1134 lines
31 KiB
C#
1134 lines
31 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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using System.Collections;
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public class LLGameScene : MonoBehaviour
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{
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[Header("━━━ 20 LEVEL TXT DOSYALARI ━━━━━━━━━━━━")]
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public TextAsset[] wordFiles = new TextAsset[20];
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[Header("━━━ UI ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━")]
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public TMP_Text questionText;
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public Button[] answerButtons;
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public TMP_Text[] answerTexts;
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public TMP_Text feedbackText;
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public Button submitButton;
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public TMP_Text scoreText;
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public TMP_Text comboText;
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public TMP_Text timerText;
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[Header("━━━ EXTRA BUTONLAR ━━━━━━━━━━━━━━━━━━━━")]
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public Button extraTimeButton;
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public Button extraHintButton;
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public Button extraSkipButton;
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public TMP_Text extraTimeCooldownText;
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public TMP_Text extraHintCooldownText;
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public TMP_Text extraSkipCooldownText;
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[Header("━━━ BACK BUTONU ━━━━━━━━━━━━━━━━━━━━━━━")]
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public Button backButton;
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public string backSceneName = "ModSec 2";
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[Header("━━━ RESULT SAHNESİ ━━━━━━━━━━━━━━━━━━━━")]
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public string resultSceneName = "ResultSceneLL";
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[Header("━━━ GAME SETTINGS ━━━━━━━━━━━━━━━━━━━━━")]
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public float startTime = 60f;
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public int basePoints = 50;
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public int wrongPenalty = 50;
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public float correctTimeBonus = 2f;
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[Header("━━━ COMBO ÇARPANLARI ━━━━━━━━━━━━━━━━━")]
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public float mult_1to2 = 1f;
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public float mult_3to4 = 1.15f;
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public float mult_5to7 = 1.3f;
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public float mult_8plus = 1.5f;
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[Header("━━━ RENK AYARLARI ━━━━━━━━━━━━━━━━━━━━━")]
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public Color normalButtonColor = new Color32(120, 70, 220, 255);
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public Color selectedButtonColor = new Color32(155, 105, 255, 255);
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public Color correctButtonColor = new Color32(70, 240, 130, 255);
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public Color wrongButtonColor = new Color32(255, 80, 95, 255);
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public Color disabledButtonColor = new Color32(90, 75, 120, 255);
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[Header("━━━ BUTON TASARIM AYARI ━━━━━━━━━━━━━━")]
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public bool butonRenginiKoru = true;
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[Header("━━━ FEEDBACK YAZISI AYARLARI ━━━━━━━━━")]
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public bool feedbackUsteAl = true;
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public float feedbackTopY = 320f;
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public float feedbackFontSize = 46f;
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[Header("━━━ ANİMASYON AYARLARI ━━━━━━━━━━━━━━━━")]
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[Range(0.80f, 1f)] public float selectedScale = 0.94f;
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public float selectAnimTime = 0.10f;
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public float enterAnimTime = 0.22f;
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public float nextQuestionDelay = 1.15f;
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float timeLeft;
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bool gameOver = false;
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bool waitingNextQuestion = false;
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bool extraTimeReady = true;
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bool extraHintReady = true;
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bool extraSkipReady = true;
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int correctAnswerIndex;
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int selectedAnswer = -1;
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int score = 0;
