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>
1314 lines
No EOL
34 KiB
C#
1314 lines
No EOL
34 KiB
C#
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;
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using System.Collections.Generic;
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using System.Globalization;
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public class Unscramble15Mod : MonoBehaviour
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{
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[Header("━━━ TXT FILE ━━━━━━━━━━━━━━━━━━━━━━━━")]
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public TextAsset wordFile;
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[Header("━━━ MAIN UI ━━━━━━━━━━━━━━━━━━━━━━━━━")]
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public TMP_Text questionText;
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public TMP_Text languageText;
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public TMP_Text feedbackText;
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[Header("━━━ LETTER BUTTONS - 10 BUTTON ━━━━━━")]
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public Button[] letterButtons;
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public TMP_Text[] letterTexts;
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[Header("━━━ BUTTONS ━━━━━━━━━━━━━━━━━━━━━━━━━")]
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public Button submitButton;
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public Button backButton;
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[Header("━━━ EXTRA BUTTONS ━━━━━━━━━━━━━━━━━━━")]
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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("━━━ SCORE UI ━━━━━━━━━━━━━━━━━━━━━━━━")]
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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("━━━ SCENES ━━━━━━━━━━━━━━━━━━━━━━━━━━")]
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public string backSceneName = "modsec 15";
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public string resultSceneName = "modres 15";
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[Header("━━━ LANGUAGE ━━━━━━━━━━━━━━━━━━━━━━━━")]
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public string forcedLanguageCode = "";
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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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public float nextQuestionDelay = 1.15f;
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[Header("━━━ COMBO MULTIPLIERS ━━━━━━━━━━━━━━")]
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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("━━━ QUESTION FONT ━━━━━━━━━━━━━━━━━━━")]
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public bool questionUppercase = true;
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public float questionFontSize = 86f;
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public Color questionColor = Color.white;
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public FontStyles questionFontStyle = FontStyles.Bold;
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public TextAlignmentOptions questionAlignment = TextAlignmentOptions.Center;
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public float questionCharacterSpacing = 8f;
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[Header("━━━ COLORS ━━━━━━━━━━━━━━━━━━━━━━━━━")]
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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("━━━ ANIMATION ━━━━━━━━━━━━━━━━━━━━━━━")]
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[Range(0.80f, 1f)]
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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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const string modKey = "Mod15";
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readonly string[] langCodes = { "tr", "en", "es", "de", "fr", "pt" };
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readonly string[] langNames = { "TR", "EN", "ES", "DE", "FR", "PT" };
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class WordEntry
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{
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public string[] words = new string[6];
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}
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readonly List<WordEntry> wordPool = new List<WordEntry>();
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int selectedLangIndex = 1;
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int wordIndex = 0;
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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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int bestComboThisRun = 0;
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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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string currentTargetWord = "";
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string builtAnswer = "";
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readonly List<string> scrambledLetters = new List<string>();
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readonly List<int> selectedButtonIndexes = new List<int>();
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bool[] usedButtons;
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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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readonly 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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selectedLangIndex = ResolveLanguageIndex();
