game: overcomplicated interim 2

This commit is contained in:
Mark Joshwel 2024-11-17 21:32:14 +08:00
parent c5402178f0
commit 4e6c7db3f1
11 changed files with 316 additions and 150 deletions

View file

@ -166,7 +166,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 133964670}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@ -459,6 +459,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0cfc0b50e9003a0468ebdc186439c53b, type: 3}
m_Name:
m_EditorClassIdentifier:
state: 0
uiGameObject: {fileID: 133964670}
--- !u!4 &1204483826
Transform:
m_ObjectHideFlags: 0
@ -480,6 +482,6 @@ SceneRoots:
m_Roots:
- {fileID: 963194228}
- {fileID: 705507995}
- {fileID: 133964672}
- {fileID: 447905427}
- {fileID: 133964672}
- {fileID: 1204483826}

View file

@ -78,11 +78,20 @@ public class AccountUI : MonoBehaviour
/// </summary>
private Button _usernameUpdateButton;
public void Start()
/// <summary>
/// start function to initialise the account view
/// </summary>
/// <exception cref="Exception"></exception>
private void Start()
{
TransitionStateTo(State.NotSignedIn);
if (state == State.UnassociatedState) throw new Exception("unreachable state");
// GameManager.Instance.Backend.RegisterOnSignInCallback(OnSignInCallback);
GameManager.Instance.Backend.RegisterOnSignInCallback(OnSignInCallback);
GameManager.Instance.RegisterOnLocalPlayerDataUpdate(data =>
{
Debug.Log("local player data update callback, populating AccountView fields");
PopulateFields(data.LastKnownUsername, data.LastKnownEmail);
});
}
/// <summary>
@ -114,15 +123,11 @@ public void OnEnable()
_secondaryActionButton = ui.Q<Button>("SecondaryActionButton");
_secondaryActionButton.clicked += OnSecondaryActionButtonClick;
TransitionStateTo(State.NotSignedIn);
GameManager.Instance.Backend.RegisterOnSignInCallback(OnSignInCallback);
}
private void OnSignInCallback(FirebaseUser user)
{
Debug.Log("sign in account ui callback");
Debug.Log("post-auth callback, updating account view text");
var username = GameManager.Instance.Backend.GetUsername();
_usernameField.value = username;
_emailField.value = GameManager.Instance.Backend.GetUser().Email;
@ -216,12 +221,12 @@ private void TransitionStateTo(State newState, bool keepAccompanyingText = false
state = newState;
}
private void ValidateUsername()
private void ValidateUsername(TextField usernameField)
{
// just has to be min. 5 characters
_usernameField.style.color = _defaultInputFieldValueTextColour;
if (_usernameField.value.Length >= 5) return;
_usernameField.style.color = _errorInputFieldValueTextColour;
usernameField.style.color = _defaultInputFieldValueTextColour;
if (usernameField.value.Length >= 5) return;
usernameField.style.color = _errorInputFieldValueTextColour;
throw new Exception("Username must be at least 5 characters long.");
}
@ -279,18 +284,18 @@ private void ValidateFields(TextField emailField, TextField passwordField)
try
{
ValidateEmailField(_emailField);
ValidateEmailField(emailField);
}
catch (Exception _)
catch (Exception)
{
invalidEmail = true;
}
try
{
ValidatePasswordField(_passwordField);
ValidatePasswordField(passwordField);
}
catch (Exception _)
catch (Exception)
{
invalidPassword = true;
}
@ -321,27 +326,27 @@ private void ValidateFields(TextField emailField, TextField passwordField, TextF
try
{
ValidateEmailField(_emailField);
ValidateEmailField(emailField);
}
catch (Exception _)
catch (Exception)
{
invalidEmail = true;
}
try
{
ValidatePasswordField(_passwordField);
ValidatePasswordField(passwordField);
}
catch (Exception _)
catch (Exception)
{
invalidPassword = true;
}
try
{
ValidateUsername();
ValidateUsername(usernameField);
}
catch (Exception _)
catch (Exception)
{
invalidUsername = true;
}
@ -369,7 +374,7 @@ private void OnUsernameUpdateButtonClick()
{
try
{
ValidateUsername();
ValidateUsername(_usernameField);
}
catch (Exception e)
{

