feature: Added progress bar
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60fd82cff5
commit
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4 changed files with 67 additions and 8 deletions
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@ -2474,6 +2474,7 @@ GameObject:
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- component: {fileID: 1352489079}
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- component: {fileID: 1352489079}
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- component: {fileID: 1352489078}
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- component: {fileID: 1352489078}
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- component: {fileID: 1352489077}
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- component: {fileID: 1352489077}
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- component: {fileID: 1352489081}
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m_Layer: 5
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m_Layer: 5
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m_Name: ProgressCanvas
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m_Name: ProgressCanvas
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m_TagString: Untagged
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m_TagString: Untagged
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@ -2564,6 +2565,20 @@ RectTransform:
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!114 &1352489081
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1352489076}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bbbaf5b51c023404885d2bbb502c3276, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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bar: {fileID: 843204721}
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numberToWin: 10
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--- !u!1 &1488949019
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--- !u!1 &1488949019
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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29
Assets/Scripts/Flow/ProgressBar.cs
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29
Assets/Scripts/Flow/ProgressBar.cs
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@ -0,0 +1,29 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Flow {
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public class ProgressBar : MonoBehaviour {
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[SerializeField] private Image bar;
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private int _progressDone;
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[SerializeField, Min(0)] private int numberToWin = 10;
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private void Awake() {
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UpdateFill();
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}
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public void AddProgress() {
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_progressDone++;
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if (_progressDone <= numberToWin) {
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UpdateFill();
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}
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}
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private void UpdateFill() {
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float fillPercentage = _progressDone / (float)numberToWin;
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bar.fillAmount = fillPercentage;
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}
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}
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}
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11
Assets/Scripts/Flow/ProgressBar.cs.meta
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11
Assets/Scripts/Flow/ProgressBar.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bbbaf5b51c023404885d2bbb502c3276
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -72,16 +72,18 @@ namespace Messaging {
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_currentJokeIndex = Mathf.Max(_currentJokeIndex, 0);
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_currentJokeIndex = Mathf.Max(_currentJokeIndex, 0);
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if (message == _currentJoke.AnswerMessage.Key) {
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if (message == _currentJoke.AnswerMessage.Key) {
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_sendButton.Lock();
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_sendButton.Lock();
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Coroutine routine = StartCoroutine(ShowRealTexts());
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bool isCorrect = _currentJokeIndex != 0;
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if(_currentJokeIndex == 0)
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Coroutine routine = StartCoroutine(ShowRealTexts(isCorrect));
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StartCoroutine(SendRandomJoke(routine, sendJokeDelay));
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else
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StartCoroutine(SendRandomJoke(routine, sendJokeDelay));
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StartCoroutine(SendRandomJoke(routine, sendJokeDelay));
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if (isCorrect) {
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FindObjectOfType<ProgressBar>().AddProgress();
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}
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} else {
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} else {
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_lives.Wrong();
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_lives.Wrong();
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if (_lives.CurrentLives == 0) {
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if (_lives.CurrentLives == 0) {
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_sendButton.Lock();
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_sendButton.Lock();
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Coroutine routine = StartCoroutine(ShowRealTexts());
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Coroutine routine = StartCoroutine(ShowRealTexts(false));
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StartCoroutine(SendRandomJoke(routine, initialSendJokeDelay));
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StartCoroutine(SendRandomJoke(routine, initialSendJokeDelay));
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_lives.ResetLives();
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_lives.ResetLives();
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}
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}
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@ -91,9 +93,11 @@ namespace Messaging {
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}
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}
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}
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}
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private IEnumerator ShowRealTexts() {
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private IEnumerator ShowRealTexts(bool isCorrect) {
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yield return ModifyRealMessageText(_currentJoke.QuestionMessage.Value, _currentJokeIndex, false);
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yield return ModifyRealMessageText(_currentJoke.QuestionMessage.Value, _currentJokeIndex, false);
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if (!isCorrect) {
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yield return ModifyMessageText(_currentJoke.AnswerMessage.Key, _messages.Length - 1, true, false);
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yield return ModifyMessageText(_currentJoke.AnswerMessage.Key, _messages.Length - 1, true, false);
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}
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yield return ModifyRealMessageText(_currentJoke.AnswerMessage.Value, _messages.Length - 1, true);
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yield return ModifyRealMessageText(_currentJoke.AnswerMessage.Value, _messages.Length - 1, true);
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}
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}
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