starOfWords/Assets/Scripts/2.0/ResultScene_TTE.cs

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.SceneManagement;
public class ResultScene_TTE : MonoBehaviour
{
[Header("UI Texts")]
public TMP_Text levelNameText;
public TMP_Text scoreText;
public TMP_Text highScoreText;
public TMP_Text correctText;
public TMP_Text wrongText;
public TMP_Text resultStatusText;
[Header("Buttons")]
public Button retryButton;
public Button levelMapButton;
public Button mainMenuButton;
[Header("Audio")]
public AudioSource audioSource;
public AudioClip clickSound;
[Header("Scene Names")]
[SerializeField] private string levelMapScene = "StageLevelMap";
[SerializeField] private string mainMenuScene = "Anamen";
[SerializeField] private string gameSceneName = "LLGameScene_Level";
private int score;
private int correct;
private int wrong;
private int selectedLevel;
private int langIndex; // CEVAP DİLİ İNDEKSİ
// ===========================
// 20 LEVEL ADI (6 DİL)
// ===========================
private readonly string[,] levelNames = new string[,]
{
{ "Temel Selamlaşma ve İnsanlar","Basic Greetings & People","Saludos Básicos y Personas","Grundbegrüßungen & Menschen","Salutations de Base & Personnes","Saudações Básicas e Pessoas" },
{ "Günlük Ev Nesneleri","Daily Household Items","Objetos del Hogar Diarios","Tägliche Haushaltsgegenstände","Objets Quotidiens de la Maison","Objetos Domésticos Diários" },
{ "Yiyecekler ve İçecekler","Food & Drinks","Comida y Bebida","Essen & Getränke","Nourriture & Boissons","Comidas e Bebidas" },
{ "Renkler, Şekiller ve Boyutlar","Colors, Shapes & Sizes","Colores, Formas y Tamaños","Farben, Formen & Größen","Couleurs, Formes & Tailles","Cores, Formas e Tamanhos" },
{ "Zaman, Günler ve Mevsimler","Time, Days & Seasons","Tiempo, Días y Estaciones","Zeit, Tage & Jahreszeiten","Temps, Jours & Saisons","Tempo, Dias e Estações" },
{ "Ev İçi Alanlar ve Temizlik","Home Areas & Cleaning","Áreas del Hogar y Limpieza","Hausbereiche & Reinigung","Espaces de Maison & Nettoyage","Áreas da Casa e Limpeza" },
{ "Okul, Eğitim ve Ders Araçları","School, Education & Supplies","Escuela, Educación y Útiles","Schule, Bildung & Materialien","École, Éducation & Fournitures","Escola, Educação e Materiais" },
{ "Vücut Parçaları ve Sağlık","Body Parts & Health","Partes del Cuerpo y Salud","Körperteile & Gesundheit","Parties du Corps & Santé","Partes do Corpo e Saúde" },
{ "Doğa, Hava ve Çevre Unsurları","Nature, Weather & Environment","Naturaleza, Clima y Medio Ambiente","Natur, Wetter & Umwelt","Nature, Météo & Environnement","Natureza, Clima e Meio Ambiente" },
{ "Evcil ve Vahşi Hayvanlar","Pets & Wild Animals","Mascotas y Animales Salvajes","Haustiere & Wildtiere","Animaux Domestiques & Sauvages","Animais Domésticos e Selvagens" },
{ "Ulaşım Araçları ve Trafik","Transportation & Traffic","Transporte y Tráfico","Transport & Verkehr","Transport & Circulation","Transporte e Trânsito" },
{ "Alışveriş ve Mağazalar","Shopping & Stores","Compras y Tiendas","Einkaufen & Geschäfte","Shopping & Magasins","Compras e Lojas" },
{ "Spor Dalları ve Ekipmanları","Sports & Equipment","Deportes y Equipamiento","Sportarten & Ausrüstung","Sports & Équipement","Esportes e Equipamentos" },
{ "Meslekler ve İş Alanları","Jobs & Work Fields","Profesiones y Áreas Laborales","Berufe & Arbeitsfelder","Métiers & Domaines de Travail","Profissões e Áreas de Trabalho" },
{ "Şehir, Yerler ve Binalar","City, Places & Buildings","Ciudad, Lugares y Edificios","Stadt, Orte & Gebäude","Ville, Lieux & Bâtiments","Cidade, Lugares e Edifícios" },
{ "Duygular, Durumlar ve Karakter","Emotions, States & Character","Emociones, Estados y Carácter","Gefühle, Zustände & Charakter","Émotions, États & Caractère","Emoções, Estados e Caráter" },
{ "Seyahat, Tatil ve Turizm","Travel, Vacation & Tourism","Viajes, Vacaciones y Turismo","Reisen, Urlaub & Tourismus","Voyage, Vacances & Tourisme","Viagem, Férias e Turismo" },
{ "Teknoloji, İnternet ve Cihazlar","Technology, Internet & Devices","Tecnología, Internet y Dispositivos","Technologie, Internet & Geräte","Technologie, Internet & Appareils","Tecnologia, Internet e Dispositivos" },