View file

@ -57,16 +57,6 @@ public enum UserAccountDetailTargetEnum
Password
}
/// <summary>
/// callback functions to be invoked when the user signs in
/// </summary>
private readonly List<Action<FirebaseUser>> _onSignInCallback = new();
/// <summary>
/// callback functions to be invoked when the user signs out
/// </summary>
private readonly List<Action<FirebaseUser>> _onSignOutCallback = new();
/// <summary>
/// the firebase authentication object
/// </summary>
@ -77,6 +67,16 @@ public enum UserAccountDetailTargetEnum
/// </summary>
private DatabaseReference _db;
/// <summary>
/// callback functions to be invoked when the user signs in
/// </summary>
private readonly List<Action<FirebaseUser>> _onSignInCallbacks = new();
/// <summary>
/// callback functions to be invoked when the user signs out
/// </summary>
private readonly List<Action<FirebaseUser>> _onSignOutCallbacks = new();
/// <summary>
/// the current user object, if authenticated
/// </summary>
@ -95,9 +95,9 @@ public enum UserAccountDetailTargetEnum
/// <summary>
/// variable initialisation function
/// </summary>
public void Initialise()
public void Initialise(Action<FirebaseConnectionStatus> callback)
{
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWith(task =>
FirebaseApp.CheckAndFixDependenciesAsync().ContinueWithOnMainThread(task =>
{
// cher is this robust enough
switch (task.Result)
@ -107,6 +107,7 @@ public void Initialise()
_auth.StateChanged += AuthStateChanged;
_db = FirebaseDatabase.DefaultInstance.RootReference;
Status = FirebaseConnectionStatus.Connected;
callback(Status);
break;
case DependencyStatus.UnavailableDisabled:
@ -114,21 +115,25 @@ public void Initialise()
case DependencyStatus.UnavilableMissing:
case DependencyStatus.UnavailablePermission:
Status = FirebaseConnectionStatus.ExternalError;
callback(Status);
break;
case DependencyStatus.UnavailableUpdating:
Status = FirebaseConnectionStatus.Updating;
RetryInitialiseAfterDelay();
callback(Status);
RetryInitialiseAfterDelay(callback);
break;
case DependencyStatus.UnavailableUpdaterequired:
Status = FirebaseConnectionStatus.UpdateRequired;
callback(Status);
break;
case DependencyStatus.UnavailableOther:
default:
Status = FirebaseConnectionStatus.InternalError;
Debug.LogError("firebase ??? blew up or something," + task.Result);
callback(Status);
break;
}
@ -139,10 +144,10 @@ public void Initialise()
/// <summary>
/// async function to retry initialisation after a delay
/// </summary>
private async void RetryInitialiseAfterDelay()
private async void RetryInitialiseAfterDelay(Action<FirebaseConnectionStatus> callback)
{
await Task.Delay(TimeSpan.FromSeconds(10));
Initialise();
Initialise(callback);
}
/// <summary>
@ -172,7 +177,7 @@ private void AuthStateChanged(object sender, EventArgs eventArgs)
if (!signedIn && _user != null)
{
Debug.Log($"signed out successfully as {_user.UserId}");
foreach (var callback in _onSignOutCallback)
foreach (var callback in _onSignOutCallbacks)
callback(_user);
}
@ -183,26 +188,29 @@ private void AuthStateChanged(object sender, EventArgs eventArgs)
Debug.Log($"signed in successfully as {_user.UserId}");
RetrieveUsernameWithCallback((_, _) =>
{
foreach (var callback in _onSignInCallback) callback(_user);
Debug.Log($"retrieved username post-authentication, calling {_onSignInCallbacks.Count} callbacks");
foreach (var callback in _onSignInCallbacks) callback(_user);
});
}
/// <summary>
/// function to register a callback for when the user signs in
/// </summary>
/// <param name="callback">callback function that takes in a FirebaseUser argument</param>
/// <param name="callback">callback function that takes in a <c>FirebaseUser</c> object</param>
public void RegisterOnSignInCallback(Action<FirebaseUser> callback)
{
_onSignInCallback.Add(callback);
_onSignInCallbacks.Add(callback);
Debug.Log($"registering on sign in callback, there are now {_onSignInCallbacks.Count} callbacks");
}
/// <summary>
/// function to register a callback for when the user signs out
/// </summary>
/// <param name="callback">callback function that takes in a FirebaseUser argument</param>
/// <param name="callback">callback function that takes in a <c>FirebaseUser</c> object</param>
public void RegisterOnSignOutCallback(Action<FirebaseUser> callback)
{
_onSignOutCallback.Add(callback);
Debug.Log($"registering on sign out callback, there are now {_onSignOutCallbacks.Count} callbacks");
_onSignOutCallbacks.Add(callback);
}
/// <summary>
@ -364,21 +372,18 @@ private void RetrieveUsernameWithCallback(Action<DatabaseTransactionResult, stri
_db.Child("users").Child(_user.UserId).Child("username").GetValueAsync().ContinueWithOnMainThread(task =>
{
DatabaseTransactionResult result;
if (task.IsCompletedSuccessfully)
{
result = DatabaseTransactionResult.Ok;
_username = task.Result.Value.ToString();
Debug.Log($"our username is {_username}");
callback(DatabaseTransactionResult.Ok, _username);
}
else
{
result = DatabaseTransactionResult.Error;
_username = "Unknown";
Debug.LogError("failed to get username");
callback(DatabaseTransactionResult.Error, _username);
}
callback(result, _username);
});
}
@ -429,8 +434,8 @@ public void ForgotPassword(string email, Action<bool> callback)
/// abstraction function to get the user's recent scores from the database
/// </summary>
/// <param name="callback">
/// callback function that takes in a DatabaseTransactionResult and List of LocalPlayerData.Score
/// argument
/// callback function that takes in a <c>DatabaseTransactionResult</c> enum
/// and a <c>List&lt;LocalPlayerData.Score&gt;</c>argument
/// </param>
public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerData.Score>> callback)
{

