (Gamestate.Instance.getLevel() == "1") {
number.text = trial.X.ToString()+"- _ =" + trial.R.ToString();
results[trial.X-1].GetComponent<RawImage>().enabled = false;
results[trial.R-1].GetComponent<RawImage>().enabled = true;
} else if (Gamestate.Instance.getLevel() == "2") {
number.text = trial.X.ToString()+"- _ =" + trial.R.ToString();
} else if (Gamestate.Instance.getLevel() == "3") {
number.text = "_ - _ =";
}
audio[trial.X - 1].Play();
trial.Correct = "y";
error_count = 0;
response = 1;
}
else
{
number.text = " ";
audio[12].Play();
response = 2;
trial.Correct = "n";
error_count += 1;
}
}
evaluated = true;
Debug.Log("-----EVALUATE 1----END----------------------");
}
void evaluateTouchInput2()
{
Debug.Log("------- EVAL_TOUCH_INPUT2 --Begin----------------------");
Debug.Log("touchCount: " + touchCount.ToString());
foreach (Touch touch in Input.touches)
{
if (touch.fingerId > maxid) {
TouchSer tser = new TouchSer();
tser.TouchID = touch.fingerId.ToString();
tser.Timestamp = touch.deltaTime.ToString();
tser.X = touch.position.x;
tser.Y = touch.position.y;
trial.T.Add(tser);
}
}
//Debug.Log("trial.t2.:" + trial.T.Count.ToString());
fingerCount = 0;
minTime = 1000000f;
maxTime = 0f;
//do your stuff here.
for (int i = 0; i < 10; i++)
{
//Debug.Log("fingers[" + i + "]: " + fingers[i].ToString());
if (fingers[i] == true) fingerCount += 1;
}
for (int i = trial.X; i < trial.R; i++)
{
//Debug.Log("times[" + i + "]: " + times[i].ToString());
if (times[i] != 0f)
{
if (times[i] < minTime) minTime = times[i];
if (times[i] > maxTime) maxTime = times[i];
}
}
//Debug.Log("minTime: " + minTime.ToString());
//Debug.Log("maxTime: " + maxTime.ToString());
if ((maxTime - minTime) > 0.15)
//start tutorial?
fingerCount = 0;
if (fingerCount == trial.R)
{
score = score + 10;
audio[11].Play();
trial.Correct2 = "y";
foreach (GameObject go in hand)
{
go.GetComponent<Animator>().Play("StarFadeOut", -1, 0f);
}
scoreStar.SetActive(true);
scoreStar.GetComponent<Animator>().Play("StarMove", -1, 0f);
setProgressBar(score);
error_count = 0;
response = 1;
if (trial.Op == "+")
{
number.text = trial.X.ToString() + " + " + trial.Y.ToString() + " = " + trial.R.ToString();
audio[14].Play();
audio[trial.Y - 1].PlayDelayed(0.2f);
audio[16].PlayDelayed(0.9f);
audio[trial.R-1].PlayDelayed(1.2f);
} else
{
number.text = trial.X.ToString() + " - " + trial.Y.ToString() + " = " + trial.R.ToString();
audio[15].Play();
audio[trial.Y - 1].PlayDelayed(0.4f);
audio[16].PlayDelayed(1.1f);
audio[trial.R-1].PlayDelayed(1.4f);
}
}
else
{
number.text = " ";
audio[12].Play();
response = 2;
trial.Correct2 = "n";
error_count += 1;
}
evaluated = true;
Debug.Log("------- EVAL_TOUCH_INPUT2 --End----------------------");
}
void Update()
{
switch (game)
{
case "running":
if (!logged)
{
//Debug.Log("running");
logged = true;
}
targetTime -= Time.deltaTime;
if (fingers[0] == true) {
//if (!EvaluateTimer.GetComponent<SpriteRenderer>().enabled) EvaluateTimer.GetComponent<SpriteRenderer>().enabled=true;
setEvaluateTimer(targetTime);
}
if (targetTime <= 0.0f & fingers[0] == true)
{
game = "evaluate";
break;
//evaluateTouchInput();
}
foreach (Touch touch in Input.touches)
{
switch (touch.phase)
{
case TouchPhase.Began:
//Debug.Log("phase began");
touchCount += 1;
