Initial commit: Star of Words Unity project
Snapshot of the existing Unity 6 language-learning word game before any refactoring. Adds Unity .gitignore and .gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Assets/Scripts/ResultScene.cs
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117
Assets/Scripts/ResultScene.cs
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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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public class ResultScene : MonoBehaviour
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{
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[Header("UI Texts")]
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public TMP_Text scoreText;
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public TMP_Text correctText;
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public TMP_Text wrongText;
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[Header("Buttons")]
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public Button retryButton;
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public Button levelMapButton;
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public Button mainMenuButton;
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[Header("Audio")]
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public AudioSource audioSource;
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public AudioClip clickSound;
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private int score;
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private int correct;
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private int wrong;
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private int level;
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private int uiLangId;
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// ============================================================
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void Start()
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{
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// Uygulama dili (0=TR,1=EN,2=ES,3=DE,4=FR,5=PT)
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uiLangId = PlayerPrefs.GetInt("AppLanguage", 0);
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LoadSavedResults();
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UpdateUI();
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AssignButtons();
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}
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// ============================================================
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// PlayerPrefs'ten sonuçları oku
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// ============================================================
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void LoadSavedResults()
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{
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score = PlayerPrefs.GetInt("Mod1Score", 0);
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correct = PlayerPrefs.GetInt("Mod1Correct", 0);
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wrong = PlayerPrefs.GetInt("Mod1Wrong", 0);
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level = PlayerPrefs.GetInt("LastLevel", 1);
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}
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// ============================================================
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// UI yazıları güncelle
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// ============================================================
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void UpdateUI()
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{
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string scoreWord = Local("score");
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string correctWord = Local("correct");
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string wrongWord = Local("wrong");
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if (scoreText != null) scoreText.text = $"{scoreWord} {score}";
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if (correctText != null) correctText.text = $"{correctWord} {correct}";
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if (wrongText != null) wrongText.text = $"{wrongWord} {wrong}";
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}
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// ============================================================
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// Basit lokalizasyon (6 dil)
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// ============================================================
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string Local(string key)
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{
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int L = Mathf.Clamp(uiLangId, 0, 5);
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switch (key)
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{
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case "score":
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return new[] { " " }[L];
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case "correct":
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return new[] { " " }[L];
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case "wrong":
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return new[] { " " }[L];
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}
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return key;
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}
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// ============================================================
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// Butonlar
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// ============================================================
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void AssignButtons()
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{
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if (retryButton != null)
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retryButton.onClick.AddListener(() => { PlayClick(); Retry(); });
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if (levelMapButton != null)
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levelMapButton.onClick.AddListener(() => { PlayClick(); SceneManager.LoadScene("LevelMap"); });
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if (mainMenuButton != null)
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mainMenuButton.onClick.AddListener(() => { PlayClick(); SceneManager.LoadScene("Anamen"); });
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}
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void PlayClick()
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{
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if (audioSource != null && clickSound != null)
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audioSource.PlayOneShot(clickSound);
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}
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void Retry()
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{
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// Eğer bütün leveller tek sahnede oynanıyorsa:
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// SceneManager.LoadScene("GameScene");
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// Eğer levellevel sahne varsa, isim formatına göre bunu değiştir:
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// Örn: "GameScene_Level1", "GameScene_Level2"...
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string sceneName = "GameScene";
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SceneManager.LoadScene(sceneName);
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}
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}
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