View file

@ -62,6 +62,7 @@ public static RGB gamut_clip_preserve_chroma(RGB rgb)
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static float find_gamut_intersection(
float a,
float b,
@ -164,6 +165,7 @@ public static RGB gamut_clip_preserve_chroma(RGB rgb)
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static LC find_cusp(float a, float b)
{
// First, find the maximum saturation (saturation S = C/L)
@ -178,7 +180,7 @@ public static LC find_cusp(float a, float b)
}
// https://bottosson.github.io/posts/oklab/#converting-from-linear-srgb-to-oklab (public domain)
// ReSharper disable once MemberCanBePrivate.Global
public static Lab linear_srgb_to_oklab(RGB c)
{
var l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
@ -220,6 +222,7 @@ public static RGB oklab_to_linear_srgb(Lab c)
/// a and b must be normalized so a^2 + b^2 == 1
/// </summary>
// https://bottosson.github.io/posts/gamutclipping/ (MIT)
// ReSharper disable once MemberCanBePrivate.Global
public static float compute_max_saturation(float a, float b)
{
// Max saturation will be when one of r, g or b goes below zero.

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UIElements;
/// <summary>
@ -12,10 +13,11 @@ public class GameManager : MonoBehaviour
/// </summary>
public enum DisplayState
{
UnassociatedState, // initial state, then we transition to Nothing to initialise the ui
Nothing,
PlayView,
GameView,
LeaderboardView,
AccountView,
AccountView
}
/// <summary>
@ -26,10 +28,30 @@ public enum DisplayState
/// <summary>
/// the current display state of the game
/// </summary>
[SerializeField] private DisplayState state = DisplayState.Nothing;
[SerializeField] private DisplayState state = DisplayState.UnassociatedState;
/// <summary>
/// the visual element object for game ui (hud/prompts/tooltips)
/// the game object for the ui
/// </summary>
[SerializeField] private GameObject uiGameObject;
// /// <summary>
// /// callback functions to be invoked when the display state changes
// /// </summary>
// private readonly List<Action<DisplayState>> _onDisplayStateChange = new();
/// <summary>
/// callback functions to be invoked when the local player data is updated
/// </summary>
private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataUpdateCallbacks = new();
/// <summary>
/// the local player data object for storing player data
/// </summary>
private LocalPlayerData _data;
/// <summary>
/// the visual element for the ui
/// </summary>
private VisualElement _ui;
@ -38,11 +60,6 @@ public enum DisplayState
/// </summary>
public Backend Backend;
/// <summary>
/// the local player data object for storing player data
/// </summary>
private LocalPlayerData _localPlayerData;
/// <summary>
/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
/// </summary>
@ -61,32 +78,67 @@ private void Awake()
Debug.Log("awake as non-singleton instance, destroying self");
Destroy(gameObject);
}
if (uiGameObject == null)
throw new NullReferenceException("a reference UI GameObject is not set in the inspector");
_ui = uiGameObject.GetComponent<UIDocument>()?.rootVisualElement;
if (_ui == null)
throw new NullReferenceException("could not grab the UIDocument in the reference UI GameObject");
}
/// <summary>
/// called before the first frame update
/// </summary>
private void Start()
{
SetDisplayState(DisplayState.PlayView);
// transition to the initial state
SetDisplayState(DisplayState.Nothing);
// initialise the backend
Backend = new Backend();
Backend.Initialise(status =>
{
Debug.Log("initialised backend, setting connection status text");
_ui.Q<Label>("ConnectionStatusText").text = status switch
{
Backend.FirebaseConnectionStatus.Connected => "Status: Connected",
Backend.FirebaseConnectionStatus.Updating => "Status: Updating... (Retrying in a bit!)",
Backend.FirebaseConnectionStatus.NotConnected => "Status: Disconnected",
Backend.FirebaseConnectionStatus.UpdateRequired =>
"Status: Disconnected (Device Component Update Required)",