times[touchCount - 1] = Time.time;
fingers[touchCount - 1] = true;
audio[13].Play();
//if (touchCount <= 10)
//{
//hand[touchCount].GetComponent<SpriteRenderer>().enabled = true;
//hand[touchCount].GetComponent<Animator>().SetBool("fadeout", false);
//hand[touchCount].GetComponent<Animator>().Play("StarFadeIn", -1, 0f);
//}
targetTime = sw;
break;
case TouchPhase.Ended:
//Debug.Log("phase ended");
if (touchCount > 1) touchCount -= 1;
fingers[touchCount] = false;
//hand[touchCount + 1].GetComponent<Animator>().SetBool("fadeout", true);
//hand[touchCount + 1].GetComponent<SpriteRenderer>().enabled = false;
targetTime = sw;
break;
default:
break;
}
}
break;
case "running2":
if (!logged)
{
int tc = touchCount -1;
//Debug.Log("running2 + touchcount: " + touchCount.ToString() + " fingers["+ tc.ToString()+"]: "+fingers[tc].ToString());
evaluated = false;
logged = true;
touchCount0 = touchCount;
//showDiff();
}
//Debug.Log("Time.deltaTime: " + Time.deltaTime.ToString());
//Debug.Log("targetTime: " + targetTime.ToString());
targetTime -= Time.deltaTime;
if (fingers[0] == true) {
//if (!EvaluateTimer.GetComponent<SpriteRenderer>().enabled) EvaluateTimer.GetComponent<SpriteRenderer>().enabled=true;
setEvaluateTimer(targetTime);
}
if (targetTime <= 0.0f)
{
game = "evaluate2";
break;
//evaluateTouchInput();
}
foreach (Touch touch in Input.touches)
{
switch (touch.phase)
{
case TouchPhase.Began:
//Debug.Log("phase began");
touchCount += 1;
int tc = touchCount -1;
times[tc] = Time.time;
fingers[tc] = true;
//Debug.Log("fingers[" + tc.ToString() + "]: " + fingers[tc].ToString());
audio[13].Play();
//if (touchCount <= 10)
//{
//hand[touchCount].GetComponent<SpriteRenderer>().enabled = true;
//hand[touchCount].GetComponent<Animator>().SetBool("fadeout", false);
//hand[touchCount].GetComponent<Animator>().Play("StarFadeIn", -1, 0f);
//}
targetTime = sw;
break;
case TouchPhase.Ended:
//Debug.Log("phase ended");
if (touchCount > 1) touchCount -= 1;
fingers[touchCount] = false;
hand[touchCount].GetComponent<Animator>().SetBool("fadeout", true);
//hand[touchCount + 1].GetComponent<SpriteRenderer>().enabled = false;
targetTime = sw;
break;
default:
break;
}
}
break;
case "evaluate":
if (!logged2)
{
//Debug.Log("evaluate");
logged2 = true;
}
if (!evaluated) evaluateTouchInput();
//targetTime3 -= Time.deltaTime;
//if (targetTime3 <= 0.0f)
//{
if (response == 1)
{
if (trial.Op == "+") {
for (int i = trial.X; i < trial.R; i++)
{
Debug.Log("i: " + i);
hand[i].GetComponent<SpriteRenderer>().enabled = true;
hand[i].GetComponent<Animator>().SetBool("fadeout", false);
hand[i].GetComponent<Animator>().Play("StarFadeIn_green", -1, 0f);
}
} else {
for (int i = trial.X-1; i >= trial.R; i--)
{
Debug.Log("ii: " + i);
//hand[i].GetComponent<SpriteRenderer>().enabled = true;
hand[i].GetComponent<Animator>().SetBool("fadeout", false);
hand[i].GetComponent<Animator>().Play("StarFadeIn_green", -1, 0f);
}
}
logged = false;
logged2 = false;
targetTime = sw;
game = "running2";
//targetTime2 = 0.1f;
//targetTime3 = 1.0f;
}
if (response == 2) game = "red_blink";
//}
break;
case "evaluate2":
if (!logged2)
{
//Debug.Log("evaluate2");
logged2 = true;
}
if (!evaluated) evaluateTouchInput2();
targetTime3 -= Time.deltaTime;
if (targetTime3 <= 0.0f)