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int combo = 0;
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int correctCount = 0;
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int wrongCount = 0;
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readonly List<WordPair> wordPool = new List<WordPair>();
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string questionLang;
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string answerLang;
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int wordIndex = 0;
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Vector3[] originalButtonScales;
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Vector3[] originalButtonPositions;
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Coroutine[] buttonScaleCoroutines;
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Coroutine[] buttonEnterCoroutines;
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Color timerNormalColor = Color.white;
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readonly Color timerWarnColor = new Color32(255, 80, 80, 255);
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void Awake()
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{
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LoadWords();
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}
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void Start()
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{
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questionLang = PlayerPrefs.GetString("QuestionLangCode", "en");
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answerLang = PlayerPrefs.GetString("AnswerLangCode", "tr");
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timeLeft = PlayerPrefs.GetFloat("SelectedGameTime", startTime);
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if (timeLeft <= 0) timeLeft = startTime;
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if (wordPool.Count < 4)
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{
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Debug.LogError("LLGameScene kelime sayısı yetersiz! En az 4 kelime olmalı.");
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return;
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}
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HideCooldownTexts();
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CacheButtonData();
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ForceButtonTransitionNone();
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PrepareFeedbackText();
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BindMainButtons();
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Shuffle(wordPool);
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UpdateScore();
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UpdateCombo();
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UpdateTimerUI();
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NextQuestion();
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}
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void Update()
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{
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if (gameOver) return;
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timeLeft -= Time.deltaTime;
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if (timeLeft <= 0)
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{
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timeLeft = 0;
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UpdateTimerUI();
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GameOver();
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return;
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}
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UpdateTimerUI();
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}
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void LoadWords()
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{
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wordPool.Clear();
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int selectedLevel = PlayerPrefs.GetInt("SelectedLevel", 1);
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selectedLevel = Mathf.Clamp(selectedLevel, 1, wordFiles.Length);
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TextAsset file = wordFiles[selectedLevel - 1];
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if (file == null)
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{
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Debug.LogError($"Level {selectedLevel} TXT atanmadı!");
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return;
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}
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string[] lines = file.text.Split(new[] { '\n', '\r' }, System.StringSplitOptions.RemoveEmptyEntries);
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foreach (string raw in lines)
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{
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string line = raw.Trim();
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if (string.IsNullOrWhiteSpace(line)) continue;
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string[] p = line.Split(',');
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if (p.Length < 6)
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{
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Debug.LogWarning("Eksik kelime satırı atlandı: " + line);
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continue;
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}