Backend.FirebaseConnectionStatus.ExternalError => "Status: Disconnected (External/Device Error)",
Backend.FirebaseConnectionStatus.InternalError => "Status: Disconnected (Internal Error)",
_ => "Status: Disconnected (unknown fcs state, this is unreachable and a bug)"
};
if (status == Backend.FirebaseConnectionStatus.Connected) return;
// if we're not connected, hide any online 'features'
_ui.Q<Button>("LeaderboardButton").style.display = DisplayStyle.None;
_ui.Q<Button>("AccountButton").style.display = DisplayStyle.None;
});
// load the local player data and refresh the ui
_localPlayerData = new LocalPlayerData();
_localPlayerData.LoadFromTheWorld();
_data = new LocalPlayerData();
_data.LoadFromTheWorld(data =>
{
foreach (var callback in _onLocalPlayerDataUpdateCallbacks) callback(data);
});
// register a callback to refresh the ui when the player signs in
Backend.RegisterOnSignInCallback(_ =>
{
_localPlayerData.LoadFromTheWorld();
Debug.Log("post-auth callback, refreshing player data from the world");
_data.LoadFromTheWorld(data =>
{
Debug.Log("firing lpdata update callbacks");
foreach (var callback in _onLocalPlayerDataUpdateCallbacks) callback(data);
});
});
}
/// <summary>
/// called when the game object is enabled
/// </summary>
private void OnEnable()
{
Backend = new Backend();
Backend.Initialise();
}
/// <summary>
/// called when the game object is disabled
/// </summary>
@ -95,6 +147,26 @@ private void OnDestroy()
Backend.Cleanup();
}
// /// <summary>
// /// function to register a callback for when the display state changes
// /// </summary>
// /// <param name="callback">callback function that takes in a <c>DisplayState</c> enum</param>
// public void RegisterOnDisplayStateChange(Action<DisplayState> callback)
// {
// _onDisplayStateChange.Add(callback);
// }
/// <summary>
/// function to register a callback for when the local player data is updated
/// </summary>
/// <param name="callback">callback function that takes in a <c>LocalPlayerData</c> object</param>
public void RegisterOnLocalPlayerDataUpdate(Action<LocalPlayerData> callback)
{
_onLocalPlayerDataUpdateCallbacks.Add(callback);
Debug.Log(
$"registering on lpdata update callback, there are now {_onLocalPlayerDataUpdateCallbacks.Count} callbacks");
}
/// <summary>
/// function to show a menu based on the enum passed,
/// and any other necessary actions
@ -102,7 +174,50 @@ private void OnDestroy()
/// <param name="newDisplayState">the game menu to show</param>
public void SetDisplayState(DisplayState newDisplayState)
{
var currentDisplayState = St;
var currentDisplayState = state;
// if the new state is the same as the current state, do nothing
if (currentDisplayState == newDisplayState)
{
Debug.Log($"staying at {currentDisplayState} (illogical transition)");
return;
}
Debug.Log($"switching from {currentDisplayState} to {newDisplayState}");
var gameView = _ui.Q<VisualElement>("GameView");
var leaderboardView = _ui.Q<VisualElement>("LeaderboardView");
var accountView = _ui.Q<VisualElement>("AccountView");
switch (newDisplayState)
{
case DisplayState.Nothing:
gameView.style.display = DisplayStyle.None;
leaderboardView.style.display = DisplayStyle.None;
accountView.style.display = DisplayStyle.None;
break;
case DisplayState.GameView:
gameView.style.display = DisplayStyle.Flex;
leaderboardView.style.display = DisplayStyle.None;
accountView.style.display = DisplayStyle.None;
break;
case DisplayState.LeaderboardView:
gameView.style.display = DisplayStyle.None;
leaderboardView.style.display = DisplayStyle.Flex;
accountView.style.display = DisplayStyle.None;
break;
case DisplayState.AccountView:
gameView.style.display = DisplayStyle.None;
leaderboardView.style.display = DisplayStyle.None;
accountView.style.display = DisplayStyle.Flex;
break;
case DisplayState.UnassociatedState:
default:
throw new ArgumentOutOfRangeException(nameof(newDisplayState), newDisplayState, null);
}
}
}