{
targetTime3 = 1.0f;
trial.Score=score;
trials.Add(trial);
game = "show_result";
}
break;
case "show_result":
targetTime3 -= Time.deltaTime;
if (targetTime3 <= 0.0f)
{
if (response == 1) game = "green_blink";
if (response == 2) game = "red_blink";
//trials.Add(trial);
}
break;
case "halb_zeit":
targetTime3 -= Time.deltaTime;
level.text ="Minus-Aufgaben";
//tutorialIsPlaying=false;
//game="tutorial";
if (targetTime3 <= 0.0f)
{
if (Input.touchCount > 0) {
Debug.Log("-------------------------------------------------HALBZEIT---------------------------------------");
level.text = " ";
halbzeit=true;
game = "tutorial";
//trials.Add(trial);
}
}
break;
case "kurze_pause":
targetTime3 -= Time.deltaTime;
//level.text ="Weiter so!!!";
//tutorialIsPlaying=false;
//game="tutorial";
if (targetTime3 <= 0.0f)
{
if (Input.touchCount > 0) {
background.GetComponent<Animator>().SetInteger("fade", 2);
Debug.Log("-----------kurze_pause-----------");
level.text = " ";
kurze_pause=true;
Finn.SetActive(false);
game = "next_trial";
//trials.Add(trial);
}
}
break;
case "green_blink":
targetTime -= Time.deltaTime;
//float t = Mathf.PingPong(Time.time, duration) / duration;
//cam.backgroundColor = Color.Lerp(color1, color2, t);
if (targetTime <= 0.0f)
{
number.text = " ";
for (int i = 0; i < 10; i++)
{
hand[i].GetComponent<Animator>().SetBool("fadeout", true);
}
targetTime2 -= Time.deltaTime;
//dump(trial);
if (targetTime2 <= 0.0f) {
playNextTrial=false;//nextTrial();
game="next_trial";
}
}
break;
case "red_blink":
targetTime -= Time.deltaTime;
//float t2 = Mathf.PingPong(Time.time, duration) / duration;
//cam.backgroundColor = Color.Lerp(color3, color4, t2);
if (targetTime <= 0.0f)
{
//cam.backgroundColor = Color.black;
number.text = " ";
for (int i = 0; i < 10; i++)
{
hand[i].GetComponent<Animator>().SetBool("fadeout", true);
}
if (error_count >= 5) {
tutorialIsPlaying=false;
game="tutorial";
break;
}
targetTime2 -= Time.deltaTime;
//dump(trial);
if (targetTime2 <= 0.0f) {
playNextTrial=false;//nextTrial();
game="next_trial";
}
}
break;
case "tutorial":
targetTime4 -= Time.deltaTime;
//background = GetComponent<Animator>().SetBool("fadeout", true);
background.GetComponent<Animator>().SetInteger("fade", 1);
exitButton.gameObject.SetActive(false);
startButton.gameObject.SetActive(false);
fuel.gameObject.SetActive(false);
progressBar.gameObject.SetActive(false);
level.text=" ";
for (int i = 0; i < 10; i++)
{
hand[i].GetComponent<SpriteRenderer>().enabled = false;
}
//background.GetComponent<Animator>().Play("Background_Fader", -1,0f);
if (targetTime4 <= 0.0f)
{
if(!tutorialIsPlaying) {
//Debug.Log("background anim state1 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
if (trialCount < Gamestate.Instance.getNumberTrials()/2) {
Debug.Log("playTutorial()++++++++++++++++++");
StartCoroutine(playTutorial());
}
else {
Debug.Log("playTutorial2()------------------");
StartCoroutine(playTutorial2());
}
}
}
break;
case "next_trial":
if(!playNextTrial) nextTrial();
break;
case "ending":
if (!logged3)
{
//Debug.Log("ended");
number.text = " ";
trialCount = 0;
/*switch(Gamestate.Instance.getLevel())
{
case "1":
if(!switched)
{
Gamestate.Instance.setLevel("2");
switched = true;
}
break;
case "2":
if(!switched)
