game: working score + stats calcs
This commit is contained in:
parent
e1aee5d946
commit
a5679b4270
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@ -661,7 +661,7 @@ private void OnLocalPlayerDataChangeCallback(LocalPlayerData data)
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$"updating AccountView ui with lkUsername={data.LastKnownUsername} and lkEmail={data.LastKnownEmail}");
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_usernameField.value = data.LastKnownUsername;
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_emailField.value = data.LastKnownEmail;
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_header.text = $"Signed in as {data.LastKnownUsername}";
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if (state == State.SignedIn) _header.text = $"Signed in as {data.LastKnownUsername}";
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}
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/// <summary>
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@ -571,7 +571,7 @@ public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerDa
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_db.Child("scores")
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.OrderByChild("timestamp")
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.LimitToLast(LocalPlayerData.MaxBestOnlineScores)
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.LimitToLast(LocalPlayerData.MaxBestScores)
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.GetValueAsync()
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.ContinueWithOnMainThread(task =>
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{
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@ -618,7 +618,7 @@ private void GetBestScores(Action<DatabaseTransactionResult, List<LocalPlayerDat
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_db.Child("scores")
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.OrderByChild("avgPerceivedAccuracy")
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.LimitToLast(LocalPlayerData.MaxBestOnlineScores)
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.LimitToLast(LocalPlayerData.MaxBestScores)
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.GetValueAsync()
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.ContinueWithOnMainThread(task =>
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{
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@ -702,21 +702,23 @@ private void GetBestScores(Action<DatabaseTransactionResult, List<LocalPlayerDat
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var recentScoreQueue = GameManager.Instance.Data.RecentOnlineScores;
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foreach (var score in recentScores) recentScoreQueue.Enqueue(score);
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while (recentScoreQueue.Count > LocalPlayerData.MaxRecentLocalScores) recentScoreQueue.Dequeue();
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while (recentScoreQueue.Count > LocalPlayerData.MaxRecentScores) recentScoreQueue.Dequeue();
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GetBestScores((bestRes, bestScores) =>
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{
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if (bestRes != DatabaseTransactionResult.Ok)
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{
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Debug.Log("failed to get recent scores");
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GameManager.Instance.FireLocalPlayerDataChangeCallbacks(GameManager.Instance.Data);
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callback(recentRes, 0f);
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return;
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}
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var bestScoreQueue = GameManager.Instance.Data.BestOnlineScores;
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foreach (var score in bestScores) bestScoreQueue.Enqueue(score);
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while (bestScoreQueue.Count > LocalPlayerData.MaxBestOnlineScores) bestScoreQueue.Dequeue();
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while (bestScoreQueue.Count > LocalPlayerData.MaxBestScores) bestScoreQueue.Dequeue();
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GameManager.Instance.FireLocalPlayerDataChangeCallbacks(GameManager.Instance.Data);
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callback(DatabaseTransactionResult.Ok, GameManager.Instance.Data.CalculateUserRating());
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});
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});
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@ -737,14 +739,17 @@ private void GetBestScores(Action<DatabaseTransactionResult, List<LocalPlayerDat
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return;
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}
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var userRating = GameManager.Instance.Data.CalculateUserRating();
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_db.Child("users")
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.Child(_user.UserId)
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.Child("rating")
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.SetValueAsync(GameManager.Instance.Data.CalculateUserRating())
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.SetValueAsync(userRating)
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.ContinueWithOnMainThread(task =>
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{
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if (task.IsCompletedSuccessfully)
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{
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Debug.Log($"updated online user rating to {userRating}");
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callback(DatabaseTransactionResult.Ok);
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}
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else
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@ -175,42 +175,47 @@ public void SignalGameEnd(List<Gameplay.RoundInfo> playedRounds)