View file

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: -10
icon: {instanceID: 0}
userData:
assetBundleName:

View file

@ -1,10 +1,17 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using Unity.VisualScripting;
using UnityEngine;
public class LocalPlayerData
{
/// <summary>
/// queue of the best online scores,
/// used in user rating calculation and accuracy display stats
/// </summary>
public Queue<Score> BestOnlineScores = new(30);
/// <summary>
/// last known email used
/// </summary>
@ -26,17 +33,12 @@ public class LocalPlayerData
/// </summary>
public Queue<Score> RecentOnlineScores = new(10);
/// <summary>
/// queue of the best online scores,
/// used in user rating calculation and accuracy display stats
/// </summary>
public Queue<Score> BestOnlineScores = new(30);
/// <summary>
/// loads player data from player prefs and database
/// </summary>
public void LoadFromTheWorld()
public void LoadFromTheWorld(Action<LocalPlayerData> callback)
{
// load user data, possibly from the backend
var possibleUser = GameManager.Instance.Backend.GetUser();
var currentKnownEmail = string.Empty;
@ -46,6 +48,7 @@ public void LoadFromTheWorld()
currentKnownEmail = possibleUser.Email;
currentKnownUsername = GameManager.Instance.Backend.GetUsername();
}
var lastStoredEmail = PlayerPrefs.GetString("LastKnownEmail", "");
var lastStoredUsername = PlayerPrefs.GetString("LastKnownUsername", "Guest");
LastKnownEmail = string.IsNullOrEmpty(currentKnownEmail) ? lastStoredEmail : currentKnownEmail;
@ -75,30 +78,24 @@ public void LoadFromTheWorld()
// if any of the values are invalid, don't add the score
if (noOfRounds < 0 || l < 0 || c < 0 || h < 0) continue;
RegisterLocalScore(new Score(timestamp, noOfRounds, l, c, h));
RecentLocalScores.Enqueue(new Score(timestamp, noOfRounds, l, c, h));
}
// load online scores
RecentOnlineScores.Clear();
GameManager.Instance.Backend.GetRecentScores((dtr, recentOnlineScores) =>
GameManager.Instance.Backend.GetRecentScores((_, recentOnlineScores) =>
{
foreach (var onlineScore in recentOnlineScores)
{
if (RecentOnlineScores.Count > 10) RecentOnlineScores.Dequeue();
RecentOnlineScores.Enqueue(onlineScore);
}
});
}
/// <summary>
/// registers a score to the player's local data
/// </summary>
/// <param name="score">the score to register</param>
public void RegisterLocalScore(Score score)
{
if (RecentLocalScores.Count > 10) RecentLocalScores.Dequeue();
RecentLocalScores.Enqueue(score);
Debug.Log("firing late post-load lpdata callback");
callback(this);
});
Debug.Log("loaded player data from the world");
}
/// <summary>
@ -121,9 +118,21 @@ public void SaveToTheWorld()
idx++;
}
Debug.Log("saved player data to the world");
// online scores are already saved in the backend
}
/// <summary>
/// registers a score to the player's local data
/// </summary>
/// <param name="score">the score to register</param>
public void RegisterLocalScore(Score score)
{
if (RecentLocalScores.Count > 10) RecentLocalScores.Dequeue();
RecentLocalScores.Enqueue(score);
}
public struct Score
{
/// <summary>
@ -169,4 +178,12 @@ public struct Score
AvgHueAccuracy = h;
}
}
/// <summary>
/// function to save the player data when the application quits
/// </summary>
private void OnApplicationQuit()
{
SaveToTheWorld();
}
}

