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>
1258 lines
No EOL
33 KiB
C#
1258 lines
No EOL
33 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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public class ParagraphOrder27Mod : MonoBehaviour
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{
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[Header("DATA")]
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public TextAsset wordFile;
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public string wordsResourcePath = "Mod27Words";
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[Header("MAIN TEXTS")]
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public TMP_Text instructionText;
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[Header("TEXTS")]
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public TMP_Text titleText;
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public TMP_Text languageText;
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public TMP_Text feedbackText;
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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("SENTENCE BUTTONS")]
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public Button[] sentenceButtons;
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public TMP_Text[] sentenceTexts;
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[Header("MAIN BUTTONS")]
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public Button submitButton;
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public Button resetButton;
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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("SCENES")]
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public string backSceneName = "modsec 27";
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public string resultSceneName = "modres 27";
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[Header("LANGUAGE TEST")]
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[Tooltip("-1 otomatik. 0 TR, 1 EN, 2 ES, 3 DE, 4 FR, 5 PT")]
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public int forcedQuestionLanguageIndex = -1;
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[Header("GAME SETTINGS")]
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public float startTime = 60f;
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public int basePoints = 60;
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public int wrongPenalty = 50;
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public float correctTimeBonus = 3f;
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public float nextQuestionDelay = 1.5f;
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[Header("EXTRA SETTINGS")]
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public float extraTimeAmount = 5f;
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public float cooldownDuration = 5f;
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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("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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readonly string[] langNames =
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{
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"Türkçe",
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"English",
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"Español",
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"Deutsch",
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"Français",
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"Português"
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};
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const string modKey = "Mod27";
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class ParagraphOrderEntry
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{
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public string[] sentences = new string[24];
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}
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class SentenceOption
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{
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public string text;
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public int correctOrder;
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}
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readonly List<ParagraphOrderEntry> allQuestions = new List<ParagraphOrderEntry>();
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readonly List<ParagraphOrderEntry> questionPool = new List<ParagraphOrderEntry>();
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readonly List<SentenceOption> currentOptions = new List<SentenceOption>();
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ParagraphOrderEntry currentQuestion;
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ParagraphOrderEntry lastQuestion;
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int sentenceLangIndex = 1;
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int[] selectedOrderByButton;
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int selectedCount = 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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Vector3[] originalButtonScales;
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Vector3[] originalButtonPositions;
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string[] baseButtonTexts;
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void Awake()
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{
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LoadQuestions();
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}
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void Start()
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{
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ResolveLanguage();
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timeLeft = PlayerPrefs.GetFloat("SelectedGameTime", startTime);
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if (timeLeft <= 0f)
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timeLeft = startTime;
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if (allQuestions.Count < 1)
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{
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Debug.LogError("Mod27: En az 1 geçerli TXT satırı gerekli. Yüklenen soru sayısı: " + allQuestions.Count);
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enabled = false;
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return;
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}
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if (allQuestions.Count == 1)
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{
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Debug.LogWarning("Mod27: Sadece 1 geçerli TXT satırı var. Bu yüzden aynı soru tekrar gelir. Random için TXT satır sayısını artır.");
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}
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if (sentenceButtons == null || sentenceButtons.Length < 4)
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{
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Debug.LogError("Mod27: 4 sentenceButtons atanmalı.");
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enabled = false;
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return;
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}
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if (sentenceTexts == null || sentenceTexts.Length < 4)
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{
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Debug.LogError("Mod27: 4 sentenceTexts atanmalı.");
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enabled = false;
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return;
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}
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PrepareUI();
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BindButtons();
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ResetQuestionPool();
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UpdateLanguageUI();
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UpdateScoreUI();
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UpdateComboUI();
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UpdateTimerUI();
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NextQuestion();
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Debug.Log("Mod27 aktif dil: " + sentenceLangIndex + " / " + langNames[sentenceLangIndex]);
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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 <= 0f)
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{
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timeLeft = 0f;
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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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/*
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TXT FORMAT:
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Her satır 24 alan olmalı.
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tr1|tr2|tr3|tr4|
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en1|en2|en3|en4|
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es1|es2|es3|es4|
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de1|de2|de3|de4|
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fr1|fr2|fr3|fr4|
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pt1|pt2|pt3|pt4
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TXT içindeki cümleler doğru sırayla yazılır.