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var historicalLightnessAcc = 0f;
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var historicalChromaAcc = 0f;
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var historicalHueAcc = 0f;
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var historicalRounds = 0;
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var historicalPerceivedAcc = 0f;
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var historicalGames = 0;
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foreach (var localScore in _data.RecentLocalScores)
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foreach (var localScore in _data.RecentLocalScores.Take(LocalPlayerData.MaxRecentScores))
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{
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historicalLightnessAcc += localScore.AvgLightnessAccuracy;
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historicalChromaAcc += localScore.AvgChromaAccuracy;
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historicalHueAcc += localScore.AvgHueAccuracy;
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historicalRounds += localScore.NoOfRounds;
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historicalPerceivedAcc += localScore.AvgPerceivedAccuracy;
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historicalGames++;
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}
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foreach (var onlineScore in _data.RecentOnlineScores)
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foreach (var onlineScore in _data.RecentOnlineScores.Take(LocalPlayerData.MaxRecentScores))
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{
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historicalLightnessAcc += onlineScore.AvgLightnessAccuracy;
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historicalChromaAcc += onlineScore.AvgChromaAccuracy;
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historicalHueAcc += onlineScore.AvgHueAccuracy;
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historicalRounds += onlineScore.NoOfRounds;
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historicalPerceivedAcc += onlineScore.AvgPerceivedAccuracy;
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historicalGames++;
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}
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foreach (var onlineScore in _data.BestOnlineScores)
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foreach (var onlineScore in _data.BestOnlineScores.Take(LocalPlayerData.MaxBestScores))
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{
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historicalLightnessAcc += onlineScore.AvgLightnessAccuracy;
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historicalChromaAcc += onlineScore.AvgChromaAccuracy;
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historicalHueAcc += onlineScore.AvgHueAccuracy;
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historicalRounds += onlineScore.NoOfRounds;
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historicalPerceivedAcc += onlineScore.AvgPerceivedAccuracy;
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historicalGames++;
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}
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historicalLightnessAcc /= historicalRounds;
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historicalChromaAcc /= historicalRounds;
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historicalHueAcc /= historicalRounds;
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historicalGames = Math.Max(1, historicalGames);
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historicalLightnessAcc /= historicalGames;
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historicalChromaAcc /= historicalGames;
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historicalHueAcc /= historicalGames;
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historicalPerceivedAcc /= historicalGames;
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// calculate round averages
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var gameLightnessAcc = 0d;
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var gameChromaAcc = 0d;
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var gameHueAcc = 0d;
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var gamePerceivedAcc = 0d;
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var templateColour = Color.clear;
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var responseColour = Color.clear;
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var roundNumber = 1;
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@ -226,7 +231,7 @@ public void SignalGameEnd(List<Gameplay.RoundInfo> playedRounds)
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var roundLightnessAcc = Math.Clamp(dLCh.L * 100d, 0d, 100d);
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var roundChromaAcc = Math.Clamp(dLCh.C * 100d, 0d, 100d);
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var roundHueAcc = Math.Clamp(dLCh.h * 100d, 0d, 100d);
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var roundPerceivedAcc = Math.Clamp((100d - distance.dE) * 100d, 0d, 100d);
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var roundPerceivedAcc = Math.Clamp((1d - distance.dE) * 100d, 0d, 100d);
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gameLightnessAcc += roundLightnessAcc;
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gameChromaAcc += roundChromaAcc;
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@ -242,7 +247,7 @@ public void SignalGameEnd(List<Gameplay.RoundInfo> playedRounds)
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showcaseTemplate.style.backgroundColor = templateColour;
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showcaseResponse.style.backgroundColor = responseColour;
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showcaseInfo.text =
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$"{roundLightnessAcc:N0}% {roundChromaAcc:N0}% {roundHueAcc:N0}% ({roundPerceivedAcc:N0}%)";