View file

@ -7,45 +7,55 @@
public class SideViewUI : MonoBehaviour
{
/// <summary>
/// settings button for showing the settings menu
/// button to change to transition to the account view
/// </summary>
private Button _accountButton;
/// <summary>
/// settings button for showing the settings menu
/// text that displays the users stable chroma accuracy
/// </summary>
private Label _chromaAccuracyText;
/// <summary>
/// settings button for showing the settings menu
/// text that displays the connection status to the backend
/// </summary>
private Label _connectionStatusText;
/// <summary>
/// text that displays the users stable hue accuracy
/// </summary>
private Label _hueAccuracyText;
/// <summary>
/// leaderboard button for showing the leaderboard
/// button to transition to the leaderboard view
/// </summary>
private Button _leaderboardButton;
/// <summary>
/// settings button for showing the settings menu
/// text that displays the users stable lightness accuracy
/// </summary>
private Label _lightnessAccuracyText;
/// <summary>
/// play button for starting the game
/// button to transition to the game view
/// </summary>
private Button _playButton;
/// <summary>
/// settings button for showing the settings menu
/// text that displays the username
/// </summary>
private Label _playerNameText;
/// <summary>
/// settings button for showing the settings menu
/// text that displays the users' rating
/// </summary>
private Label _playerRatingText;
private void Start()
{
GameManager.Instance.RegisterOnLocalPlayerDataUpdate(RenderFromPlayerData);
}
/// <summary>
/// function to subscribe button events to their respective functions
/// </summary>
@ -67,14 +77,15 @@ private void OnEnable()
_chromaAccuracyText = ui.Q<Label>("ChromaAccuracyText");
}
/// <summary>
/// function to update the ui with the latest data
/// </summary>
/// <param name="localPlayerData"></param>
/// <param name="localPlayerData">the local player data to render the ui from</param>
private void RenderFromPlayerData(LocalPlayerData localPlayerData)
{
// calculate averages from both recent local scores and online scores
var totalLightessAcc = 0f;
var totalLightness = 0f;
var totalChromaAcc = 0f;
var totalHueAcc = 0f;
var totalRounds = 0;
@ -83,7 +94,7 @@ private void RenderFromPlayerData(LocalPlayerData localPlayerData)
foreach (var localScore in localPlayerData.RecentLocalScores)
{
totalLightessAcc += localScore.AvgLightnessAccuracy;
totalLightness += localScore.AvgLightnessAccuracy;
totalChromaAcc += localScore.AvgChromaAccuracy;
totalHueAcc += localScore.AvgHueAccuracy;
totalRounds += localScore.NoOfRounds;
@ -91,7 +102,7 @@ private void RenderFromPlayerData(LocalPlayerData localPlayerData)
foreach (var onlineScore in localPlayerData.RecentOnlineScores)
{
totalLightessAcc += onlineScore.AvgLightnessAccuracy;
totalLightness += onlineScore.AvgLightnessAccuracy;
totalChromaAcc += onlineScore.AvgChromaAccuracy;
totalHueAcc += onlineScore.AvgHueAccuracy;
totalRounds += onlineScore.NoOfRounds;
@ -99,7 +110,7 @@ private void RenderFromPlayerData(LocalPlayerData localPlayerData)
foreach (var onlineScore in localPlayerData.BestOnlineScores)
{
totalLightessAcc += onlineScore.AvgLightnessAccuracy;
totalLightness += onlineScore.AvgLightnessAccuracy;
totalChromaAcc += onlineScore.AvgChromaAccuracy;
totalHueAcc += onlineScore.AvgHueAccuracy;
totalRounds += onlineScore.NoOfRounds;
@ -107,9 +118,9 @@ private void RenderFromPlayerData(LocalPlayerData localPlayerData)
// finally, set the labels
_playerNameText.text = GameManager.Instance.Backend.GetUsername();
_lightnessAccuracyText.text = $"{(totalLightessAcc / totalRounds):F}";
_hueAccuracyText.text = $"{(totalHueAcc / totalRounds):F}";
_chromaAccuracyText.text = $"{(totalChromaAcc / totalRounds):F}";
_lightnessAccuracyText.text = $"{totalLightness / totalRounds:F}";
_hueAccuracyText.text = $"{totalHueAcc / totalRounds:F}";
_chromaAccuracyText.text = $"{totalChromaAcc / totalRounds:F}";
// and set the player rating, but after we get it from the backend
// (god I LOVE async (I am LYING out of my teeth))
@ -125,7 +136,7 @@ private void RenderFromPlayerData(LocalPlayerData localPlayerData)
/// </summary>
private static void OnPlayButtonClicked()
{
GameManager.Instance.SetDisplayState(GameManager.DisplayState.PlayView);
GameManager.Instance.SetDisplayState(GameManager.DisplayState.GameView);
}
/// <summary>