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wordPool.Add(new WordPair(
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p[0].Trim(),
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p[1].Trim(),
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p[2].Trim(),
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p[3].Trim(),
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p[4].Trim(),
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p[5].Trim()
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));
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}
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Debug.Log($"Level {selectedLevel} yüklendi. Kelime: {wordPool.Count}");
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}
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void HideCooldownTexts()
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{
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if (extraTimeCooldownText != null) extraTimeCooldownText.gameObject.SetActive(false);
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if (extraHintCooldownText != null) extraHintCooldownText.gameObject.SetActive(false);
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if (extraSkipCooldownText != null) extraSkipCooldownText.gameObject.SetActive(false);
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}
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void BindMainButtons()
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{
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if (submitButton != null)
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{
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submitButton.onClick.RemoveAllListeners();
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submitButton.onClick.AddListener(OnSubmit);
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}
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if (extraTimeButton != null)
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{
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extraTimeButton.onClick.RemoveAllListeners();
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extraTimeButton.onClick.AddListener(OnExtraTime);
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}
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if (extraHintButton != null)
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{
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extraHintButton.onClick.RemoveAllListeners();
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extraHintButton.onClick.AddListener(OnExtraHint);
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}
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if (extraSkipButton != null)
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{
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extraSkipButton.onClick.RemoveAllListeners();
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extraSkipButton.onClick.AddListener(OnExtraSkip);
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}
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if (backButton != null)
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{
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backButton.onClick.RemoveAllListeners();
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backButton.onClick.AddListener(() => SceneManager.LoadScene(backSceneName));
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}
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}
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void CacheButtonData()
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{
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if (answerButtons == null) return;
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originalButtonScales = new Vector3[answerButtons.Length];
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originalButtonPositions = new Vector3[answerButtons.Length];
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buttonScaleCoroutines = new Coroutine[answerButtons.Length];
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buttonEnterCoroutines = new Coroutine[answerButtons.Length];
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for (int i = 0; i < answerButtons.Length; i++)
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{
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if (answerButtons[i] == null) continue;
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originalButtonScales[i] = answerButtons[i].transform.localScale;
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originalButtonPositions[i] = answerButtons[i].transform.localPosition;
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}
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}
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void ForceButtonTransitionNone()
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{
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if (answerButtons == null) return;
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for (int i = 0; i < answerButtons.Length; i++)
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{
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if (answerButtons[i] == null) continue;
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answerButtons[i].transition = Selectable.Transition.None;
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Image img = answerButtons[i].image;
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if (img != null)
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img.color = FullAlpha(normalButtonColor);
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CanvasGroup cg = answerButtons[i].GetComponent<CanvasGroup>();