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$"{roundLightnessAcc * (roundPerceivedAcc / 100d):N0}% {roundChromaAcc * (roundPerceivedAcc / 100d):N0}% {roundHueAcc * (roundPerceivedAcc / 100d):N0}% ({roundPerceivedAcc:N0}%)";
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}
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else
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{
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@ -256,26 +261,31 @@ public void SignalGameEnd(List<Gameplay.RoundInfo> playedRounds)
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gameChromaAcc /= Gameplay.RoundsPerGame;
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gameHueAcc /= Gameplay.RoundsPerGame;
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gamePerceivedAcc /= Gameplay.RoundsPerGame;
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// NOTE: this is NOT equiv to user rating, this is just a per-game accuracy score
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// all that math is done in LocalPlayerData.CalculateUserRating
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var gameAccuracy = (gameLightnessAcc + gameChromaAcc + gameHueAcc + gamePerceivedAcc) / 4;
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var adjustedHistoricalLightnessAcc = historicalLightnessAcc * (historicalPerceivedAcc / 100d);
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var adjustedHistoricalChromaAcc = historicalChromaAcc * (historicalPerceivedAcc / 100d);
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var adjustedHistoricalHueAcc = historicalHueAcc * (historicalPerceivedAcc / 100d);
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var adjustedGameLightnessAcc = gameLightnessAcc * (gamePerceivedAcc / 100d);
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var adjustedGameChromaAcc = gameChromaAcc * (gamePerceivedAcc / 100d);
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var adjustedGameHueAcc = gameHueAcc * (gamePerceivedAcc / 100d);
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var gameAccuracy = (gameLightnessAcc + gameChromaAcc + gameHueAcc + gamePerceivedAcc) / 4d;
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// make comparison texts
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var lAccDeltaText = (gameLightnessAcc > historicalLightnessAcc ? "+" : "-") +
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Math.Abs(gameLightnessAcc - historicalLightnessAcc).ToString("F2");
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var cAccDeltaText = (gameChromaAcc > historicalChromaAcc ? "+" : "-") +
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Math.Abs(gameChromaAcc - historicalChromaAcc).ToString("F2");
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var hAccDeltaText = (gameHueAcc > historicalHueAcc ? "+" : "-") +
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Math.Abs(gameHueAcc - historicalHueAcc).ToString("F2");
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var lAccDeltaText = (adjustedGameLightnessAcc > adjustedHistoricalLightnessAcc ? "+" : "-") +
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$"{Math.Abs(adjustedGameLightnessAcc - adjustedHistoricalLightnessAcc):F1}%";
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var cAccDeltaText = (adjustedGameChromaAcc > adjustedHistoricalChromaAcc ? "+" : "-") +
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$"{Math.Abs(adjustedGameChromaAcc - adjustedHistoricalChromaAcc):F1}%";
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var hAccDeltaText = (adjustedGameHueAcc > adjustedHistoricalHueAcc ? "+" : "-") +
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$"{Math.Abs(adjustedGameHueAcc - adjustedHistoricalHueAcc):F1}%";
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var score = new LocalPlayerData.Score(DateTime.Now,
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playedRounds.Count,
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(float)gameLightnessAcc,
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(float)gameChromaAcc,
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(float)gameHueAcc,
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(float)adjustedGameLightnessAcc,
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(float)adjustedGameChromaAcc,
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(float)adjustedGameHueAcc,
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(float)gamePerceivedAcc);
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// breakpoint here: why is gamePerceivedAcc always "100"?
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var oldRating = _data.CalculateUserRating();
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_data.RegisterLocalScore(score);
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FireLocalPlayerDataChangeCallbacks(Instance.Data);
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@ -298,7 +308,6 @@ public void SignalGameEnd(List<Gameplay.RoundInfo> playedRounds)
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{
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Debug.Log("couldn't calculate user rating");
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TransitionToResultsView(_data.CalculateUserRating());
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FireLocalPlayerDataChangeCallbacks(Instance.Data);
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return;
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}
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@ -322,17 +331,17 @@ void TransitionToResultsView(float rating)
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{
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Debug.Log("signal GameManager-UIManager transition to results view");
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var ratingDifferenceDescriptor = oldRating > rating ? "decreased" : "increased";
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var ratingDifferenceDescriptor = rating > oldRating ? "increased" : "decreased";
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var ratingText = rating >= 0
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? $"\nYour rating has {ratingDifferenceDescriptor} by {Math.Abs(rating - oldRating):F2}."