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Script ekranda otomatik karıştırır.
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*/
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void LoadQuestions()
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{
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allQuestions.Clear();
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TextAsset txt = wordFile;
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if (txt == null)
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txt = Resources.Load<TextAsset>(wordsResourcePath);
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if (txt == null)
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{
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Debug.LogError("Mod27: TXT bulunamadı. Dosya yolu: Assets/Resources/" + wordsResourcePath + ".txt");
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return;
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}
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string[] lines = txt.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 i = 0; i < lines.Length; i++)
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{
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string line = lines[i].Trim();
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if (string.IsNullOrWhiteSpace(line))
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continue;
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if (line.StartsWith("#"))
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continue;
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string[] parts = SplitLineSmart(line);
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if (parts.Length < 24)
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{
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Debug.LogWarning("Mod27 TXT eksik satır atlandı. Satır: " + (i + 1) + " / Alan sayısı: " + parts.Length);
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continue;
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}
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ParagraphOrderEntry entry = new ParagraphOrderEntry();
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bool valid = true;
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for (int s = 0; s < 24; s++)
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{
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entry.sentences[s] = CleanField(parts[s]);
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if (string.IsNullOrWhiteSpace(entry.sentences[s]))
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valid = false;
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}
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if (valid)
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allQuestions.Add(entry);
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}
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Debug.Log("Mod27 yüklenen soru sayısı: " + allQuestions.Count);
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if (allQuestions.Count <= 1)
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{
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Debug.LogWarning("Mod27 UYARI: TXT içinden sadece " + allQuestions.Count + " soru yüklendi. Random düzgün görünmesi için Mod27Words.txt içine daha fazla geçerli satır ekle.");
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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 value)
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{
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if (string.IsNullOrEmpty(value))
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return "";
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return value.Trim().Trim('"').Trim().Replace("\\n", "\n");
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}
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void ResolveLanguage()
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{
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if (forcedQuestionLanguageIndex >= 0 && forcedQuestionLanguageIndex <= 5)
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sentenceLangIndex = forcedQuestionLanguageIndex;
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else
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sentenceLangIndex = PlayerPrefs.GetInt("QuestionLangID", 1);
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sentenceLangIndex = ClampLanguage(sentenceLangIndex, 1);
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}
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int ClampLanguage(int value, int fallback)
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{
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if (value < 0 || value > 5)
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return fallback;
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return value;
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}