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timeLeft = PlayerPrefs.GetFloat("SelectedGameTime", startTime);
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if (timeLeft <= 0)
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timeLeft = startTime;
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if (wordPool.Count < 1)
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{
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Debug.LogError("Mod15 TXT boş veya hatalı!");
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enabled = false;
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return;
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}
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if (letterButtons == null || letterButtons.Length < 10 || letterTexts == null || letterTexts.Length < 10)
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{
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Debug.LogError("Mod15 için 10 LetterButton ve 10 LetterText atanmalı!");
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enabled = false;
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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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PrepareQuestionText();
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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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UpdateLanguageUI();
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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)
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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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if (wordFile == null)
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{
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Debug.LogError("Unscramble15 TXT atanmadı!");
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return;
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}
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string[] lines = wordFile.text.Split(
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new[] { '\n', '\r' },
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System.StringSplitOptions.RemoveEmptyEntries
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);
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for (int lineIndex = 0; lineIndex < lines.Length; lineIndex++)
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{
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string line = lines[lineIndex].Trim();
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if (string.IsNullOrWhiteSpace(line))
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continue;
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if (line.ToLower().StartsWith("tr,en,es,de,fr,pt"))
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continue;
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string[] p = SplitLineSmart(line);
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if (p.Length < 6)
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{
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Debug.LogWarning("Mod15 eksik satır atlandı. Satır: " + (lineIndex + 1));
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continue;
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}
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WordEntry e = new WordEntry();
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for (int i = 0; i < 6; i++)
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e.words[i] = CleanField(p[i]);
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wordPool.Add(e);
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}
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}
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string[] SplitLineSmart(string line)
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{
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if (line.Contains("|"))
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return line.Split('|');
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if (line.Contains("\t"))
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return line.Split('\t');
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return line.Split(',');
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}
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string CleanField(string s)
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{
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if (string.IsNullOrEmpty(s))
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return "";
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return s.Trim().Trim('"').Trim();
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}
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int ResolveLanguageIndex()
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{
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string code = forcedLanguageCode.Trim().ToLower();
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if (string.IsNullOrEmpty(code))
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code = PlayerPrefs.GetString("UnscrambleLangCode", "").Trim().ToLower();
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if (string.IsNullOrEmpty(code))
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code = PlayerPrefs.GetString("QuestionLangCode", "").Trim().ToLower();
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if (!string.IsNullOrEmpty(code))
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{
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for (int i = 0; i < langCodes.Length; i++)