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: "\nYour rating could not be calculated.";
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// build the result text and show the results view
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ui.UI.Q<Label>("ResultsText").text = string.Join(Environment.NewLine, $"Over {playedRounds.Count} rounds,",
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$"you were {gameAccuracy} accurate.", "",
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$"Lightness was {gameLightnessAcc:F2}% accurate. ({lAccDeltaText} from your average)",
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$"Chroma was {gameChromaAcc:F2}% accurate. ({cAccDeltaText} from your average)",
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$"Hue was {gameHueAcc:F2}% accurate. ({hAccDeltaText} from your average)") + ratingText;
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ui.UI.Q<Label>("ResultsText").text = string.Join(Environment.NewLine, $"Over {playedRounds.Count:N0} rounds,",
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$"you were {LocalPlayerData.UserRatingScalingF(gameAccuracy):F2}% accurate. (raw ΔEok={gameAccuracy:F2}%)", "",
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$"Lightness was {adjustedGameLightnessAcc:F2}% accurate. ({lAccDeltaText} from your average)",
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$"Chroma was {adjustedGameChromaAcc:F2}% accurate. ({cAccDeltaText} from your average)",
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$"Hue was {adjustedGameHueAcc:F2}% accurate. ({hAccDeltaText} from your average)") + ratingText;
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ui.SetDisplayState(UIManager.DisplayState.ResultsView);
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}
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@ -18,7 +18,7 @@ public class Gameplay
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/// seconds per round
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/// </summary>
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// ReSharper disable once MemberCanBePrivate.Global
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public const double SecondsPerRound = 15d;
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public const double SecondsPerRound = 12d;
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/// <summary>
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/// countdown text label for showing the countdown
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@ -118,7 +118,7 @@ private void StoreRoundInfo()
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TemplateColour = _templateColour.style.backgroundColor.value,
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ResponseColour = _responseColour.style.backgroundColor.value
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});
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Debug.Log("stored round info");
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Debug.Log($"stored round info (Template is {_templateColour.style.backgroundColor.value}, Response is {_responseColour.style.backgroundColor.value})");
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}
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/// <summary>
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@ -127,13 +127,13 @@ private void StoreRoundInfo()
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/// </summary>
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private void GenerateNewTemplateColour()
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{
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// - lightness: 40-80
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// - chroma: 0.05-0.20
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// - lightness: 30-90
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// - chroma: 0.03-0.20
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// - hue: all (0-360)
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var r = new Random();
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var l = Math.Clamp(r.NextDouble() * 40d + 40d, 40d, 100d);
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var c = Math.Clamp(r.NextDouble() * 0.15d + 0.05d, 0.05d, 0.20d);
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var l = Math.Clamp(r.NextDouble() * 60d + 30d, 30d, 90d);
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var c = Math.Clamp(r.NextDouble() * 0.17d + 0.03d, 0.03d, 0.20d);
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var h = Math.Clamp(r.NextDouble() * 360d, 0d, 360d);
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var colour = Colorimetry.RawLchToColor(l, c, h);
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Debug.Log($"generated new template colour LCh({l:F}, {c:F}, {h:F}) -> {colour}");
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@ -147,7 +147,7 @@ private void Render()
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{
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var remaining = (_countdownDatetime - DateTime.Now).TotalSeconds;
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_roundText.text = $"{Round}/{RoundsPerGame}";
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_countdownText.text = $"{remaining:F}";
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_countdownText.text = $"{remaining:F2}";
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}
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/// <summary>
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@ -9,17 +9,17 @@ public class LocalPlayerData
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/// <summary>