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public void RefreshLanguagesFromPrefs()
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{
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ResolveLanguage();
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UpdateLanguageUI();
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if (currentQuestion != null && !gameOver)
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RefreshCurrentQuestion();
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}
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public void SetQuestionLanguage(int id)
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{
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if (id < 0 || id > 5)
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return;
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sentenceLangIndex = id;
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PlayerPrefs.SetInt("QuestionLangID", id);
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PlayerPrefs.SetString("QuestionLangCode", ToCode(id));
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PlayerPrefs.Save();
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UpdateLanguageUI();
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RefreshCurrentQuestion();
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}
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string ToCode(int id)
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{
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switch (id)
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{
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case 0: return "tr";
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case 1: return "en";
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case 2: return "es";
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case 3: return "de";
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case 4: return "fr";
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case 5: return "pt";
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default: return "en";
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}
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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 = GetText("language") + ": " + langNames[sentenceLangIndex];
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if (titleText != null)
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titleText.text = GetTitleText();
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if (instructionText != null)
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instructionText.text = GetText("instruction");
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}
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string GetTitleText()
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{
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switch (sentenceLangIndex)
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{
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case 0: return "Paragrafı Sırala";
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case 1: return "Order the Paragraph";
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case 2: return "Ordena el párrafo";
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case 3: return "Ordne den Absatz";
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case 4: return "Remets le paragraphe dans l'ordre";
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case 5: return "Ordene o parágrafo";
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default: return "Order the Paragraph";
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}
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}
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string GetText(string key)
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{
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int lang = sentenceLangIndex;
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if (key == "language")
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{
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if (lang == 0) return "DİL";
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if (lang == 1) return "LANGUAGE";
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if (lang == 2) return "IDIOMA";
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if (lang == 3) return "SPRACHE";
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if (lang == 4) return "LANGUE";
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if (lang == 5) return "IDIOMA";
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}
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if (key == "instruction")
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{
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if (lang == 0) return "Cümlelere doğru sırayla dokun. Sonra SUBMIT'e bas.";
