Compare commits
2 commits
872f3f263e
...
fe44ced9f8
Author | SHA1 | Date | |
---|---|---|---|
Mark Joshwel | fe44ced9f8 | ||
Mark Joshwel | 534e96a150 |
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@ -1,6 +1,5 @@
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using System;
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using System;
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using System.Net.Mail;
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using System.Net.Mail;
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using Firebase.Auth;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Assertions;
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using UnityEngine.UIElements;
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using UnityEngine.UIElements;
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@ -376,6 +375,8 @@ private void OnUsernameUpdateButtonClick()
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_ => "An error occurred updating the username. Please try again."
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_ => "An error occurred updating the username. Please try again."
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};
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};
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});
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});
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// TODO: update lpdata
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}
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}
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/// <summary>
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/// <summary>
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@ -408,6 +409,8 @@ private void OnEmailUpdateButtonClick()
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_ => "An error occurred updating the email. Please try again."
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_ => "An error occurred updating the email. Please try again."
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};
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};
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});
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});
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// TODO: update lpdata
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}
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}
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/// <summary>
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/// <summary>
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@ -57,6 +57,12 @@ public enum UserAccountDetailTargetEnum
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Password
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Password
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}
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}
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// </summary>
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/// <returns></returns>
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private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new();
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/// <summary>
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// callback functions to be invoked when the user signs in
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/// </summary>
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/// </summary>
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@ -67,12 +73,6 @@ public enum UserAccountDetailTargetEnum
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/// </summary>
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/// </summary>
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private readonly List<Action> _onSignOutCallbacks = new();
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private readonly List<Action> _onSignOutCallbacks = new();
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// </summary>
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/// <returns></returns>
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private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new ();
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/// <summary>
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/// <summary>
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/// the firebase authentication object
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/// the firebase authentication object
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/// </summary>
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/// </summary>
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@ -88,16 +88,16 @@ public enum UserAccountDetailTargetEnum
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/// </summary>
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/// </summary>
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private FirebaseUser _user;
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private FirebaseUser _user;
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/// <summary>
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/// whether the user is signed in
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/// </summary>
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public bool IsSignedIn;
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/// <summary>
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/// <summary>
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/// the current user's username, if authenticated
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/// the current user's username, if authenticated
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/// </summary>
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/// </summary>
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private string _username;
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private string _username;
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/// <summary>
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/// whether the user is signed in
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/// </summary>
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public bool IsSignedIn;
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/// <summary>
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/// <summary>
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/// whether the backend is connected to the firebase backend
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/// whether the backend is connected to the firebase backend
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/// </summary>
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/// </summary>
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@ -159,7 +159,6 @@ private void FireOnSignInCallbacks()
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{
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{
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Debug.Log($"firing OnSignInCallbacks ({_onSignInCallbacks.Count})");
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Debug.Log($"firing OnSignInCallbacks ({_onSignInCallbacks.Count})");
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foreach (var callback in _onSignInCallbacks)
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foreach (var callback in _onSignInCallbacks)
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{
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try
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try
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{
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{
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callback.Invoke(_user);
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callback.Invoke(_user);
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@ -169,7 +168,6 @@ private void FireOnSignInCallbacks()
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Debug.LogError($"error invoking OnSignInCallback: {e.Message}");
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Debug.LogError($"error invoking OnSignInCallback: {e.Message}");
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// function to fire all on sign-out callbacks
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/// function to fire all on sign-out callbacks
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@ -178,7 +176,6 @@ private void FireOnSignOutCallbacks()
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{
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{
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Debug.Log($"firing OnSignOutCallbacks ({_onSignOutCallbacks.Count})");
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Debug.Log($"firing OnSignOutCallbacks ({_onSignOutCallbacks.Count})");
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foreach (var callback in _onSignOutCallbacks)
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foreach (var callback in _onSignOutCallbacks)
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{
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try
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try
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{
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{
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callback.Invoke();
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callback.Invoke();
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@ -188,7 +185,6 @@ private void FireOnSignOutCallbacks()
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Debug.LogError($"error invoking OnSignOutCallback: {e.Message}");
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Debug.LogError($"error invoking OnSignOutCallback: {e.Message}");
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// async function to retry initialisation after a delay
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/// async function to retry initialisation after a delay
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@ -234,10 +230,7 @@ private void AuthStateChanged(object sender, EventArgs eventArgs)
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if (!IsSignedIn) return;
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if (!IsSignedIn) return;
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Debug.Log($"signed in successfully as {_user?.UserId}");
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Debug.Log($"signed in successfully as {_user?.UserId}");
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RetrieveUsernameWithCallback((_, _) =>
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RetrieveUsernameWithCallback((_, _) => { FireOnSignInCallbacks(); });