{
Gamestate.Instance.setLevel("3");
switched = true;
}
break;
}*/
targetTime -= Time.deltaTime;
//float t = Mathf.PingPong(Time.time, duration) / duration;
//cam.backgroundColor = Color.Lerp(color1, color2, t);
if (targetTime <= 0.0f)
{
logged3 = true;
Gamestate.Instance.setGamePoints(score);
//foreach(Trial t in trials) {
// dump(t);
//}
savePlayerData();
//cam.backgroundColor = Color.black;
DontDestroyOnLoad(Gamestate.Instance);
Gamestate.Instance.startScoreScene();
}
}
break;
}
}
public void startProc() {
if (Gamestate.Instance.getTutorial())
{
tutorialIsPlaying=false;
//Debug.Log("background anim state0 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
game="tutorial";
//return;
} else
{
playNextTrial = false;
game="next_trial";//nextTrial();
}
}
/* Start of the game. Starts by pressing the play-button*/
public void nextTrial()
{
maxid = -1;
background.GetComponent<Animator>().SetInteger("fade",3);
targetTime4 = 0.8f;
//Debug.Log("background anim state3 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
//background.GetComponent<Animator>().SetInteger("fade",0);
progressBar.gameObject.SetActive(true);
level.text = " ";
targetTime3 = 2.0f;
//setze Sterne zurück
foreach (GameObject go in hand)
{
go.GetComponent<SpriteRenderer>().enabled = false;
}
foreach (RawImage go in results)
{
go.GetComponent<RawImage>().enabled = false;
}
if (trialCount == Gamestate.Instance.getNumberTrials()/2 && !halbzeit) {
StartCoroutine(prepareVideo2());
//audio[17].PlayDelayed(0.5f);
game= "halb_zeit";
return;
}
else if (trialCount > 0 && trialCount < Gamestate.Instance.getNumberTrials() && trialCount % 8 == 0 && !kurze_pause) {
background.GetComponent<Animator>().SetInteger("fade",1);
exitButton.gameObject.SetActive(false);
startButton.gameObject.SetActive(false);
Finn.SetActive(true);
fuel.gameObject.transform.localPosition = new Vector3(311,-213,0);
progressBar.gameObject.transform.localPosition = new Vector3(311.6f,-232,0);
float i = UnityEngine.Random.value;
if (error_count < 3) {
if (i < 0.25) {
level.text = "Super !!!";
audio[18].PlayDelayed(0.2f);
} else if (i >=0.25 && i < 0.5) {
level.text = "Toll !!!";
audio[19].PlayDelayed(0.2f);
} else if (i >= 0.5 && i < 0.75) {
level.text = "Sehr gut !!!";
audio[20].PlayDelayed(0.2f);
} else {
level.text = "Prima !!!";
audio[21].PlayDelayed(0.2f);
}
} else {
level.text = "Bleib dran !!!";
audio[22].PlayDelayed(0.2f);
}
game= "kurze_pause";
return;
}
else if (trialCount < Gamestate.Instance.getNumberTrials())
{
game = "running";
}
else
{
targetTime = sw;
game = "ending";
return;
}
playNextTrial=true;
kurze_pause=false;
Finn.SetActive(false);
fuel.gameObject.transform.localPosition = new Vector3(900,600,0);
progressBar.gameObject.transform.localPosition = new Vector3(900.6f,577.8f,0);
trial = new Trial();
trial.ID = Gamestate.Instance.getID();
trial.Game = Gamestate.Instance.getGame();
trial.Level = Gamestate.Instance.getLevel();
trial.Date = DateTime.Now.Date.ToShortDateString();
trial.Time = DateTime.Now.TimeOfDay.ToString();
trial.Onset = Time.time.ToString();
trial.T.Clear();
evaluated = false;
Gamestate.Instance.setAnimPlaying(true);
scoreStar.SetActive(false);
startButton.gameObject.SetActive(false);
//exitButton.gameObject.SetActive(false);