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if (lang == 1) return "Tap the sentences in the correct order. Then press SUBMIT.";
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if (lang == 2) return "Toca las oraciones en el orden correcto. Luego pulsa SUBMIT.";
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if (lang == 3) return "Tippe die Sätze in der richtigen Reihenfolge an. Dann drücke SUBMIT.";
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if (lang == 4) return "Touche les phrases dans le bon ordre. Puis appuie sur SUBMIT.";
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if (lang == 5) return "Toque nas frases na ordem correta. Depois aperte SUBMIT.";
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}
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if (key == "chooseAll")
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{
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if (lang == 0) return "4 CÜMLENİN HEPSİNİ SIRALA";
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if (lang == 1) return "ORDER ALL 4 SENTENCES";
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if (lang == 2) return "ORDENA LAS 4 ORACIONES";
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if (lang == 3) return "ORDNE ALLE 4 SÄTZE";
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if (lang == 4) return "ORDONNE LES 4 PHRASES";
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if (lang == 5) return "ORDENE AS 4 FRASES";
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}
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if (key == "correct")
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{
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if (lang == 0) return "DOĞRU SIRALAMA";
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if (lang == 1) return "CORRECT ORDER";
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if (lang == 2) return "ORDEN CORRECTO";
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if (lang == 3) return "RICHTIGE REIHENFOLGE";
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if (lang == 4) return "BON ORDRE";
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if (lang == 5) return "ORDEM CORRETA";
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}
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if (key == "wrong")
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{
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if (lang == 0) return "SIRALAMA YANLIŞ";
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if (lang == 1) return "WRONG ORDER";
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if (lang == 2) return "ORDEN INCORRECTO";
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if (lang == 3) return "FALSCHE REIHENFOLGE";
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if (lang == 4) return "MAUVAIS ORDRE";
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if (lang == 5) return "ORDEM ERRADA";
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}
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if (key == "hint")
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{
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if (lang == 0) return "İPUCU: SIRADAKİ DOĞRU CÜMLE SEÇİLDİ";
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if (lang == 1) return "HINT: THE NEXT CORRECT SENTENCE WAS SELECTED";
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if (lang == 2) return "PISTA: SE SELECCIONÓ LA SIGUIENTE ORACIÓN CORRECTA";
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if (lang == 3) return "HINWEIS: DER NÄCHSTE RICHTIGE SATZ WURDE GEWÄHLT";
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if (lang == 4) return "INDICE : LA PROCHAINE PHRASE CORRECTE A ÉTÉ CHOISIE";
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if (lang == 5) return "DICA: A PRÓXIMA FRASE CORRETA FOI SELECIONADA";
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}
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if (key == "hintReset")
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{
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if (lang == 0) return "İPUCU İÇİN ÖNCE SEÇİMİ RESETLE";
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if (lang == 1) return "RESET YOUR ORDER BEFORE USING HINT";
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if (lang == 2) return "REINICIA TU ORDEN ANTES DE USAR LA PISTA";
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if (lang == 3) return "SETZE DEINE REIHENFOLGE ZURÜCK, BEVOR DU DEN HINWEIS NUTZT";
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if (lang == 4) return "RÉINITIALISE TON ORDRE AVANT L'INDICE";
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if (lang == 5) return "REDEFINA SUA ORDEM ANTES DE USAR A DICA";
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}
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if (key == "skipped")
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{
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if (lang == 0) return "GEÇİLDİ";