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if (cg != null)
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{
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cg.alpha = 1f;
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cg.interactable = true;
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cg.blocksRaycasts = true;
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}
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}
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}
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void PrepareFeedbackText()
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{
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if (feedbackText == null) return;
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if (feedbackUsteAl)
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{
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Vector3 pos = feedbackText.transform.localPosition;
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pos.y = feedbackTopY;
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feedbackText.transform.localPosition = pos;
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}
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feedbackText.alignment = TextAlignmentOptions.Center;
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feedbackText.fontSize = Mathf.Max(feedbackText.fontSize, feedbackFontSize);
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feedbackText.text = "";
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Color c = feedbackText.color;
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c.a = 1f;
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feedbackText.color = c;
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}
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void NextQuestion()
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{
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if (gameOver) return;
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if (wordPool.Count < 4) return;
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waitingNextQuestion = false;
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selectedAnswer = -1;
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ResetButtons();
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if (wordIndex >= wordPool.Count)
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{
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wordIndex = 0;
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Shuffle(wordPool);
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}
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WordPair chosen = wordPool[wordIndex++];
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if (questionText != null)
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{
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questionText.text = chosen.GetByCode(questionLang);
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StartCoroutine(FadeInText(questionText));
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}
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correctAnswerIndex = Random.Range(0, 4);
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if (answerTexts == null || answerTexts.Length < 4)
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{
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Debug.LogError("answerTexts en az 4 eleman olmalı.");
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return;
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}
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answerTexts[correctAnswerIndex].text = chosen.GetByCode(answerLang);
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List<WordPair> wrongPool = new List<WordPair>(wordPool);
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wrongPool.Remove(chosen);
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Shuffle(wrongPool);
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int wrongIndex = 0;
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for (int i = 0; i < 4; i++)
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{
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if (i == correctAnswerIndex) continue;
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if (wrongIndex < wrongPool.Count)
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{
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answerTexts[i].text = wrongPool[wrongIndex].GetByCode(answerLang);
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wrongIndex++;
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}
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}
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BindAnswerButtons();
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for (int i = 0; i < answerButtons.Length; i++)
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{
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if (answerButtons[i] == null) continue;
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if (buttonEnterCoroutines[i] != null)
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StopCoroutine(buttonEnterCoroutines[i]);
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buttonEnterCoroutines[i] = StartCoroutine(ButtonEnterAnim(answerButtons[i], i));
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}
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}
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void BindAnswerButtons()
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{
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if (answerButtons == null) return;