exitButton.gameObject.SetActive(true);
fuel.gameObject.SetActive(true);
/* if (Gamestate.Instance.getLevel() == "1")
number.gameObject.SetActive(false);
else
number.gameObject.SetActive(true);
*/
touchCount = 0;
//starte Evaluierung nach 2 sek
targetTime = sw;
//Animationstimer, warten auf fadeout der Sterne
targetTime2 = 0.1f;
//warte 1 sek. auf Evaluierung
targetTime3 = 1.0f;
//zeige x gelbe und y gruene Sterne x+y=r
trial.X = aufgaben[trialCount].x; // UnityEngine.Random.Range(1, 5);
trial.Y = aufgaben[trialCount].y; // UnityEngine.Random.Range(1, 5);
trial.R = aufgaben[trialCount].r;// numbers10[trialCount];// UnityEngine.Random.Range(1, 5);
if (aufgaben[trialCount].op == 1) trial.Op = "+";
if (aufgaben[trialCount].op == 2) trial.Op = "-";
for (int i = 0; i < trial.X; i++)
{
hand[i].GetComponent<SpriteRenderer>().enabled = true;
hand[i].GetComponent<Animator>().SetBool("fadeout", false);
hand[i].GetComponent<Animator>().Play("StarFadeIn", -1, 0f);
}
//int level = Int32.Parse(Gamestate.Instance.getLevel());
if (Gamestate.Instance.getLevel() == "1") results[aufgaben[trialCount].x-1].GetComponent<RawImage>().enabled = true;
number.text = trial.X.ToString();
//setze touchtime und ob finger gedrueckt zurück
for (int i = 0; i < 10; i++)
{
fingers[i] = false;
times[i] = 0.0f;
}
trialCount += 1;
trial.TrialCounter = trialCount;
}
public void exitGame()
{
//Gamestate.Instance.setGamePoints(score);
//Gamestate.Instance.setGame("Count");
//Gamestate.Instance.setLevel("1");
if(game != "ending") {
savePlayerData();
}
DontDestroyOnLoad(Gamestate.Instance);
Gamestate.Instance.menuState();
}
private void OnApplicationPause(bool pauseStatus) {
if(game != "ending") {
savePlayerData();
}
}
private void OnApplicationQuit() {
if(game != "ending") {
savePlayerData();
}
}
public void savePlayerData()
{
// string bauen und zeilenweise rausschreiben
//Debug.Log("save data on "+Application.persistentDataPath+"/playerData"+Gamestate.Instance.GetPlayerData().ID+".txt");
StreamWriter sw = new StreamWriter(Application.persistentDataPath+"/playerData"+Gamestate.Instance.getID()+".txt", true);
//File.Open(Application.persistentDataPath+"/playerData"+Gamestate.Instance.GetPlayerData().ID+".dat",FileMode.Append);
//BinaryFormatter bf = new BinaryFormatter();
string header= "Date Time TrialOnset ID Game Level Trial TargetNum1 TargetNum2 TargetNum3 TargetOp Score Correct Correct2 t1ID t1X t1Y t1deltaTime " +
"t2ID t2X t2Y t2deltaTime t3ID t3X t3Y t3deltaTime t4ID t4X t4Y t4deltaTime t5ID t5X t5Y t5deltaTime t6ID t6X t6Y t6deltaTime "+
"t7ID t7X t7Y t7deltaTime t8ID t8X t8Y t8deltaTime t9ID t9X t9Y t9deltaTime t10ID t10X t10Y t10deltaTime";
sw.WriteLine(header);
foreach (Trial t in trials)
{
string line = t.Date + " " + t.Time + " " + t.Onset + " " + t.ID + " " + t.Game + " " + t.Level + " " + t.TrialCounter + " " + t.X + " " + t.Y
+ " " + t.R + " " + t.Op + " " + t.Score + " " + t.Correct + " " + t.Correct2;
int i=0;
foreach(TouchSer item in t.T) {
line = line + " " + item.TouchID + " " + item.X.ToString() + " " + item.Y.ToString() + " " + item.Timestamp;
i++;
}
for (int j = i; j <10; j++) {
line = line + " " + "99" + " " + "0" + " " + "0" + " " + "0";
}
//Debug.Log("line: " + line);
//dump(trial);
sw.WriteLine(line);
}