{ "Çevre Koruma ve Geri Dönüşüm","Environmental Protection & Recycling","Protección Ambiental y Reciclaje","Umweltschutz & Recycling","Protection de l'Environnement & Recyclage","Proteção Ambiental e Reciclagem" },
{ "İleri Günlük İfadeler ve İş Hayatı","Advanced Daily Phrases & Work Life","Frases Avanzadas y Vida Laboral","Fortgeschrittene Alltagssätze & Arbeitsleben","Phrases Avancées & Vie Professionnelle","Frases Avançadas e Vida Profissional" }
};
private readonly string[] labelScore = { " ", " ", " ", " ", " ", " " };
private readonly string[] labelHighScore = { " ", " ", " ", " ", " ", " " };
private readonly string[] labelCorrect = { " ", " ", " ", " ", " ", " " };
private readonly string[] labelWrong = { " ", " ", " ", " ", " ", " " };
private readonly string[] labelPassed = {
"TEBRİKLER! 🎉 LEVEL GEÇİLDİ",
"CONGRATULATIONS! 🎉 LEVEL CLEARED",
"¡FELICIDADES! 🎉 NIVEL COMPLETADO",
"GLÜCKWUNSCH! 🎉 LEVEL GESCHAFFT",
"FÉLICITATIONS ! 🎉 NIVEAU RÉUSSI",
"PARABÉNS! 🎉 NÍVEL CONCLUÍDO"
};
private readonly string[] labelFailed = {
"LEVEL BAŞARISIZ ❌",
"LEVEL FAILED ❌",
"NIVEL FALLIDO ❌",
"LEVEL NICHT BESTANDEN ❌",
"NIVEAU ÉCHOUÉ ❌",
"NÍVEL REPROVADO ❌"
};
// ============================================================
void Start()
{
// 1) Dil indexini al
string ansLang = PlayerPrefs.GetString("AnswerLangCode", "tr").ToLower();
langIndex = GetLangIndex(ansLang);
// 2) Sonuçları yükle + high score kaydet
LoadResults();
SaveHighScore();
// 3) ÖNCE butonları bağla (Start hata alsa bile en azından buraya kadar gelsin)
if (retryButton != null)
{
retryButton.onClick.RemoveAllListeners();
retryButton.onClick.AddListener(OnRetry);
}
if (levelMapButton != null)
{
levelMapButton.onClick.RemoveAllListeners();
levelMapButton.onClick.AddListener(OnLevelMap);
}
if (mainMenuButton != null)
{
mainMenuButton.onClick.RemoveAllListeners();
mainMenuButton.onClick.AddListener(OnMainMenu);
}
// 4) UIı güncelle (null-safe)
UpdateUI();
}
// ============================================================
int GetLangIndex(string code)
{
switch (code)
{
case "tr": return 0;
case "en": return 1;
case "es": return 2;
case "de": return 3;
case "fr": return 4;
case "pt": return 5;
}
return 1;
}
// ============================================================
void LoadResults()
{
score = PlayerPrefs.GetInt("Mod2Score", 0);
correct = PlayerPrefs.GetInt("Mod2Correct", 0);
wrong = PlayerPrefs.GetInt("Mod2Wrong", 0);
selectedLevel = Mathf.Clamp(PlayerPrefs.GetInt("SelectedLevel", 1), 1, 20);
}
// ============================================================
void SaveHighScore()
{
string key = "HighScore_Level_" + selectedLevel;
int old = PlayerPrefs.GetInt(key, 0);
if (score > old)
{
PlayerPrefs.SetInt(key, score);
PlayerPrefs.Save();
}
}
// ============================================================
void UpdateUI()
{
int safeLang = Mathf.Clamp(langIndex, 0, 5);
int idx = Mathf.Clamp(selectedLevel - 1, 0, 19);
if (levelNameText != null)
levelNameText.text = $"LEVEL {selectedLevel}\n{levelNames[idx, safeLang]}";
if (scoreText != null)
scoreText.text = $"{labelScore[safeLang]} {score}";
if (highScoreText != null)
highScoreText.text = $"{labelHighScore[safeLang]} {PlayerPrefs.GetInt("HighScore_Level_" + selectedLevel, 0)}";
if (correctText != null)
correctText.text = $"{labelCorrect[safeLang]} {correct}";
if (wrongText != null)
wrongText.text = $"{labelWrong[safeLang]} {wrong}";
if (resultStatusText != null)
{
if (score >= 2000)
{
resultStatusText.text = labelPassed[safeLang];
resultStatusText.color = Color.green;
}
else
{
resultStatusText.text = labelFailed[safeLang];
resultStatusText.color = Color.red;
}
}
}
// ============================================================
void OnRetry()
{
PlayClick();
if (!string.IsNullOrEmpty(gameSceneName))
SceneManager.LoadScene(gameSceneName);
}
void OnLevelMap()
{
PlayClick();
if (!string.IsNullOrEmpty(levelMapScene))
SceneManager.LoadScene(levelMapScene);
}
void OnMainMenu()
{
PlayClick();
if (!string.IsNullOrEmpty(mainMenuScene))
SceneManager.LoadScene(mainMenuScene);
}
void PlayClick()
{
if (audioSource && clickSound)
audioSource.PlayOneShot(clickSound);
}
}