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for (int i = 0; i < answerButtons.Length; i++)
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{
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int index = i;
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|
|
|||
|
|
if (answerButtons[i] == null) continue;
|
|||
|
|
|
|||
|
|
answerButtons[i].onClick.RemoveAllListeners();
|
|||
|
|
answerButtons[i].onClick.AddListener(() => SelectAnswer(index));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void ResetButtons()
|
|||
|
|
{
|
|||
|
|
if (answerButtons == null) return;
|
|||
|
|
|
|||
|
|
for (int i = 0; i < answerButtons.Length; i++)
|
|||
|
|
{
|
|||
|
|
if (answerButtons[i] == null) continue;
|
|||
|
|
|
|||
|
|
StopButtonCoroutines(i);
|
|||
|
|
|
|||
|
|
answerButtons[i].interactable = true;
|
|||
|
|
answerButtons[i].transition = Selectable.Transition.None;
|
|||
|
|
|
|||
|
|
Image img = answerButtons[i].image;
|
|||
|
|
if (img != null)
|
|||
|
|
img.color = FullAlpha(normalButtonColor);
|
|||
|
|
|
|||
|
|
answerButtons[i].transform.localScale = originalButtonScales[i];
|
|||
|
|
answerButtons[i].transform.localPosition = originalButtonPositions[i];
|
|||
|
|
|
|||
|
|
CanvasGroup cg = answerButtons[i].GetComponent<CanvasGroup>();
|
|||
|
|
if (cg != null)
|
|||
|
|
{
|
|||
|
|
cg.alpha = 1f;
|
|||
|
|
cg.interactable = true;
|
|||
|
|
cg.blocksRaycasts = true;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (feedbackText != null)
|
|||
|
|
feedbackText.text = "";
|
|||
|
|
|
|||
|
|
if (submitButton != null)
|
|||
|
|
submitButton.interactable = true;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void SelectAnswer(int index)
|
|||
|
|
{
|
|||
|
|
if (gameOver || waitingNextQuestion) return;
|
|||
|
|
if (answerButtons == null) return;
|
|||
|
|
if (index < 0 || index >= answerButtons.Length) return;
|
|||
|
|
if (answerButtons[index] == null) return;
|
|||
|
|
|
|||
|
|
if (selectedAnswer == index)
|
|||
|
|
return;
|
|||
|
|
|
|||
|
|
if (selectedAnswer >= 0 && selectedAnswer < answerButtons.Length)
|
|||
|
|
{
|
|||
|
|
Button oldButton = answerButtons[selectedAnswer];
|
|||
|
|
|
|||
|
|
if (oldButton != null)
|
|||
|
|
{
|
|||
|
|
Image oldImg = oldButton.image;
|
|||
|
|
if (oldImg != null)
|
|||
|
|
oldImg.color = FullAlpha(normalButtonColor);
|
|||
|
|
|
|||
|
|
StartScaleAnim(selectedAnswer, originalButtonScales[selectedAnswer]);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
selectedAnswer = index;
|
|||
|
|
|
|||
|
|
Image img = answerButtons[index].image;
|
|||
|
|
if (img != null)
|
|||
|
|
img.color = FullAlpha(selectedButtonColor);
|
|||
|
|
|
|||
|
|
CanvasGroup cg = answerButtons[index].GetComponent<CanvasGroup>();
|
|||
|
|
if (cg != null)
|
|||
|
|
cg.alpha = 1f;
|
|||
|
|
|
|||
|
|
StartScaleAnim(index, originalButtonScales[index] * selectedScale);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void OnSubmit()
|
|||
|
|
{
|
|||
|
|
if (gameOver || waitingNextQuestion) return;
|
|||
|
|
if (selectedAnswer == -1) return;
|
|||
|
|
if (answerButtons == null) return;
|
|||
|
|
|
|||
|
|
waitingNextQuestion = true;
|
|||
|
|
|
|||
|
|
if (submitButton != null)
|
|||
|
|
submitButton.interactable = false;
|
|||
|
|
|
|||
|
|
bool correct = selectedAnswer == correctAnswerIndex;
|
|||
|
|
|
|||
|
|
LockAnswerButtons();
|
|||
|
|
|
|||
|
|
if (correct)
|
|||
|
|
HandleCorrectAnswer();
|
|||
|
|
else
|
|||
|
|
HandleWrongAnswer();
|
|||
|
|
|
|||
|
|
UpdateScore();
|
|||
|
|
UpdateCombo();
|
|||
|
|
|
|||
|
|
StartCoroutine(DelayNext());
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void LockAnswerButtons()
|
|||
|
|
{
|
|||
|
|
for (int i = 0; i < answerButtons.Length; i++)
|
|||
|
|
{
|
|||
|
|
if (answerButtons[i] == null) continue;
|
|||
|
|
|
|||
|
|
answerButtons[i].interactable = false;
|
|||
|
|
|
|||
|
|
CanvasGroup cg = answerButtons[i].GetComponent<CanvasGroup>();
|
|||
|
|
if (cg != null)
|
|||
|
|
cg.alpha = 1f;
|
|||
|
|
|
|||
|
|
if (i != selectedAnswer && i != correctAnswerIndex)
|
|||
|
|
{
|
|||
|
|
Image img = answerButtons[i].image;
|
|||
|
|
if (img != null)
|
|||
|
|
img.color = FullAlpha(normalButtonColor);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void HandleCorrectAnswer()
|
|||
|
|
{
|
|||
|
|
Button selectedButton = answerButtons[selectedAnswer];
|
|||
|
|
|
|||
|
|
if (selectedButton != null)
|
|||
|
|
{
|
|||
|
|
Image img = selectedButton.image;
|
|||
|
|
|
|||
|
|
if (img != null)
|
|||
|
|
{
|
|||
|
|
if (butonRenginiKoru)
|
|||
|
|
img.color = FullAlpha(selectedButtonColor);
|
|||
|
|
else
|
|||
|
|
img.color = FullAlpha(correctButtonColor);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartCoroutine(CorrectPulse(selectedButton, selectedAnswer));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
combo++;
|
|||
|
|
correctCount++;
|
|||
|
|
|
|||
|
|
int addScore = Mathf.RoundToInt(basePoints * GetComboMultiplier(combo));
|
|||
|
|
score += addScore;
|
|||
|
|
|
|||
|
|
timeLeft += correctTimeBonus;
|
|||
|
|
|
|||
|
|
if (feedbackText != null)
|
|||
|
|
{
|
|||
|
|
feedbackText.color = FullAlpha(correctButtonColor);
|
|||
|
|
feedbackText.text = combo >= 3 ? $"TRUE {combo}x COMBO!" : "TRUE ";
|
|||
|
|
|
|||
|
|
if (feedbackUsteAl)
|
|||
|
|
{
|
|||
|
|
Vector3 pos = feedbackText.transform.localPosition;
|
|||
|
|
pos.y = feedbackTopY;
|
|||
|
|
feedbackText.transform.localPosition = pos;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartCoroutine(FeedbackAnim(feedbackText));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (comboText != null) StartCoroutine(ComboAnim(comboText));
|
|||
|
|
if (scoreText != null) StartCoroutine(ScorePopAnim(scoreText));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void HandleWrongAnswer()
|
|||