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{
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if (code == langCodes[i])
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return i;
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}
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}
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int appLang = PlayerPrefs.GetInt("AppLanguage", 1);
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if (appLang < 0 || appLang > 5)
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appLang = 1;
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return appLang;
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}
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void PrepareQuestionText()
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{
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if (questionText == null)
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return;
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questionText.fontSize = questionFontSize;
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questionText.color = FullAlpha(questionColor);
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questionText.fontStyle = questionFontStyle;
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questionText.alignment = questionAlignment;
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questionText.characterSpacing = questionCharacterSpacing;
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// Unity 6 uyumlu yeni kullanım
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questionText.textWrappingMode = TextWrappingModes.Normal;
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questionText.overflowMode = TextOverflowModes.Overflow;
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}
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void PrepareFeedbackText()
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{
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if (feedbackText == null)
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return;
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feedbackText.alignment = TextAlignmentOptions.Center;
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feedbackText.fontSize = Mathf.Max(feedbackText.fontSize, 60f);
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feedbackText.text = "";
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feedbackText.color = FullAlpha(feedbackText.color);
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}
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void UpdateLanguageUI()
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{
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if (languageText != null)
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languageText.text = "LANG: " + langNames[selectedLangIndex];
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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(OnExtraHint5050);
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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(() =>
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{
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SceneManager.LoadScene(backSceneName);
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});
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}
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}
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void BindLetterButtons()
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{
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for (int i = 0; i < letterButtons.Length; i++)
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{
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int index = i;
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if (letterButtons[i] == null)
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continue;
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letterButtons[i].onClick.RemoveAllListeners();
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letterButtons[i].onClick.AddListener(() =>
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{
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ToggleLetter(index);
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});
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}
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}
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void HideCooldownTexts()
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{
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if (extraTimeCooldownText != null)
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extraTimeCooldownText.gameObject.SetActive(false);
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if (extraHintCooldownText != null)
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extraHintCooldownText.gameObject.SetActive(false);
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if (extraSkipCooldownText != null)
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extraSkipCooldownText.gameObject.SetActive(false);
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}
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void CacheButtonData()
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{
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int len = letterButtons.Length;
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originalButtonScales = new Vector3[len];
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originalButtonPositions = new Vector3[len];
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buttonScaleCoroutines = new Coroutine[len];