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if (lang == 1) return "SKIPPED";
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if (lang == 2) return "SALTADO";
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if (lang == 3) return "ÜBERSPRUNGEN";
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if (lang == 4) return "PASSÉ";
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if (lang == 5) return "PULADO";
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}
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return key;
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}
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void PrepareUI()
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{
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if (instructionText != null)
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{
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instructionText.alignment = TextAlignmentOptions.Center;
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instructionText.textWrappingMode = TextWrappingModes.Normal;
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}
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if (feedbackText != null)
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{
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feedbackText.text = "";
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feedbackText.alignment = TextAlignmentOptions.Center;
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feedbackText.textWrappingMode = TextWrappingModes.Normal;
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}
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originalButtonScales = new Vector3[sentenceButtons.Length];
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originalButtonPositions = new Vector3[sentenceButtons.Length];
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selectedOrderByButton = new int[sentenceButtons.Length];
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baseButtonTexts = new string[sentenceButtons.Length];
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for (int i = 0; i < sentenceButtons.Length; i++)
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{
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if (sentenceButtons[i] == null)
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continue;
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originalButtonScales[i] = sentenceButtons[i].transform.localScale;
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originalButtonPositions[i] = sentenceButtons[i].transform.localPosition;
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sentenceButtons[i].transition = Selectable.Transition.None;
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if (sentenceButtons[i].image != null)
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sentenceButtons[i].image.color = FullAlpha(normalButtonColor);
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}
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HideCooldownTexts();
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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 BindButtons()
|
||
{
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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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||
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if (resetButton != null)
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{
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resetButton.onClick.RemoveAllListeners();
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resetButton.onClick.AddListener(ResetCurrentSelection);
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||
}
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||
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||
if (backButton != null)
|
||
{
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||
backButton.onClick.RemoveAllListeners();
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||
backButton.onClick.AddListener(() =>
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||
{
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||
SaveProgressOnly();
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||
SceneManager.LoadScene(backSceneName);
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||
});
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||
}
|
||
|
||
if (extraTimeButton != null)
|
||
{
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||
extraTimeButton.onClick.RemoveAllListeners();
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||
extraTimeButton.onClick.AddListener(OnExtraTime);
|
||
}
|
||
|
||
if (extraHintButton != null)
|
||
{
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||
extraHintButton.onClick.RemoveAllListeners();
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||
extraHintButton.onClick.AddListener(OnExtraHint);
|
||
}
|
||
|
||
if (extraSkipButton != null)