|
|
{
|
|||
|
|
Button selectedButton = answerButtons[selectedAnswer];
|
|||
|
|
|
|||
|
|
if (selectedButton != null)
|
|||
|
|
{
|
|||
|
|
Image selectedImg = selectedButton.image;
|
|||
|
|
|
|||
|
|
if (selectedImg != null)
|
|||
|
|
{
|
|||
|
|
if (butonRenginiKoru)
|
|||
|
|
selectedImg.color = FullAlpha(selectedButtonColor);
|
|||
|
|
else
|
|||
|
|
selectedImg.color = FullAlpha(wrongButtonColor);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartCoroutine(ShakeButton(selectedButton, selectedAnswer));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (correctAnswerIndex >= 0 && correctAnswerIndex < answerButtons.Length)
|
|||
|
|
{
|
|||
|
|
Button correctButton = answerButtons[correctAnswerIndex];
|
|||
|
|
|
|||
|
|
if (correctButton != null)
|
|||
|
|
{
|
|||
|
|
Image correctImg = correctButton.image;
|
|||
|
|
|
|||
|
|
if (correctImg != null)
|
|||
|
|
{
|
|||
|
|
if (butonRenginiKoru)
|
|||
|
|
correctImg.color = FullAlpha(normalButtonColor);
|
|||
|
|
else
|
|||
|
|
correctImg.color = FullAlpha(correctButtonColor);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartScaleAnim(correctAnswerIndex, originalButtonScales[correctAnswerIndex] * 1.04f);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
wrongCount++;
|
|||
|
|
combo = 0;
|
|||
|
|
|
|||
|
|
score -= wrongPenalty;
|
|||
|
|
if (score < 0) score = 0;
|
|||
|
|
|
|||
|
|
if (feedbackText != null)
|
|||
|
|
{
|
|||
|
|
feedbackText.color = FullAlpha(wrongButtonColor);
|
|||
|
|
feedbackText.text = "FALSE";
|
|||
|
|
|
|||
|
|
if (feedbackUsteAl)
|
|||
|
|
{
|
|||
|
|
Vector3 pos = feedbackText.transform.localPosition;
|
|||
|
|
pos.y = feedbackTopY;
|
|||
|
|
feedbackText.transform.localPosition = pos;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartCoroutine(FeedbackAnim(feedbackText));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator DelayNext()
|
|||
|
|
{
|
|||
|
|
yield return new WaitForSeconds(nextQuestionDelay);
|
|||
|
|
|
|||
|
|
if (!gameOver)
|
|||
|
|
NextQuestion();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void StartScaleAnim(int index, Vector3 targetScale)
|
|||
|
|
{
|
|||
|
|
if (index < 0 || index >= answerButtons.Length) return;
|
|||
|
|
if (answerButtons[index] == null) return;
|
|||
|
|
|
|||
|
|
if (buttonScaleCoroutines[index] != null)
|
|||
|
|
StopCoroutine(buttonScaleCoroutines[index]);
|
|||
|
|
|
|||
|
|
buttonScaleCoroutines[index] = StartCoroutine(ScaleButton(answerButtons[index], targetScale));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void StopButtonCoroutines(int index)
|
|||
|
|
{
|
|||
|
|
if (buttonScaleCoroutines != null && index < buttonScaleCoroutines.Length && buttonScaleCoroutines[index] != null)
|
|||
|
|
{
|
|||
|
|
StopCoroutine(buttonScaleCoroutines[index]);
|
|||
|
|
buttonScaleCoroutines[index] = null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (buttonEnterCoroutines != null && index < buttonEnterCoroutines.Length && buttonEnterCoroutines[index] != null)
|
|||
|
|
{
|
|||
|
|
StopCoroutine(buttonEnterCoroutines[index]);
|
|||
|
|
buttonEnterCoroutines[index] = null;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator ScaleButton(Button btn, Vector3 targetScale)
|
|||
|
|
{
|
|||
|
|
if (btn == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 startScale = btn.transform.localScale;
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / Mathf.Max(0.01f, selectAnimTime);
|
|||
|
|
btn.transform.localScale = Vector3.Lerp(startScale, targetScale, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
btn.transform.localScale = targetScale;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator ButtonEnterAnim(Button btn, int delayIndex)
|
|||
|
|
{
|
|||
|
|
if (btn == null) yield break;
|
|||
|
|
|
|||
|
|
int idx = System.Array.IndexOf(answerButtons, btn);
|
|||
|
|
if (idx < 0) yield break;
|
|||
|
|
|
|||
|
|
yield return new WaitForSeconds(delayIndex * 0.06f);
|
|||
|
|
|
|||
|
|
Vector3 targetPos = originalButtonPositions[idx];
|
|||
|
|
Vector3 startPos = targetPos + Vector3.up * 35f;
|
|||
|
|
|
|||
|
|
Vector3 targetScale = originalButtonScales[idx];
|
|||
|
|
Vector3 startScale = targetScale * 0.85f;
|
|||
|
|
|
|||
|
|
btn.transform.localPosition = startPos;
|
|||
|
|
btn.transform.localScale = startScale;
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / Mathf.Max(0.01f, enterAnimTime);
|
|||
|
|
|
|||
|
|
float ease = EaseOutBack(t);
|
|||
|
|
|
|||
|
|
btn.transform.localPosition = Vector3.Lerp(startPos, targetPos, ease);
|
|||
|
|
btn.transform.localScale = Vector3.Lerp(startScale, targetScale, ease);
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
btn.transform.localPosition = targetPos;
|
|||
|
|
btn.transform.localScale = targetScale;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator CorrectPulse(Button btn, int idx)
|
|||
|
|
{
|
|||
|
|
if (btn == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 normal = originalButtonScales[idx];
|
|||
|
|
Vector3 big = normal * 1.12f;
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.12f;
|
|||
|
|
btn.transform.localScale = Vector3.Lerp(normal, big, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.12f;
|
|||
|
|
btn.transform.localScale = Vector3.Lerp(big, normal, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
btn.transform.localScale = normal;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator ShakeButton(Button btn, int idx)
|
|||
|
|
{
|
|||
|
|
if (btn == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 origin = originalButtonPositions[idx];
|
|||
|
|
|
|||
|
|
float duration = 0.35f;
|
|||
|
|
float magnitude = 12f;
|
|||
|
|
float elapsed = 0f;
|
|||
|
|
|
|||
|
|
while (elapsed < duration)
|
|||
|
|
{
|
|||
|
|
float power = 1f - elapsed / duration;