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/// maximum number of the best online scores to keep track of
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/// </summary>
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public const int MaxBestOnlineScores = 10;
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public const int MaxBestScores = 10;
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/// <summary>
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/// maximum number of recent local scores to keep track of
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/// </summary>
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public const int MaxRecentLocalScores = 10;
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public const int MaxRecentScores = 10;
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/// <summary>
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/// the gamma value used in the exponential user rating calculation
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/// </summary>
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private const float ExponentialUserRatingGamma = 1.75f;
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private const float ExponentialUserRatingGamma = 2f;
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/// <summary>
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/// last known email used
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@ -149,10 +149,23 @@ public void SaveToTheWorld()
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/// <param name="score">the score to register</param>
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public void RegisterLocalScore(Score score)
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{
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while (RecentLocalScores.Count >= MaxRecentLocalScores) RecentLocalScores.Dequeue();
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while (RecentLocalScores.Count >= MaxRecentScores) RecentLocalScores.Dequeue();
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RecentLocalScores.Enqueue(score);
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}
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/// <summary>
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/// registers a score to the player's online data
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/// </summary>
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/// <returns>
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/// the
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/// </returns>
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public static double UserRatingScalingF(double rating)
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{
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var rawUserRating = Math.Clamp(rating, 0d, 100d);
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var exponentialRating = 100d * Math.Pow(rawUserRating / 100d, ExponentialUserRatingGamma);
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return Math.Clamp(exponentialRating, 0d, 100d);
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}
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/// <summary>
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/// calculates the user rating based on whatever local data is available
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/// </summary>
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@ -164,9 +177,9 @@ public float CalculateUserRating()
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// in this case 20 best scores, and 10 recent scores are used
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// ensure the scores don't exceed their arbitrary limits
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while (RecentOnlineScores.Count > MaxRecentLocalScores) RecentOnlineScores.Dequeue();
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while (RecentLocalScores.Count > MaxRecentLocalScores) RecentLocalScores.Dequeue();
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while (BestOnlineScores.Count > MaxBestOnlineScores) BestOnlineScores.Dequeue();
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while (RecentOnlineScores.Count > MaxRecentScores) RecentOnlineScores.Dequeue();
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while (RecentLocalScores.Count > MaxRecentScores) RecentLocalScores.Dequeue();
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while (BestOnlineScores.Count > MaxBestScores) BestOnlineScores.Dequeue();
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// if online scores are available, use them
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var recentScores = RecentOnlineScores.Count > 0 ? RecentOnlineScores : RecentLocalScores;
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@ -177,37 +190,20 @@ public float CalculateUserRating()
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foreach (var score in recentScores.Take(10))
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{
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totalRating += (score.AvgLightnessAccuracy + score.AvgChromaAccuracy + score.AvgHueAccuracy + score.AvgPerceivedAccuracy) / 4d;
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scores++;
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var dL = score.AvgLightnessAccuracy;
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var dC = score.AvgChromaAccuracy;
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var dH = score.AvgHueAccuracy;
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var dE = Math.Sqrt(score.AvgLightnessAccuracy * score.AvgLightnessAccuracy
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+ score.AvgChromaAccuracy * score.AvgChromaAccuracy