|
||
{
|
||
extraSkipButton.onClick.RemoveAllListeners();
|
||
extraSkipButton.onClick.AddListener(OnExtraSkip);
|
||
}
|
||
|
||
for (int i = 0; i < sentenceButtons.Length; i++)
|
||
{
|
||
int index = i;
|
||
|
||
if (sentenceButtons[i] == null)
|
||
continue;
|
||
|
||
sentenceButtons[i].onClick.RemoveAllListeners();
|
||
sentenceButtons[i].onClick.AddListener(() => SelectSentence(index));
|
||
}
|
||
}
|
||
|
||
void ResetQuestionPool()
|
||
{
|
||
questionPool.Clear();
|
||
questionPool.AddRange(allQuestions);
|
||
Shuffle(questionPool);
|
||
|
||
if (questionPool.Count > 1 && lastQuestion != null && questionPool[0] == lastQuestion)
|
||
{
|
||
int swapIndex = Random.Range(1, questionPool.Count);
|
||
|
||
ParagraphOrderEntry temp = questionPool[0];
|
||
questionPool[0] = questionPool[swapIndex];
|
||
questionPool[swapIndex] = temp;
|
||
}
|
||
}
|
||
|
||
void NextQuestion()
|
||
{
|
||
if (gameOver)
|
||
return;
|
||
|
||
if (allQuestions.Count <= 0)
|
||
return;
|
||
|
||
if (questionPool.Count <= 0)
|
||
ResetQuestionPool();
|
||
|
||
if (questionPool.Count <= 0)
|
||
return;
|
||
|
||
currentQuestion = questionPool[0];
|
||
questionPool.RemoveAt(0);
|
||
|
||
lastQuestion = currentQuestion;
|
||
|
||
RefreshCurrentQuestion();
|
||
}
|
||
|
||
void RefreshCurrentQuestion()
|
||
{
|
||
if (currentQuestion == null)
|
||
return;
|
||
|
||
waitingNextQuestion = false;
|
||
selectedCount = 0;
|
||
currentOptions.Clear();
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
SentenceOption option = new SentenceOption();
|
||
option.text = GetSentence(currentQuestion, sentenceLangIndex, i);
|
||
option.correctOrder = i;
|
||
currentOptions.Add(option);
|
||
}
|
||
|
||
ShuffleSentenceOptions();
|
||
|
||
ResetButtonsForNewQuestion();
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
baseButtonTexts[i] = currentOptions[i].text;
|
||
|
||
if (sentenceTexts[i] != null)
|
||
sentenceTexts[i].text = baseButtonTexts[i];
|
||
}
|
||
|
||
if (feedbackText != null)
|
||
feedbackText.text = "";
|
||
|
||
if (submitButton != null)
|
||
submitButton.interactable = true;
|
||
|
||
if (resetButton != null)
|
||
resetButton.interactable = true;
|
||
|
||
StartCoroutine(SentencesPopAnim());
|
||
}
|
||
|
||
void ShuffleSentenceOptions()
|
||
{
|
||
if (currentOptions.Count <= 1)
|
||
return;
|
||
|
||
int safety = 0;
|
||
|
||
do
|
||
{
|
||
Shuffle(currentOptions);
|
||
safety++;
|
||
}
|
||
while (IsOptionsInCorrectOrder() && safety < 20);
|
||
}
|
||
|
||
bool IsOptionsInCorrectOrder()
|
||
{
|
||
for (int i = 0; i < currentOptions.Count; i++)
|
||
{
|
||
if (currentOptions[i].correctOrder != i)
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
string GetSentence(ParagraphOrderEntry entry, int langIndex, int sentenceIndex)
|
||
{
|
||
int index = langIndex * 4 + sentenceIndex;
|
||
|
||
if (index < 0 || index >= entry.sentences.Length)
|
||
return "";
|
||
|
||
return entry.sentences[index];
|
||
}
|
||
|
||
void ResetButtonsForNewQuestion()
|
||
{
|
||
selectedCount = 0;
|
||
|
||
for (int i = 0; i < sentenceButtons.Length; i++)
|
||
{
|
||
selectedOrderByButton[i] = 0;
|
||
|
||
if (sentenceButtons[i] == null)
|
||
continue;
|
||
|
||
bool active = i < 4;
|
||
|
||
sentenceButtons[i].gameObject.SetActive(active);
|
||
sentenceButtons[i].interactable = active;
|
||
sentenceButtons[i].transform.localScale = originalButtonScales[i];
|
||
sentenceButtons[i].transform.localPosition = originalButtonPositions[i];
|
||
|
||
if (sentenceButtons[i].image != null)
|
||
sentenceButtons[i].image.color = FullAlpha(normalButtonColor);
|
||
}
|
||
}
|
||
|
||
void ResetCurrentSelection()
|
||
{
|
||
if (gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
selectedCount = 0;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
selectedOrderByButton[i] = 0;
|
||
|
||
if (sentenceButtons[i] != null)
|
||
{
|
||
sentenceButtons[i].interactable = true;
|
||
sentenceButtons[i].transform.localScale = originalButtonScales[i];
|
||
|
||
if (sentenceButtons[i].image != null)
|
||
sentenceButtons[i].image.color = FullAlpha(normalButtonColor);
|
||
}
|
||
|
||
if (sentenceTexts[i] != null)
|
||
sentenceTexts[i].text = baseButtonTexts[i];
|
||
}
|
||
|
||
if (feedbackText != null)
|
||
feedbackText.text = "";
|
||
}
|
||
|
||
void SelectSentence(int index)
|
||
{
|
||
if (gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
if (index < 0 || index >= 4)
|
||
return;
|
||
|
||
if (selectedOrderByButton[index] > 0)
|
||
{
|
||
RemoveSelection(index);
|
||
return;
|
||
}
|
||
|
||
if (selectedCount >= 4)
|
||
return;
|
||
|
||
selectedCount++;
|
||
selectedOrderByButton[index] = selectedCount;
|
||
|
||
ApplySelectedVisual(index);
|
||
}
|
||
|
||
void ForceSelectSentence(int index)
|
||
{
|
||
if (index < 0 || index >= 4)
|
||
return;
|
||
|
||
if (selectedOrderByButton[index] > 0)
|
||
return;
|
||
|
||
if (selectedCount >= 4)
|
||
return;
|
||
|
||
selectedCount++;
|
||
selectedOrderByButton[index] = selectedCount;
|
||
|
||
ApplySelectedVisual(index);