|
|||
|
|
float x = Random.Range(-1f, 1f) * magnitude * power;
|
|||
|
|
|
|||
|
|
btn.transform.localPosition = origin + new Vector3(x, 0f, 0f);
|
|||
|
|
|
|||
|
|
elapsed += Time.deltaTime;
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
btn.transform.localPosition = origin;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator FeedbackAnim(TMP_Text txt)
|
|||
|
|
{
|
|||
|
|
if (txt == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 originalScale = txt.transform.localScale;
|
|||
|
|
Vector3 bigScale = originalScale * 1.18f;
|
|||
|
|
|
|||
|
|
Color c = FullAlpha(txt.color);
|
|||
|
|
c.a = 0f;
|
|||
|
|
txt.color = c;
|
|||
|
|
|
|||
|
|
Vector3 originalPos = txt.transform.localPosition;
|
|||
|
|
Vector3 startPos = originalPos + Vector3.down * 18f;
|
|||
|
|
|
|||
|
|
txt.transform.localPosition = startPos;
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.16f;
|
|||
|
|
|
|||
|
|
float ease = EaseOutBack(t);
|
|||
|
|
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(originalScale, bigScale, ease);
|
|||
|
|
txt.transform.localPosition = Vector3.Lerp(startPos, originalPos, ease);
|
|||
|
|
|
|||
|
|
c.a = Mathf.Clamp01(t);
|
|||
|
|
txt.color = c;
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
c.a = 1f;
|
|||
|
|
txt.color = c;
|
|||
|
|
txt.transform.localPosition = originalPos;
|
|||
|
|
|
|||
|
|
t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.12f;
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(bigScale, originalScale, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
txt.transform.localScale = originalScale;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator ComboAnim(TMP_Text txt)
|
|||
|
|
{
|
|||
|
|
if (txt == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 original = txt.transform.localScale;
|
|||
|
|
Vector3 big = original * 1.22f;
|
|||
|
|
|
|||
|
|
Color baseColor = FullAlpha(txt.color);
|
|||
|
|
Color highlight = new Color32(255, 220, 50, 255);
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.12f;
|
|||
|
|
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(original, big, EaseOutBack(t));
|
|||
|
|
txt.color = FullAlpha(Color.Lerp(baseColor, highlight, t));
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.14f;
|
|||
|
|
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t));
|
|||
|
|
txt.color = FullAlpha(Color.Lerp(highlight, baseColor, t));
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
txt.transform.localScale = original;
|
|||
|
|
txt.color = baseColor;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator ScorePopAnim(TMP_Text txt)
|
|||
|
|
{
|
|||
|
|
if (txt == null) yield break;
|
|||
|
|
|
|||
|
|
Vector3 original = txt.transform.localScale;
|
|||
|
|
Vector3 big = original * 1.18f;
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.10f;
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(original, big, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.12f;
|
|||
|
|
txt.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t));
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
txt.transform.localScale = original;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator FadeInText(TMP_Text txt)
|
|||
|
|
{
|
|||
|
|
if (txt == null) yield break;
|
|||
|
|
|
|||
|
|
Color c = FullAlpha(txt.color);
|
|||
|
|
c.a = 0f;
|
|||
|
|
txt.color = c;
|
|||
|
|
|
|||
|
|
float t = 0f;
|
|||
|
|
|
|||
|
|
while (t < 1f)
|
|||
|
|
{
|
|||
|
|
t += Time.deltaTime / 0.18f;
|
|||
|
|
c.a = EaseOutQuad(t);
|
|||
|
|
txt.color = c;
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
c.a = 1f;
|
|||
|
|
txt.color = c;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void UpdateTimerUI()
|
|||
|
|
{
|
|||
|
|
if (timerText == null) return;
|
|||
|
|
|
|||
|
|
timerText.text = Mathf.Ceil(timeLeft).ToString();
|
|||
|
|
|
|||
|
|
if (timeLeft <= 10f)
|
|||
|
|
{
|
|||
|
|
timerText.color = FullAlpha(Color.Lerp(timerWarnColor, Color.white, Mathf.PingPong(Time.time * 3f, 1f)));
|
|||
|
|
timerText.transform.localScale = Vector3.one * (1f + Mathf.Sin(Time.time * 10f) * 0.05f);
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
timerText.color = FullAlpha(timerNormalColor);
|
|||
|
|
timerText.transform.localScale = Vector3.one;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void UpdateScore()
|
|||
|
|
{
|
|||
|
|
if (scoreText != null)
|
|||
|
|
scoreText.text = score.ToString();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void UpdateCombo()
|
|||
|
|
{
|
|||
|
|
if (comboText != null)
|
|||
|
|
comboText.text = combo + "x Combo";
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float GetComboMultiplier(int c)
|
|||
|
|
{
|
|||
|
|
if (c >= 8) return mult_8plus;
|
|||
|
|
if (c >= 5) return mult_5to7;
|
|||
|
|
if (c >= 3) return mult_3to4;
|
|||
|
|
return mult_1to2;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void OnExtraTime()
|
|||
|
|
{
|
|||
|
|
if (!extraTimeReady || gameOver) return;
|
|||
|
|
|
|||
|
|
timeLeft += 5f;
|
|||
|
|
extraTimeReady = false;
|
|||
|
|
|
|||
|
|
if (extraTimeButton != null)
|
|||
|
|
extraTimeButton.interactable = false;
|
|||
|
|
|
|||
|
|
if (extraTimeCooldownText != null)
|
|||
|
|
{
|
|||
|
|
extraTimeCooldownText.gameObject.SetActive(true);
|
|||
|
|
StartCoroutine(Cooldown(extraTimeCooldownText, extraTimeButton, () => extraTimeReady = true));
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
StartCoroutine(SimpleCooldown(extraTimeButton, () => extraTimeReady = true));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void OnExtraHint()
|
|||
|
|
{
|
|||
|
|
if (!extraHintReady || gameOver || waitingNextQuestion) return;
|
|||
|
|
|
|||
|
|
int removed = 0;
|
|||
|
|
|
|||
|
|
for (int i = 0; i < answerButtons.Length && removed < 2; i++)
|