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buttonEnterCoroutines = new Coroutine[len];
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for (int i = 0; i < len; i++)
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{
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if (letterButtons[i] == null)
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continue;
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originalButtonScales[i] = letterButtons[i].transform.localScale;
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originalButtonPositions[i] = letterButtons[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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for (int i = 0; i < letterButtons.Length; i++)
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{
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if (letterButtons[i] == null)
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continue;
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letterButtons[i].transition = Selectable.Transition.None;
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Image img = letterButtons[i].image;
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if (img != null)
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img.color = FullAlpha(normalButtonColor);
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}
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}
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void NextQuestion()
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{
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if (gameOver)
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return;
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waitingNextQuestion = false;
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builtAnswer = "";
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selectedButtonIndexes.Clear();
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scrambledLetters.Clear();
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ResetAllLetterButtons();
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string target = GetNextValidTargetWord();
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if (string.IsNullOrEmpty(target))
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{
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Debug.LogError("Mod15 için 10 harften kısa/uygun kelime bulunamadı!");
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GameOver();
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return;
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}
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currentTargetWord = target;
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List<string> letters = WordToLetterList(currentTargetWord);
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scrambledLetters.AddRange(ScrambleLetters(letters));
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usedButtons = new bool[letterButtons.Length];
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for (int i = 0; i < letterButtons.Length; i++)
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{
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if (letterButtons[i] == null)
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continue;
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if (i < scrambledLetters.Count)
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{
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letterButtons[i].gameObject.SetActive(true);
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letterButtons[i].interactable = true;
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Image img = letterButtons[i].image;
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if (img != null)
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img.color = FullAlpha(normalButtonColor);
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if (letterTexts[i] != null)
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letterTexts[i].text = scrambledLetters[i];
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usedButtons[i] = false;
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}
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else
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{
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letterButtons[i].gameObject.SetActive(false);
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}
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}
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BindLetterButtons();
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UpdateQuestionSlots();
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if (feedbackText != null)
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feedbackText.text = "";
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if (submitButton != null)
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submitButton.interactable = true;
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for (int i = 0; i < scrambledLetters.Count; i++)
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{
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if (letterButtons[i] == null)
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continue;
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|
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if (buttonEnterCoroutines[i] != null)
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StopCoroutine(buttonEnterCoroutines[i]);
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buttonEnterCoroutines[i] = StartCoroutine(ButtonEnterAnim(letterButtons[i], i));
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}