sw.Close();
}
IEnumerator playTutorial()
{
tutorialIsPlaying = true;
TutorialPlayer.enabled=true;
//Add VideoPlayer to the GameObject
//Play Video
vp.Play();
//Play Sound
audioSource.Play();
//Debug.Log("Playing Video");
while (vp.isPlaying)
{
//Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)vp.time));
yield return null;
}
//TutorialPlayer.GetComponent<Animator>().SetBool("fadeout",true);//.Play("tutorial2", -1, 0f);
TutorialPlayer.enabled = false;
background.GetComponent<Animator>().SetInteger("fade",2);
//yield return new WaitForSeconds(0.3f);
//Debug.Log("background anim state2 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
//Debug.Log("background anim state3 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
/*var currentState = background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0);
while(currentState.fullPathHash == Animator.StringToHash("Base Layer.Player_standing"))
{
yield return null;
}*/
//yield return new WaitForSeconds(0.3f);
Debug.Log("Done Playing Video");
//background.GetComponent<Animator>().SetBool("fade_out", false);
//background.GetComponent<Animator>().SetBool("idle_in",false);
error_count=0;
playNextTrial=false;
//targetTime4 = 0.3f;
game="next_trial";
}
IEnumerator playTutorial2()
{
tutorialIsPlaying = true;
TutorialPlayer2.enabled=true;
//Add VideoPlayer to the GameObject
//Play Video
vp2.Play();
//Play Sound
audioSource2.Play();
//Debug.Log("Playing Video");
while (vp2.isPlaying)
{
//Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)vp.time));
yield return null;
}
//TutorialPlayer.GetComponent<Animator>().SetBool("fadeout",true);//.Play("tutorial2", -1, 0f);
TutorialPlayer2.enabled = false;
background.GetComponent<Animator>().SetInteger("fade",2);
//yield return new WaitForSeconds(0.3f);
//Debug.Log("background anim state2 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
//Debug.Log("background anim state3 = "+background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).fullPathHash.ToString());
/*var currentState = background.GetComponent<Animator>().GetCurrentAnimatorStateInfo(0);
while(currentState.fullPathHash == Animator.StringToHash("Base Layer.Player_standing"))
{
yield return null;
}*/
//yield return new WaitForSeconds(0.3f);
Debug.Log("Done Playing Video");
//background.GetComponent<Animator>().SetBool("fade_out", false);
//background.GetComponent<Animator>().SetBool("idle_in",false);
error_count=0;
playNextTrial=false;
//targetTime4 = 0.3f;
game="next_trial";
}
public void dump(Trial t) {
Debug.Log("------------------TRIAL-START------------------");
Debug.Log("date: " + t.Date);
Debug.Log("time: " + t.Time);
Debug.Log("trialOnset: " + t.Onset);
Debug.Log("game: " + t.Game);
Debug.Log("level: " + t.Level);
Debug.Log("score: " + t.Score);
Debug.Log("ID: " + t.ID);
Debug.Log("Trial_counter: " + t.TrialCounter);
Debug.Log("x: " + t.X);
Debug.Log("y: " + t.Y);
Debug.Log("r: " + t.R);
Debug.Log("Correct: " + t.Correct);
Debug.Log("Correct2: " + t.Correct2);
foreach (TouchSer item in t.T)
{
Debug.Log("touch.id: " + item.TouchID);
Debug.Log("touch.x: " + item.X.ToString());
Debug.Log("touch.y: " + item.Y.ToString());
Debug.Log("touch.time: " + item.Timestamp);
}
Debug.Log("------------------TRIAL-END------------------");
}
}