|||
|
|
{
|
|||
|
|
if (i == correctAnswerIndex || i == selectedAnswer) continue;
|
|||
|
|
if (answerButtons[i] == null) continue;
|
|||
|
|
|
|||
|
|
answerButtons[i].interactable = false;
|
|||
|
|
|
|||
|
|
CanvasGroup cg = answerButtons[i].GetComponent<CanvasGroup>();
|
|||
|
|
if (cg != null)
|
|||
|
|
cg.alpha = 1f;
|
|||
|
|
|
|||
|
|
Image img = answerButtons[i].image;
|
|||
|
|
if (img != null)
|
|||
|
|
img.color = FullAlpha(disabledButtonColor);
|
|||
|
|
|
|||
|
|
if (answerTexts != null && i < answerTexts.Length && answerTexts[i] != null)
|
|||
|
|
answerTexts[i].text = "—";
|
|||
|
|
|
|||
|
|
removed++;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
extraHintReady = false;
|
|||
|
|
|
|||
|
|
if (extraHintButton != null)
|
|||
|
|
extraHintButton.interactable = false;
|
|||
|
|
|
|||
|
|
if (extraHintCooldownText != null)
|
|||
|
|
{
|
|||
|
|
extraHintCooldownText.gameObject.SetActive(true);
|
|||
|
|
StartCoroutine(Cooldown(extraHintCooldownText, extraHintButton, () => extraHintReady = true));
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
StartCoroutine(SimpleCooldown(extraHintButton, () => extraHintReady = true));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void OnExtraSkip()
|
|||
|
|
{
|
|||
|
|
if (!extraSkipReady || gameOver || waitingNextQuestion) return;
|
|||
|
|
|
|||
|
|
NextQuestion();
|
|||
|
|
|
|||
|
|
extraSkipReady = false;
|
|||
|
|
|
|||
|
|
if (extraSkipButton != null)
|
|||
|
|
extraSkipButton.interactable = false;
|
|||
|
|
|
|||
|
|
if (extraSkipCooldownText != null)
|
|||
|
|
{
|
|||
|
|
extraSkipCooldownText.gameObject.SetActive(true);
|
|||
|
|
StartCoroutine(Cooldown(extraSkipCooldownText, extraSkipButton, () => extraSkipReady = true));
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
StartCoroutine(SimpleCooldown(extraSkipButton, () => extraSkipReady = true));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator Cooldown(TMP_Text label, Button button, System.Action done)
|
|||
|
|
{
|
|||
|
|
float t = 5f;
|
|||
|
|
|
|||
|
|
while (t > 0f)
|
|||
|
|
{
|
|||
|
|
if (label != null)
|
|||
|
|
label.text = Mathf.Ceil(t).ToString();
|
|||
|
|
|
|||
|
|
t -= Time.deltaTime;
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (label != null)
|
|||
|
|
{
|
|||
|
|
label.text = "";
|
|||
|
|
label.gameObject.SetActive(false);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (button != null)
|
|||
|
|
button.interactable = true;
|
|||
|
|
|
|||
|
|
done?.Invoke();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator SimpleCooldown(Button button, System.Action done)
|
|||
|
|
{
|
|||
|
|
yield return new WaitForSeconds(5f);
|
|||
|
|
|
|||
|
|
if (button != null)
|
|||
|
|
button.interactable = true;
|
|||
|
|
|
|||
|
|
done?.Invoke();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void GameOver()
|
|||
|
|
{
|
|||
|
|
if (gameOver) return;
|
|||
|
|
|
|||
|
|
gameOver = true;
|
|||
|
|
|
|||
|
|
PlayerPrefs.SetInt("Mod2Score", score);
|
|||
|
|
PlayerPrefs.SetInt("Mod2Correct", correctCount);
|
|||
|
|
PlayerPrefs.SetInt("Mod2Wrong", wrongCount);
|
|||
|
|
|
|||
|
|
int best = PlayerPrefs.GetInt("BestScore_Mod2", 0);
|
|||
|
|
if (score > best)
|
|||
|
|
PlayerPrefs.SetInt("BestScore_Mod2", score);
|
|||
|
|
|
|||
|
|
int bestCombo = PlayerPrefs.GetInt("BestCombo_Mod2", 0);
|
|||
|
|
if (combo > bestCombo)
|
|||
|
|
PlayerPrefs.SetInt("BestCombo_Mod2", combo);
|
|||
|
|
|
|||
|
|
PlayerPrefs.SetInt("TotalCorrect_Mod2", PlayerPrefs.GetInt("TotalCorrect_Mod2", 0) + correctCount);
|
|||
|
|
PlayerPrefs.SetInt("TotalWrong_Mod2", PlayerPrefs.GetInt("TotalWrong_Mod2", 0) + wrongCount);
|
|||
|
|
PlayerPrefs.SetInt("PlayCount_Mod2", PlayerPrefs.GetInt("PlayCount_Mod2", 0) + 1);
|
|||
|
|
|
|||
|
|
int total = PlayerPrefs.GetInt("TotalScore", 0) + score;
|
|||
|
|
PlayerPrefs.SetInt("TotalScore", total);
|
|||
|
|
|
|||
|
|
PlayerPrefs.Save();
|
|||
|
|
|
|||
|
|
SceneManager.LoadScene(resultSceneName);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
Color FullAlpha(Color c)
|
|||
|
|
{
|
|||
|
|
c.a = 1f;
|
|||
|
|
return c;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void Shuffle<T>(List<T> list)
|
|||
|
|
{
|
|||
|
|
for (int i = 0; i < list.Count; i++)
|
|||
|
|
{
|
|||
|
|
int rnd = Random.Range(i, list.Count);
|
|||
|
|
T temp = list[i];
|
|||
|
|
list[i] = list[rnd];
|
|||
|
|
list[rnd] = temp;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float EaseOutBack(float t)
|
|||
|
|
{
|
|||
|
|
t = Mathf.Clamp01(t);
|
|||
|
|
|
|||
|
|
float c1 = 1.70158f;
|
|||
|
|
float c3 = c1 + 1f;
|
|||
|
|
|
|||
|
|
return 1f + c3 * Mathf.Pow(t - 1f, 3f) + c1 * Mathf.Pow(t - 1f, 2f);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
float EaseOutQuad(float t)
|
|||
|
|
{
|
|||
|
|
t = Mathf.Clamp01(t);
|
|||
|
|
return 1f - (1f - t) * (1f - t);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
class WordPair
|
|||
|
|
{
|
|||
|
|
public string tr;
|
|||
|
|
public string en;
|
|||
|
|
public string es;
|
|||
|
|
public string de;
|
|||
|
|
public string fr;
|
|||
|
|
public string pt;
|
|||
|
|
|
|||
|
|
public WordPair(string tr, string en, string es, string de, string fr, string pt)
|
|||
|
|
{
|
|||
|
|
this.tr = tr;
|
|||
|
|
this.en = en;
|
|||
|
|
this.es = es;
|
|||
|
|
this.de = de;
|
|||
|
|
this.fr = fr;
|
|||
|
|
this.pt = pt;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
public string GetByCode(string code)
|
|||
|
|
{
|
|||
|
|
switch (code)
|
|||
|
|
{
|
|||
|
|
case "tr": return tr;
|
|||
|
|
case "en": return en;
|
|||
|
|
case "es": return es;
|
|||
|
|
case "de": return de;
|
|||
|
|
case "fr": return fr;
|
|||
|
|
case "pt": return pt;
|
|||
|
|
default: return en;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|