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}
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string GetNextValidTargetWord()
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{
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int maxLength = Mathf.Min(10, letterButtons.Length);
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int safety = wordPool.Count;
|
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for (int attempt = 0; attempt < safety; attempt++)
|
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{
|
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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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WordEntry chosen = wordPool[wordIndex++];
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string target = PrepareTargetWord(chosen.words[selectedLangIndex]);
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if (!string.IsNullOrEmpty(target) && target.Length >= 2 && target.Length <= maxLength)
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return target;
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}
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return "";
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}
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string PrepareTargetWord(string raw)
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{
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if (string.IsNullOrWhiteSpace(raw))
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return "";
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string result = "";
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foreach (char c in raw)
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{
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if (char.IsLetter(c))
|
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{
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string ch = c.ToString();
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if (questionUppercase)
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ch = UpperByLanguage(ch);
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result += ch;
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}
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}
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return result;
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}
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List<string> WordToLetterList(string word)
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||
{
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List<string> letters = new List<string>();
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||
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for (int i = 0; i < word.Length; i++)
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letters.Add(word[i].ToString());
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return letters;
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}
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||
|
||
List<string> ScrambleLetters(List<string> originalLetters)
|
||
{
|
||
List<string> mixed = new List<string>(originalLetters);
|
||
|
||
if (mixed.Count <= 2)
|
||
{
|
||
Shuffle(mixed);
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return mixed;
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||
}
|
||
|
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string original = string.Join("", originalLetters);
|
||
|
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for (int attempt = 0; attempt < 30; attempt++)
|
||
{
|
||
Shuffle(mixed);
|
||
|
||
string test = string.Join("", mixed);
|
||
|
||
if (test != original)
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||
return mixed;
|
||
}
|
||
|
||
return mixed;
|
||
}
|
||
|
||
void ToggleLetter(int index)
|
||
{
|
||
if (gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
if (index < 0 || index >= letterButtons.Length)
|
||
return;
|
||
|
||
if (index >= scrambledLetters.Count)
|
||
return;
|
||
|
||
if (usedButtons == null)
|
||
return;
|
||
|
||
if (usedButtons[index])
|
||
CancelLetter(index);
|
||
else
|
||
SelectLetter(index);
|
||
}
|
||
|
||
void SelectLetter(int index)
|
||
{
|
||
usedButtons[index] = true;
|
||
|
||
if (!selectedButtonIndexes.Contains(index))
|
||
selectedButtonIndexes.Add(index);
|
||
|
||
RebuildAnswerFromSelectedButtons();
|
||
|
||
if (letterButtons[index] != null)
|
||
{
|
||
Image img = letterButtons[index].image;
|
||
|
||
if (img != null)
|
||
img.color = FullAlpha(selectedButtonColor);
|
||
|
||
StartScaleAnim(index, originalButtonScales[index] * selectedScale);
|
||
}
|
||
|
||
UpdateQuestionSlots();
|
||
}
|
||
|
||
void CancelLetter(int index)
|
||
{
|
||
usedButtons[index] = false;
|
||
|
||
if (selectedButtonIndexes.Contains(index))
|
||
selectedButtonIndexes.Remove(index);
|
||
|
||
RebuildAnswerFromSelectedButtons();
|
||
|
||
if (letterButtons[index] != null)
|
||
{
|
||
Image img = letterButtons[index].image;
|
||
|
||
if (img != null)
|
||
img.color = FullAlpha(normalButtonColor);
|
||
|
||
StartScaleAnim(index, originalButtonScales[index]);
|
||
}
|
||
|
||
UpdateQuestionSlots();
|
||
}
|
||
|
||
void RebuildAnswerFromSelectedButtons()
|
||
{
|
||
builtAnswer = "";
|
||
|
||
for (int i = 0; i < selectedButtonIndexes.Count; i++)
|
||
{
|
||
int btnIndex = selectedButtonIndexes[i];
|
||
|
||
if (btnIndex >= 0 && btnIndex < scrambledLetters.Count)
|
||
builtAnswer += scrambledLetters[btnIndex];
|
||
}
|
||
}
|
||
|
||
void UpdateQuestionSlots()
|
||
{
|
||
List<string> display = new List<string>();
|
||
|
||
for (int i = 0; i < currentTargetWord.Length; i++)
|
||
{
|
||
if (i < builtAnswer.Length)
|
||