|
||
}
|
||
|
||
void RemoveSelection(int index)
|
||
{
|
||
int removedOrder = selectedOrderByButton[index];
|
||
|
||
if (removedOrder <= 0)
|
||
return;
|
||
|
||
selectedOrderByButton[index] = 0;
|
||
selectedCount--;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (selectedOrderByButton[i] > removedOrder)
|
||
selectedOrderByButton[i]--;
|
||
}
|
||
|
||
RefreshSelectionVisuals();
|
||
}
|
||
|
||
void RefreshSelectionVisuals()
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] == null)
|
||
continue;
|
||
|
||
sentenceButtons[i].transform.localScale = originalButtonScales[i];
|
||
|
||
if (sentenceButtons[i].image != null)
|
||
sentenceButtons[i].image.color = FullAlpha(normalButtonColor);
|
||
|
||
if (sentenceTexts[i] != null)
|
||
sentenceTexts[i].text = baseButtonTexts[i];
|
||
|
||
if (selectedOrderByButton[i] > 0)
|
||
ApplySelectedVisual(i);
|
||
}
|
||
}
|
||
|
||
void ApplySelectedVisual(int index)
|
||
{
|
||
if (sentenceButtons[index] != null)
|
||
{
|
||
if (sentenceButtons[index].image != null)
|
||
sentenceButtons[index].image.color = FullAlpha(selectedButtonColor);
|
||
|
||
sentenceButtons[index].transform.localScale = originalButtonScales[index] * 0.94f;
|
||
}
|
||
|
||
if (sentenceTexts[index] != null)
|
||
sentenceTexts[index].text = selectedOrderByButton[index] + ". " + baseButtonTexts[index];
|
||
}
|
||
|
||
void OnSubmit()
|
||
{
|
||
if (gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
if (selectedCount < 4)
|
||
{
|
||
ShowFeedback(GetText("chooseAll"), wrongButtonColor);
|
||
return;
|
||
}
|
||
|
||
waitingNextQuestion = true;
|
||
|
||
if (submitButton != null)
|
||
submitButton.interactable = false;
|
||
|
||
if (resetButton != null)
|
||
resetButton.interactable = false;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] != null)
|
||
sentenceButtons[i].interactable = false;
|
||
}
|
||
|
||
if (IsCorrectOrder())
|
||
CorrectAnswer();
|
||
else
|
||
WrongAnswer();
|
||
|
||
UpdateScoreUI();
|
||
UpdateComboUI();
|
||
SaveProgressOnly();
|
||
|
||
StartCoroutine(NextQuestionDelay());
|
||
}
|
||
|
||
bool IsCorrectOrder()
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
int correctOrderNumber = currentOptions[i].correctOrder + 1;
|
||
|
||
if (selectedOrderByButton[i] != correctOrderNumber)
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
void CorrectAnswer()
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] != null && sentenceButtons[i].image != null)
|
||
sentenceButtons[i].image.color = FullAlpha(correctButtonColor);
|
||
}
|
||
|
||
combo++;
|
||
correctCount++;
|
||
|
||
if (combo > bestComboThisRun)
|
||
bestComboThisRun = combo;
|
||
|
||
int earned = Mathf.RoundToInt(basePoints * GetComboMultiplier(combo));
|
||
|
||
score += earned;
|
||
timeLeft += correctTimeBonus;
|
||
|
||
ShowFeedback(GetText("correct") + " +" + earned, correctButtonColor);
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
StartCoroutine(ButtonPop(sentenceButtons[i]));
|
||
}
|
||
|
||
void WrongAnswer()
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
int correctOrderNumber = currentOptions[i].correctOrder + 1;
|
||
bool thisButtonCorrect = selectedOrderByButton[i] == correctOrderNumber;
|
||
|
||
if (sentenceButtons[i] != null && sentenceButtons[i].image != null)
|
||
sentenceButtons[i].image.color = FullAlpha(thisButtonCorrect ? correctButtonColor : wrongButtonColor);
|
||
|
||
if (sentenceTexts[i] != null)
|
||
sentenceTexts[i].text = correctOrderNumber + ". " + baseButtonTexts[i];
|
||
}
|
||
|
||
wrongCount++;
|
||
combo = 0;
|
||
|
||
score -= wrongPenalty;
|
||
|
||
if (score < 0)
|
||
score = 0;
|
||
|
||
ShowFeedback(GetText("wrong"), wrongButtonColor);
|
||
}
|
||
|
||
IEnumerator NextQuestionDelay()
|
||
{
|
||
yield return new WaitForSeconds(nextQuestionDelay);
|
||
|
||
if (!gameOver)
|
||
NextQuestion();
|
||
}
|
||
|
||
void OnExtraTime()
|
||
{
|
||
if (!extraTimeReady || gameOver)
|
||
return;
|
||
|
||
timeLeft += extraTimeAmount;
|
||
extraTimeReady = false;
|
||
|
||
if (extraTimeButton != null)
|
||
extraTimeButton.interactable = false;
|
||
|
||
StartCoroutine(Cooldown(extraTimeCooldownText, extraTimeButton, () => extraTimeReady = true));
|
||
}
|
||
|
||
void OnExtraHint()
|
||
{
|
||
if (!extraHintReady || gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (selectedOrderByButton[i] <= 0)
|
||
continue;
|
||
|
||
int correctOrderNumber = currentOptions[i].correctOrder + 1;
|
||
|
||
if (selectedOrderByButton[i] != correctOrderNumber)
|
||
{
|
||
ShowFeedback(GetText("hintReset"), wrongButtonColor);
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (selectedCount < 4)
|
||
{
|
||
int neededCorrectOrder = selectedCount;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (currentOptions[i].correctOrder == neededCorrectOrder && selectedOrderByButton[i] == 0)
|
||
{
|
||
ForceSelectSentence(i);
|
||
ShowFeedback(GetText("hint"), Color.white);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
extraHintReady = false;
|