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{
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FireOnSignInCallbacks();
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});
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}
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}
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/// <summary>
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/// <summary>
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@ -482,11 +475,12 @@ public void ForgotPassword(string email, Action<bool> callback)
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/// abstraction function to get the user's recent scores from the database
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/// abstraction function to get the user's recent scores from the database
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/// </summary>
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/// </summary>
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/// <param name="callback">
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/// <param name="callback">
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a <c>List<LocalPlayerData.Score></c>
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a
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/// <c>List<LocalPlayerData.Score></c>
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/// </param>
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/// </param>
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public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerData.Score>> callback)
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public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerData.Score>> callback)
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{
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{
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// TODO
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// TODO: implement this
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callback(DatabaseTransactionResult.Error, new List<LocalPlayerData.Score>(0));
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callback(DatabaseTransactionResult.Error, new List<LocalPlayerData.Score>(0));
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}
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}
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@ -506,7 +500,10 @@ public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerDa
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/// abstraction function to get and calculate the user's rating from the database
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/// abstraction function to get and calculate the user's rating from the database
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/// calculation is done locally, call UpdateUserRating to update the user's rating in the database
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/// calculation is done locally, call UpdateUserRating to update the user's rating in the database
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/// </summary>
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/// </summary>
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/// <param name="callback">callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating <c>float</c></param>
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/// <param name="callback">
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating
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/// <c>float</c>
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/// </param>
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public void CalculateUserRating(
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public void CalculateUserRating(
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Action<DatabaseTransactionResult, float> callback)
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Action<DatabaseTransactionResult, float> callback)
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{
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{
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@ -18,26 +18,26 @@ public class GameManager : MonoBehaviour
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/// </summary>
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/// </summary>
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public UIManager ui;
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public UIManager ui;
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/// <summary>
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/// list of callbacks to call when the local player data changes
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/// </summary>
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private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new();
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/// <summary>
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/// <summary>
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/// the local player data object for storing player data
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/// the local player data object for storing player data
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/// </summary>
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/// </summary>
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private LocalPlayerData _data;
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private LocalPlayerData _data;
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/// <summary>
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/// read-only property for accessing the local player data outside of this class
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/// </summary>
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public LocalPlayerData Data => _data;
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/// <summary>
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/// list of callbacks to call when the local player data changes
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/// </summary>
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private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new List<Action<LocalPlayerData>>();
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/// <summary>
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/// <summary>
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/// backend object for handling communication with the firebase backend
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/// backend object for handling communication with the firebase backend
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/// </summary>
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/// </summary>
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public Backend Backend;
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public Backend Backend;
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/// <summary>
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/// read-only property for accessing the local player data outside of this class
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/// </summary>
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public LocalPlayerData Data => _data;
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/// <summary>
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/// <summary>
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/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
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/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
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/// </summary>
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/// </summary>
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@ -59,7 +59,16 @@ private void Awake()
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}
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}
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/// <summary>
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/// <summary>
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/// called when the game object is enabled, initialises variables
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/// start modifying state
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/// </summary>
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private void Start()
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{
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Debug.Log("GameManager starts here");
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_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
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}
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/// <summary>
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/// initialise variables and ui elements
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/// </summary>
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/// </summary>
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private void OnEnable()
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private void OnEnable()
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{
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{
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@ -100,15 +109,6 @@ private void OnEnable()
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});
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});
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}
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}
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/// <summary>
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/// load in stuff
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/// </summary>
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private void Start()
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{
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Debug.Log("GameManager starts here");
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_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
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}
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/// <summary>
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/// <summary>
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/// called when the application is quitting, saves the local player data
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/// called when the application is quitting, saves the local player data
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/// </summary>
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/// </summary>