display.Add(builtAnswer[i].ToString());
|
||
else
|
||
display.Add("_");
|
||
}
|
||
|
||
if (questionText != null)
|
||
questionText.text = string.Join(" ", display);
|
||
}
|
||
|
||
void OnSubmit()
|
||
{
|
||
if (gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
if (builtAnswer.Length < currentTargetWord.Length)
|
||
{
|
||
if (feedbackText != null)
|
||
{
|
||
feedbackText.color = FullAlpha(wrongButtonColor);
|
||
feedbackText.text = "COMPLETE THE WORD";
|
||
StartCoroutine(FeedbackAnim(feedbackText));
|
||
}
|
||
|
||
return;
|
||
}
|
||
|
||
waitingNextQuestion = true;
|
||
|
||
if (submitButton != null)
|
||
submitButton.interactable = false;
|
||
|
||
LockLetterButtons();
|
||
|
||
if (builtAnswer == currentTargetWord)
|
||
HandleCorrectAnswer();
|
||
else
|
||
HandleWrongAnswer();
|
||
|
||
UpdateScore();
|
||
UpdateCombo();
|
||
|
||
StartCoroutine(DelayNext());
|
||
}
|
||
|
||
void LockLetterButtons()
|
||
{
|
||
for (int i = 0; i < scrambledLetters.Count; i++)
|
||
{
|
||
if (letterButtons[i] == null)
|
||
continue;
|
||
|
||
letterButtons[i].interactable = false;
|
||
}
|
||
}
|
||
|
||
void HandleCorrectAnswer()
|
||
{
|
||
for (int i = 0; i < selectedButtonIndexes.Count; i++)
|
||
{
|
||
int index = selectedButtonIndexes[i];
|
||
|
||
if (index < 0 || index >= letterButtons.Length)
|
||
continue;
|
||
|
||
if (letterButtons[index] == null)
|
||
continue;
|
||
|
||
Image img = letterButtons[index].image;
|
||
|
||
if (img != null)
|
||
img.color = FullAlpha(correctButtonColor);
|
||
|
||
StartCoroutine(CorrectPulse(letterButtons[index], index));
|
||
}
|
||
|
||
combo++;
|
||
correctCount++;
|
||
|
||
if (combo > bestComboThisRun)
|
||
bestComboThisRun = combo;
|
||
|
||
score += Mathf.RoundToInt(basePoints * GetComboMultiplier(combo));
|
||
timeLeft += correctTimeBonus;
|
||
|
||
if (feedbackText != null)
|
||
{
|
||
feedbackText.color = FullAlpha(correctButtonColor);
|
||
feedbackText.text = combo >= 3 ? "CORRECT " + combo + "x COMBO!" : "CORRECT";
|
||
StartCoroutine(FeedbackAnim(feedbackText));
|
||
}
|
||
|
||
if (comboText != null)
|
||
StartCoroutine(ComboAnim(comboText));
|
||
|
||
if (scoreText != null)
|
||
StartCoroutine(ScorePopAnim(scoreText));
|
||
}
|
||
|
||
void HandleWrongAnswer()
|
||
{
|
||
for (int i = 0; i < selectedButtonIndexes.Count; i++)
|
||
{
|
||
int index = selectedButtonIndexes[i];
|
||
|
||
if (index < 0 || index >= letterButtons.Length)
|
||
continue;
|
||
|
||
if (letterButtons[index] == null)
|
||
continue;
|
||
|
||
Image img = letterButtons[index].image;
|
||
|
||
if (img != null)
|
||
img.color = FullAlpha(wrongButtonColor);
|
||
|
||
StartCoroutine(ShakeButton(letterButtons[index], index));
|
||
}
|
||
|
||
wrongCount++;
|
||
combo = 0;
|
||
|
||
score -= wrongPenalty;
|
||
|
||
if (score < 0)
|
||
score = 0;
|
||
|
||
if (questionText != null)
|
||
questionText.text = FormatWithSpaces(currentTargetWord);
|
||
|
||
if (feedbackText != null)
|
||
{
|
||
feedbackText.color = FullAlpha(wrongButtonColor);
|
||
feedbackText.text = "WRONG\nCorrect: " + FormatWithSpaces(currentTargetWord);
|
||
StartCoroutine(FeedbackAnim(feedbackText));
|
||
}
|
||
}
|
||
|
||
IEnumerator DelayNext()
|
||
{
|
||
yield return new WaitForSeconds(nextQuestionDelay);
|
||
|
||
if (!gameOver)
|
||
NextQuestion();
|
||
}
|
||
|
||
void OnExtraTime()
|
||
{
|
||
if (!extraTimeReady || gameOver)
|
||
return;
|
||
|
||
timeLeft += 5f;
|
||
extraTimeReady = false;
|
||
|
||
if (extraTimeButton != null)
|
||
extraTimeButton.interactable = false;
|
||
|
||
StartCoroutine(Cooldown(extraTimeCooldownText, extraTimeButton, () => extraTimeReady = true));
|
||
}
|
||
|
||
void OnExtraHint5050()
|
||
{
|
||
if (!extraHintReady || gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
int autoSelected = 0;
|
||
|
||
while (autoSelected < 2 && builtAnswer.Length < currentTargetWord.Length)
|
||
{
|
||
int nextPosition = builtAnswer.Length;
|
||
string neededLetter = currentTargetWord[nextPosition].ToString();
|
||
|
||
int foundIndex = FindUnusedButtonWithLetter(neededLetter);
|
||
|
||
if (foundIndex == -1)
|
||
break;
|
||
|
||
SelectLetter(foundIndex);
|
||
autoSelected++;
|
||
}
|
||
|
||
extraHintReady = false;
|
||
|
||
if (extraHintButton != null)
|
||
extraHintButton.interactable = false;
|
||
|
||
StartCoroutine(Cooldown(extraHintCooldownText, extraHintButton, () => extraHintReady = true));
|
||
}
|
||
|
||
int FindUnusedButtonWithLetter(string neededLetter)
|
||
{
|
||
for (int i = 0; i < scrambledLetters.Count; i++)
|
||
{
|
||
if (usedButtons[i])
|
||
continue;
|
||
|
||
if (scrambledLetters[i] == neededLetter)
|
||
return i;
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
void OnExtraSkip()
|
||
{
|
||
if (!extraSkipReady || gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
NextQuestion();
|
||
|
||
extraSkipReady = false;
|
||
|
||
if (extraSkipButton != null)
|
||
extraSkipButton.interactable = false;
|
||
|
||
StartCoroutine(Cooldown(extraSkipCooldownText, extraSkipButton, () => extraSkipReady = true));
|
||
}
|
||
|
||
IEnumerator Cooldown(TMP_Text label, Button button, System.Action done)
|
||
{
|
||
float t = 5f;
|
||
|
||
if (label != null)
|
||
label.gameObject.SetActive(true);
|
||
|
||
while (t > 0f)
|
||
{
|
||
if (label != null)
|
||
label.text = Mathf.CeilToInt(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();
|
||
}
|
||
|
||
void GameOver()
|
||
{
|
||
if (gameOver)
|
||
return;
|
||
|
||
gameOver = true;
|
||
|
||
PlayerPrefs.SetString("LastPlayedMod", modKey);
|
||
|
||
PlayerPrefs.SetInt("Mod15Skor", score);
|
||
PlayerPrefs.SetInt("Mod15Score", score);
|
||
PlayerPrefs.SetInt("Mod15Correct", correctCount);
|
||
PlayerPrefs.SetInt("Mod15Wrong", wrongCount);
|