||
|
||
if (extraHintButton != null)
|
||
extraHintButton.interactable = false;
|
||
|
||
StartCoroutine(Cooldown(extraHintCooldownText, extraHintButton, () => extraHintReady = true));
|
||
}
|
||
|
||
void OnExtraSkip()
|
||
{
|
||
if (!extraSkipReady || gameOver || waitingNextQuestion)
|
||
return;
|
||
|
||
combo = 0;
|
||
UpdateComboUI();
|
||
|
||
ShowFeedback(GetText("skipped"), Color.white);
|
||
|
||
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 = cooldownDuration;
|
||
|
||
if (label != null)
|
||
label.gameObject.SetActive(true);
|
||
|
||
while (t > 0)
|
||
{
|
||
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 SaveProgressOnly()
|
||
{
|
||
PlayerPrefs.SetInt("Mod27Skor", score);
|
||
PlayerPrefs.SetInt("Mod27Score", score);
|
||
PlayerPrefs.SetInt("Mod27Correct", correctCount);
|
||
PlayerPrefs.SetInt("Mod27Wrong", 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 total = correctCount + wrongCount;
|
||
int accuracy = total > 0 ? Mathf.RoundToInt((correctCount / (float)total) * 100f) : 0;
|
||
|
||
PlayerPrefs.SetInt(modKey + "_LastAccuracy", accuracy);
|
||
|
||
if (score > PlayerPrefs.GetInt(modKey + "_MaxScore", 0))
|
||
PlayerPrefs.SetInt(modKey + "_MaxScore", score);
|
||
|
||
if (score > PlayerPrefs.GetInt("Mod27LeaderScore", 0))
|
||
PlayerPrefs.SetInt("Mod27LeaderScore", score);
|
||
|
||
if (score > PlayerPrefs.GetInt("Mod27BestScore", 0))
|
||
PlayerPrefs.SetInt("Mod27BestScore", score);
|
||
|
||
if (bestComboThisRun > PlayerPrefs.GetInt(modKey + "_BestCombo", 0))
|
||
PlayerPrefs.SetInt(modKey + "_BestCombo", bestComboThisRun);
|
||
|
||
PlayerPrefs.Save();
|
||
}
|
||
|
||
void GameOver()
|
||
{
|
||
if (gameOver)
|
||
return;
|
||
|
||
gameOver = true;
|
||
|
||
SaveProgressOnly();
|
||
|
||
PlayerPrefs.SetString("LastPlayedMod", modKey);
|
||
|
||
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 UpdateScoreUI()
|
||
{
|
||
if (scoreText != null)
|
||
scoreText.text = score.ToString();
|
||
}
|
||
|
||
void UpdateComboUI()
|
||
{
|
||
if (comboText != null)
|
||
comboText.text = combo + "x";
|
||
}
|
||
|
||
void UpdateTimerUI()
|
||
{
|
||
if (timerText == null)
|
||
return;
|
||
|
||
timerText.text = Mathf.CeilToInt(timeLeft).ToString();
|
||
|
||
if (timeLeft <= 10f)
|
||
timerText.color = Color.red;
|
||
else
|
||
timerText.color = Color.white;
|
||
}
|
||
|
||
void ShowFeedback(string msg, Color color)
|
||
{
|
||
if (feedbackText == null)
|
||
return;
|
||
|
||
feedbackText.text = msg;
|
||
feedbackText.color = FullAlpha(color);
|
||
|
||
StopCoroutine(nameof(FeedbackAnim));
|
||
StartCoroutine(nameof(FeedbackAnim));
|
||
}
|
||
|
||
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;
|
||
}
|
||
|
||
IEnumerator FeedbackAnim()
|
||
{
|
||
if (feedbackText == null)
|
||
yield break;
|
||
|
||
Vector3 normal = Vector3.one;
|
||
Vector3 big = Vector3.one * 1.15f;
|
||
|
||
feedbackText.transform.localScale = normal;
|
||
|
||
float t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.15f;
|
||
feedbackText.transform.localScale = Vector3.Lerp(normal, big, t);
|
||
yield return null;
|
||
}
|
||
|
||
t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.15f;
|
||
feedbackText.transform.localScale = Vector3.Lerp(big, normal, t);
|
||
yield return null;
|
||
}
|
||
|
||
feedbackText.transform.localScale = normal;
|
||
}
|
||
|
||
IEnumerator ButtonPop(Button button)
|
||
{
|
||
if (button == null)
|
||
yield break;
|
||
|
||
Vector3 normal = button.transform.localScale;
|
||
Vector3 big = normal * 1.12f;
|
||
|
||
float t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.12f;
|
||
button.transform.localScale = Vector3.Lerp(normal, big, t);
|
||
yield return null;
|
||
}
|
||
|
||
t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.12f;
|
||
button.transform.localScale = Vector3.Lerp(big, normal, t);
|
||
yield return null;
|
||
}
|
||
|
||
button.transform.localScale = normal;
|
||
}
|
||
|
||
IEnumerator SentencesPopAnim()
|
||
{
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] == null)
|
||
continue;
|
||
|
||
sentenceButtons[i].transform.localScale = originalButtonScales[i] * 0.92f;
|
||
}
|
||
|
||
float t = 0f;
|
||
|
||
while (t < 1f)
|
||
{
|
||
t += Time.deltaTime / 0.18f;
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] == null)
|
||
continue;
|
||
|
||
sentenceButtons[i].transform.localScale =
|
||
Vector3.Lerp(originalButtonScales[i] * 0.92f, originalButtonScales[i], t);
|
||
}
|
||
|
||
yield return null;
|
||
}
|
||
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
if (sentenceButtons[i] != null)
|
||
sentenceButtons[i].transform.localScale = originalButtonScales[i];
|
||
}
|
||
}
|
||
|
||
Color FullAlpha(Color color)
|
||
{
|
||
color.a = 1f;
|
||
return color;
|
||
}
|
||
|
||
void Shuffle<T>(List<T> list)
|
||
{
|
||
for (int i = 0; i < list.Count; i++)
|
||
{
|
||
int randomIndex = Random.Range(i, list.Count);
|
||
|
||
T temp = list[i];
|
||
list[i] = list[randomIndex];
|
||
list[randomIndex] = temp;
|
||
}
|
||
}
|
||
} |