View file

@ -25,7 +25,7 @@
<ui:Button text="Account ↗" parse-escape-sequences="true" display-tooltip-when-elided="true"
name="AccountButton"/>
<ui:VisualElement name="AccountSection"
style="flex-grow: 0; border-top-color: rgb(208, 152, 194); margin-top: 0; border-top-width: 1px; margin-right: 0; margin-bottom: 0; margin-left: 0; border-bottom-color: rgb(208, 152, 194); border-bottom-width: 1px; padding-bottom: 12px;">
style="flex-grow: 0; border-top-color: rgb(208, 152, 194); margin-top: 0; border-top-width: 1px; margin-right: 0; margin-bottom: 0; margin-left: 0; border-bottom-color: rgb(208, 152, 194); padding-bottom: 12px;">
<ui:VisualElement name="PlayerDetails"
style="flex-grow: 1; flex-direction: row; align-items: stretch; justify-content: space-between; font-size: 10px; align-self: stretch;">
<ui:VisualElement name="PlayerNameDetail" style="flex-grow: 1;">
@ -73,6 +73,12 @@
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="ConnectionStatusText"
style="flex-grow: 0; border-top-color: rgb(208, 152, 194); margin-top: 0; border-top-width: 1px; margin-right: 0; margin-bottom: 0; margin-left: 0; border-bottom-color: rgb(208, 152, 194); border-bottom-width: 1px; padding-bottom: 12px;">
<ui:Label tabindex="-1" text="Status: Unknown" parse-escape-sequences="true"
display-tooltip-when-elided="true" name="ConnectionStatusText"
style="-unity-font-style: normal; font-size: 14px; padding-bottom: 0; -unity-text-align: lower-left;"/>
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="MainView"
@ -113,16 +119,14 @@
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="LeaderboardView"
style="flex-grow: 1; display: none; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; margin-top: 3.25%; margin-right: 3.25%; margin-bottom: 3.25%; margin-left: 3.25%; flex-direction: column; justify-content: space-between;">
<ui:VisualElement name="LeaderboardHeader" style="flex-grow: 0;">
<ui:Label tabindex="-1" text="Leaderboard" parse-escape-sequences="true"
display-tooltip-when-elided="true" name="RoundText"
style="font-size: 58px; -unity-font-style: bold;"/>
</ui:VisualElement>
style="flex-grow: 1; display: flex; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; margin-top: 3.25%; margin-right: 3.25%; margin-bottom: 3.25%; margin-left: 3.25%; flex-direction: column; justify-content: space-between;">
<ui:Label tabindex="-1" text="Leaderboard" parse-escape-sequences="true"
display-tooltip-when-elided="true" name="RoundText"
style="font-size: 58px; -unity-font-style: normal;"/>
<ui:ListView name="LeaderboardListView"/>
</ui:VisualElement>
<ui:VisualElement name="AccountView"
style="flex-grow: 1; display: flex; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; margin-top: 3.25%; margin-right: 3.25%; margin-bottom: 3.25%; margin-left: 3.25%; flex-direction: column; justify-content: space-between;">
style="flex-grow: 1; display: none; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; margin-top: 3.25%; margin-right: 3.25%; margin-bottom: 3.25%; margin-left: 3.25%; flex-direction: column; justify-content: space-between;">
<ui:Label tabindex="-1" text="You are not signed in." parse-escape-sequences="true"
display-tooltip-when-elided="true" name="AccountHeader"
style="font-size: 58px; -unity-font-style: normal;"/>

View file

@ -4,5 +4,8 @@
EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
m_Scenes:
- enabled: 1
path: Assets/Scenes/GameScene.unity
guid: 9fc0d4010bbf28b4594072e72b8655ab
m_configObjects: {}

View file

@ -161,7 +161,8 @@ PlayerSettings:
resetResolutionOnWindowResize: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier: {}
applicationIdentifier:
Standalone: com.DefaultCompany.ColourMeOKLABGame
buildNumber:
Standalone: 0
VisionOS: 0