||
|
||
PlayerPrefs.SetInt(modKey + "_LastScore", score);
|
||
PlayerPrefs.SetInt(modKey + "_Correct", correctCount);
|
||
PlayerPrefs.SetInt(modKey + "_Wrong", wrongCount);
|
||
PlayerPrefs.SetInt(modKey + "_LastCombo", combo);
|
||
PlayerPrefs.SetInt(modKey + "_BestComboRun", bestComboThisRun);
|
||
PlayerPrefs.SetInt(modKey + "_LastTimeLeft", Mathf.CeilToInt(timeLeft));
|
||
|
||
int totalAnswers = correctCount + wrongCount;
|
||
int accuracy = totalAnswers > 0 ? Mathf.RoundToInt((correctCount / (float)totalAnswers) * 100f) : 0;
|
||
|
||
PlayerPrefs.SetInt(modKey + "_LastAccuracy", accuracy);
|
||
|
||
if (score > PlayerPrefs.GetInt(modKey + "_MaxScore", 0))
|
||
PlayerPrefs.SetInt(modKey + "_MaxScore", score);
|
||
|
||
if (bestComboThisRun > PlayerPrefs.GetInt(modKey + "_BestCombo", 0))
|
||
PlayerPrefs.SetInt(modKey + "_BestCombo", bestComboThisRun);
|
||
|
||
PlayerPrefs.SetInt(modKey + "_TotalCorrect", PlayerPrefs.GetInt(modKey + "_TotalCorrect", 0) + correctCount);
|
||
PlayerPrefs.SetInt(modKey + "_TotalWrong", PlayerPrefs.GetInt(modKey + "_TotalWrong", 0) + wrongCount);
|
||
PlayerPrefs.SetInt(modKey + "_PlayCount", PlayerPrefs.GetInt(modKey + "_PlayCount", 0) + 1);
|
||
|
||
PlayerPrefs.SetInt("TotalScore", PlayerPrefs.GetInt("TotalScore", 0) + score);
|
||
|
||
PlayerPrefs.Save();
|
||
|
||
SceneManager.LoadScene(resultSceneName);
|
||
}
|
||
|
||
void UpdateScore()
|
||
{
|
||
if (scoreText != null)
|
||
scoreText.text = score.ToString();
|
||
}
|
||
|
||
void UpdateCombo()
|
||
{
|
||
if (comboText != null)
|
||
comboText.text = combo + "x";
|
||
}
|
||
|
||
void UpdateTimerUI()
|
||
{
|
||
if (timerText == null)
|
||
return;
|
||
|
||
timerText.text = Mathf.CeilToInt(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;
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
string FormatWithSpaces(string word)
|
||
{
|
||
List<string> letters = new List<string>();
|
||
|
||
for (int i = 0; i < word.Length; i++)
|
||
letters.Add(word[i].ToString());
|
||
|
||
return string.Join(" ", letters);
|
||
}
|
||
|
||
string UpperByLanguage(string text)
|
||
{
|
||
if (string.IsNullOrEmpty(text))
|
||
return "";
|
||
|
||
CultureInfo culture = CultureInfo.InvariantCulture;
|
||
|
||
switch (langCodes[selectedLangIndex])
|
||
{
|
||
case "tr":
|
||
culture = new CultureInfo("tr-TR");
|
||
break;
|
||
|
||
case "es":
|
||
culture = new CultureInfo("es-ES");
|
||
break;
|
||
|
||
case "de":
|
||
culture = new CultureInfo("de-DE");
|
||
break;
|
||
|
||
case "fr":
|
||
culture = new CultureInfo("fr-FR");
|
||
break;
|
||
|
||
case "pt":
|
||
culture = new CultureInfo("pt-BR");
|
||
break;
|
||
|
||
default:
|
||
culture = CultureInfo.InvariantCulture;
|
||
break;
|
||
}
|
||
|
||
return text.ToUpper(culture);
|
||
}
|
||
|
||
void ResetAllLetterButtons()
|
||
{
|
||
for (int i = 0; i < letterButtons.Length; i++)
|
||
{
|
||
if (letterButtons[i] == null)
|
||
continue;
|
||
|
||
StopButtonCoroutines(i);
|
||
|
||
letterButtons[i].gameObject.SetActive(true);
|
||
letterButtons[i].interactable = true;
|
||
letterButtons[i].transition = Selectable.Transition.None;
|
||
|
||
Image img = letterButtons[i].image;
|
||
|
||
if (img != null)
|
||
img.color = FullAlpha(normalButtonColor);
|
||
|
||
letterButtons[i].transform.localScale = originalButtonScales[i];
|
||
letterButtons[i].transform.localPosition = originalButtonPositions[i];
|
||
|
||
if (letterTexts != null && i < letterTexts.Length && letterTexts[i] != null)
|
||
letterTexts[i].text = "";
|
||
}
|
||
}
|
||
|
||
void StartScaleAnim(int index, Vector3 targetScale)
|
||
{
|
||
if (index < 0 || index >= letterButtons.Length)
|
||
return;
|
||
|
||
if (letterButtons[index] == null)
|
||
return;
|
||
|
||
if (buttonScaleCoroutines[index] != null)
|
||
StopCoroutine(buttonScaleCoroutines[index]);
|
||
|
||
buttonScaleCoroutines[index] = StartCoroutine(ScaleButton(letterButtons[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)
|
||
{
|
||
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)
|
||
{
|
||
int idx = System.Array.IndexOf(letterButtons, btn);
|
||
|
||
if (idx < 0)
|
||
yield break;
|
||
|
||
yield return new WaitForSeconds(delayIndex * 0.04f);
|
||
|
||
Vector3 targetPos = originalButtonPositions[idx];
|
||
Vector3 startPos = targetPos + Vector3.up * 25f;
|
||
|
||
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)
|
||
{
|
||
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)
|
||
{
|
||
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)
|
||
{
|
||
Vector3 originalScale = txt.transform.localScale;
|
||
Vector3 bigScale = originalScale * 1.18f;
|
||
|
||
Color c = FullAlpha(txt.color);
|
||
c.a = 0f;
|
||
txt.color = c;
|
||
|
||
float t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.16f;
|
||
|
||
txt.transform.localScale = Vector3.Lerp(originalScale, bigScale, EaseOutBack(t));
|
||
|
||
c.a = Mathf.Clamp01(t);
|
||
txt.color = c;
|
||
|
||
yield return null;
|
||
}
|
||
|
||
c.a = 1f;
|
||
txt.color = c;
|
||
|
||
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)
|
||
{
|
||
Vector3 original = txt.transform.localScale;
|
||
Vector3 big = original * 1.22f;
|
||
|
||
float t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.12f;
|
||
txt.transform.localScale = Vector3.Lerp(original, big, EaseOutBack(t));
|
||
yield return null;
|
||
}
|
||
|
||
t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.14f;
|
||
txt.transform.localScale = Vector3.Lerp(big, original, EaseOutQuad(t));
|
||
yield return null;
|
||
}
|
||
|
||
txt.transform.localScale = original;
|
||
}
|
||
|
||
IEnumerator ScorePopAnim(TMP_Text txt)
|
||
{
|
||
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;
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
} |