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@ -136,7 +136,6 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
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{
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{
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Debug.Log($"firing LocalPlayerDataChangeCallbacks ({_onLocalPlayerDataChangeCallbacks.Count})");
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Debug.Log($"firing LocalPlayerDataChangeCallbacks ({_onLocalPlayerDataChangeCallbacks.Count})");
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foreach (var callback in _onLocalPlayerDataChangeCallbacks)
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foreach (var callback in _onLocalPlayerDataChangeCallbacks)
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{
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try
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try
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{
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{
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callback.Invoke(data);
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callback.Invoke(data);
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@ -146,5 +145,4 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
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Debug.LogError($"error invoking LocalPlayerDataChangeCallback: {e.Message}");
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Debug.LogError($"error invoking LocalPlayerDataChangeCallback: {e.Message}");
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}
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}
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}
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}
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}
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}
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}
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@ -43,7 +43,7 @@ public class OklchColourPickerUI : MonoBehaviour
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private VisualElement _responseColour;
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private VisualElement _responseColour;
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/// <summary>
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/// <summary>
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/// function to set the initial values of the sliders
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/// modify state of initialised variables
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/// </summary>
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/// </summary>
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private void Start()
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private void Start()
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{
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{
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@ -53,7 +53,7 @@ private void Start()
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}
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}
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/// <summary>
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/// <summary>
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/// function to subscribe slider events to their respective functions
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/// initialise the ui elements and register change event callbacks functions
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/// </summary>
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/// </summary>
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public void OnEnable()
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public void OnEnable()
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{
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{
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|
|
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@ -1,18 +0,0 @@
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using UnityEngine;
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public class Playground
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{
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private float _score;
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private void SomethingSomethingScore()
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{
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var score = 0.0f;
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_score = score;
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}
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private void ShowTheScore()
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{
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Debug.Log(_score);
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}
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
|
|
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guid: 662d126b54a54d9ebe6a1dc716d199e3
|
|
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timeCreated: 1731830473
|
|
|
@ -1,4 +1,3 @@
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using System;
|
|
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using UnityEngine;
|
using UnityEngine;
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using UnityEngine.UIElements;
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using UnityEngine.UIElements;
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|
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|
@ -13,20 +12,35 @@ public class SideViewUI : MonoBehaviour
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private Button _accountButton;
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private Button _accountButton;
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|
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/// <summary>
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/// <summary>
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/// leaderboard button for showing the leaderboard
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/// text label for showing the player's stable-ish chroma accuracy
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/// </summary>
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/// </summary>
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private Button _leaderboardButton;
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private Label _chromaAccuracyText;
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|
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/// <summary>
|
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/// play button for starting the game
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/// </summary>
|
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private Button _playButton;
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|
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/// <summary>
|
/// <summary>
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/// connection status label for showing the connection status
|
/// connection status label for showing the connection status
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/// </summary>
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/// </summary>
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private Label _connectionStatusLabel;
|
private Label _connectionStatusLabel;
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|
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/// <summary>
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/// text label for showing the player's stable-ish hue accuracy
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|
/// </summary>
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||||||
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private Label _hueAccuracyText;
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|
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|
/// <summary>
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/// leaderboard button for showing the leaderboard
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||||||
|
/// </summary>
|
||||||
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private Button _leaderboardButton;
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||||||
|
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||||||
|
/// <summary>
|
||||||
|
/// text label for showing the player's stable-ish lightness accuracy
|
||||||
|
/// </summary>
|
||||||
|
private Label _lightnessAccuracyText;
|
||||||
|
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||||||
|
/// <summary>
|
||||||
|
/// play button for starting the game
|
||||||
|
/// </summary>
|
||||||
|
private Button _playButton;
|
||||||
|
|
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/// <summary>
|
/// <summary>
|
||||||
/// text label for showing the player's known name
|
/// text label for showing the player's known name
|
||||||
/// </summary>
|
/// </summary>
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||||||
|
@ -38,22 +52,7 @@ public class SideViewUI : MonoBehaviour
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||||||
private Label _ratingText;
|
private Label _ratingText;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// text label for showing the player's stable-ish lightness accuracy
|
/// initialise the ui elements and register the button click event functions
|
||||||
/// </summary>
|
|
||||||
private Label _lightnessAccuracyText;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// text label for showing the player's stable-ish chroma accuracy
|
|
||||||
/// </summary>
|
|
||||||
private Label _chromaAccuracyText;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// text label for showing the player's stable-ish hue accuracy
|
|
||||||
/// </summary>
|
|
||||||
private Label _hueAccuracyText;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// function to subscribe button events to their respective functions
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
|
|
|
@ -51,10 +51,20 @@ private void Awake()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// modify state of initial variables
|
||||||
|
/// </summary>
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
SetDisplayState(DisplayState.Nothing);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// initialise variables
|
||||||
|
/// </summary>
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
UI = GetComponent<UIDocument>().rootVisualElement;
|
UI = GetComponent<UIDocument>().rootVisualElement;
|
||||||
SetDisplayState(DisplayState.Nothing);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Reference in a new issue