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+ score.AvgHueAccuracy * score.AvgHueAccuracy);
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totalRating += (dL + dC + dH + dE + dE) / 5d;
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}
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foreach (var score in bestScores.Take(20))
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{
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totalRating += (score.AvgLightnessAccuracy + score.AvgChromaAccuracy + score.AvgHueAccuracy + score.AvgPerceivedAccuracy) / 4d;
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scores++;
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var dL = score.AvgLightnessAccuracy;
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var dC = score.AvgChromaAccuracy;
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var dH = score.AvgHueAccuracy;
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var dE = Math.Sqrt(score.AvgLightnessAccuracy * score.AvgLightnessAccuracy
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+ score.AvgChromaAccuracy * score.AvgChromaAccuracy
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+ score.AvgHueAccuracy * score.AvgHueAccuracy);
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totalRating += (dL + dC + dH + dE + dE) / 5d;
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}
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scores = Math.Max(1, scores);
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totalRating /= scores;
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var rating = UserRatingScalingF(totalRating /= Math.Max(1, scores));
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Debug.Log($"locally calculated user rating: lin: {totalRating} -> exp: {rating}");
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var rawUserRating = Math.Clamp(totalRating, 0d, 100d);
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var exponentialRating = 100d * Math.Pow(rawUserRating / 100d, ExponentialUserRatingGamma);
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Debug.Log($"locally calculated user rating: lin: {rawUserRating} -> exp: {exponentialRating}");
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return (float)exponentialRating;
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return (float)rating;
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}
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public struct Score
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@ -111,7 +111,7 @@ private void RenderFromPlayerData(LocalPlayerData data)
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var totalLightnessAcc = 0f;
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var totalChromaAcc = 0f;
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var totalHueAcc = 0f;
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var totalRounds = 0;
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var totalGames = 0;
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// average out all the scores we have to get a stable-ish average
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@ -120,7 +120,7 @@ private void RenderFromPlayerData(LocalPlayerData data)
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totalLightnessAcc += localScore.AvgLightnessAccuracy;
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totalChromaAcc += localScore.AvgChromaAccuracy;
|
||||
totalHueAcc += localScore.AvgHueAccuracy;
|
||||
totalRounds += localScore.NoOfRounds;
|
||||
totalGames++;
|
||||
}
|
||||
|
||||
foreach (var onlineScore in data.RecentOnlineScores)
|
||||
|
@ -128,7 +128,7 @@ private void RenderFromPlayerData(LocalPlayerData data)
|
|||
totalLightnessAcc += onlineScore.AvgLightnessAccuracy;
|
||||
totalChromaAcc += onlineScore.AvgChromaAccuracy;
|
||||
totalHueAcc += onlineScore.AvgHueAccuracy;
|
||||
totalRounds += onlineScore.NoOfRounds;
|
||||
totalGames++;
|
||||
}
|
||||
|
||||
foreach (var onlineScore in data.BestOnlineScores)
|
||||
|
@ -136,14 +136,14 @@ private void RenderFromPlayerData(LocalPlayerData data)
|
|||
totalLightnessAcc += onlineScore.AvgLightnessAccuracy;
|
||||
totalChromaAcc += onlineScore.AvgChromaAccuracy;
|
||||
totalHueAcc += onlineScore.AvgHueAccuracy;
|
||||
totalRounds += onlineScore.NoOfRounds;
|
||||
totalGames++;
|
||||
}
|
||||
|
||||
Debug.Log($"tL={totalLightnessAcc} tC={totalChromaAcc} tH={totalHueAcc} tR={totalRounds}");
|
||||
if (totalRounds == 0) totalRounds = 1;
|
||||
var lightnessAcc = totalLightnessAcc / totalRounds;
|
||||
var chromaAcc = totalChromaAcc / totalRounds;
|
||||
var hueAcc = totalHueAcc / totalRounds;
|
||||
Debug.Log($"tL={totalLightnessAcc} tC={totalChromaAcc} tH={totalHueAcc} tG={totalGames}");
|
||||
if (totalGames == 0) totalGames = 1;
|
||||
var lightnessAcc = totalLightnessAcc / totalGames;
|
||||
var chromaAcc = totalChromaAcc / totalGames;
|
||||
var hueAcc = totalHueAcc / totalGames;
|
||||
var playerText = GameManager.Instance.Backend.IsSignedIn
|
||||
? data.LastKnownUsername
|
||||
: $"{data.LastKnownUsername} (Not Signed In)";
|
||||
|
@ -151,9 +151,9 @@ private void RenderFromPlayerData(LocalPlayerData data)
|
|||
|
||||
// finally, set the labels
|
||||
_playerText.text = playerText;
|
||||
_ratingText.text = $"{rating:F}";
|
||||
_lightnessAccuracyText.text = $"{lightnessAcc:F}";
|
||||
_chromaAccuracyText.text = $"{chromaAcc:F}";
|
||||
_hueAccuracyText.text = $"{hueAcc:F}";
|
||||
_ratingText.text = $"{rating:F3}";
|
||||
_lightnessAccuracyText.text = $"{lightnessAcc:F2}%";
|
||||
_chromaAccuracyText.text = $"{chromaAcc:F2}%";
|
||||
_hueAccuracyText.text = $"{hueAcc:F2}%";
|
||||
}
|
||||
}
|
Reference in a new issue