feat(localization): prompts should be in selected language from PC

This commit is contained in:
Fangh 2024-02-29 21:34:05 +01:00
parent 9d3dfb8c0f
commit f784cbf142
18 changed files with 892 additions and 126 deletions

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m_TargetGraphic: {fileID: 2142340732}
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 2142340731}
m_TargetAssemblyTypeName: PromptsLanguage, Assembly-CSharp
m_MethodName: SwapLanguage
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
--- !u!1001 &2214187228236614840 --- !u!1001 &2214187228236614840
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -17,6 +17,7 @@ public class Room
public int currentQuestionId; public int currentQuestionId;
public double creationDate; public double creationDate;
public int currentState; public int currentState;
public string promptsLanguage;
public Room(string _code) public Room(string _code)
{ {
@ -26,6 +27,7 @@ public Room(string _code)
questions = new Dictionary<int, Question>(); questions = new Dictionary<int, Question>();
currentQuestionId = 0; currentQuestionId = 0;
currentState = 1; //default by PC currentState = 1; //default by PC
promptsLanguage = "en";
} }
public Room Copy() public Room Copy()

View File

@ -18,6 +18,8 @@
/// </summary> /// </summary>
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
public static GameManager Instance;
private List<Player> players = new(); private List<Player> players = new();
public Player currentPlayer = null; public Player currentPlayer = null;
@ -72,6 +74,7 @@ public class GameManager : MonoBehaviour
private void Awake() private void Awake()
{ {
submitNewPlayer.interactable = false; submitNewPlayer.interactable = false;
Instance = this;
FirebaseInitializer.Instance.onFirebaseReady += Initialize; FirebaseInitializer.Instance.onFirebaseReady += Initialize;
} }

View File

@ -0,0 +1,36 @@
using MPUIKIT;
using UnityEngine;
public class PromptsLanguage : MonoBehaviour
{
[SerializeField] private Sprite flag_en;
[SerializeField] private Sprite flag_fr;
[SerializeField] private MPImageBasic image;
private string currentLanguage = "en";
private void Start()
{
RoomManager.Instance.OnRoomCreated += Initialize;
}
private void Initialize()
{
RoomManager.Instance.OnRoomCreated -= Initialize;
currentLanguage = PlayerPrefs.GetString("promptslanguage", currentLanguage);
SetLanguageOnRoom();
}
public void SwapLanguage()
{
currentLanguage = currentLanguage == "en" ? "fr" : "en";
PlayerPrefs.SetString("promptslanguage", currentLanguage);
SetLanguageOnRoom();
}
private void SetLanguageOnRoom()
{
image.sprite = currentLanguage == "fr" ? flag_fr : flag_en;
RoomManager.Instance.SetPromptsLanguage(currentLanguage);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c71e2cd71561f7948aa3b8690f68fd0f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -19,9 +19,9 @@ public class PropositionHandler : MonoBehaviour
public void ShowPlayersProposition(Question currentQuestion) public void ShowPlayersProposition(Question currentQuestion)
{ {
List<Proposition> props = currentQuestion.propositions.Values.ToList(); List<Proposition> props = currentQuestion.propositions.Values.ToList();
string enPrompt = prompts.GetPromptById(currentQuestion.promptId).en; string prompt = GameManager.Instance.myRoom.promptsLanguage == "en" ? prompts.GetPromptById(currentQuestion.promptId).en : prompts.GetPromptById(currentQuestion.promptId).fr;
promptLabel.text = enPrompt; promptLabel.text = prompt;
Debug.Log($"Showing Question ({currentQuestion.index}) : {enPrompt}"); Debug.Log($"Showing Question ({currentQuestion.index}) : {prompt}");
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
int index = i; // Capture la valeur de i pour cette itération int index = i; // Capture la valeur de i pour cette itération

View File

@ -40,7 +40,7 @@ void OnEnable()
void Redraw(int currentQuestion) void Redraw(int currentQuestion)
{ {
Prompt prompt = promptList.prompts.Find(x => x.id == questionsToAnswer[currentQuestion].promptId); Prompt prompt = promptList.prompts.Find(x => x.id == questionsToAnswer[currentQuestion].promptId);
explainText.SetText(prompt.en); explainText.SetText(gameManager.myRoom.promptsLanguage == "en" ? prompt.en : prompt.fr);
CameraManager cameraManager = gameObject.GetComponent<CameraManager>(); CameraManager cameraManager = gameObject.GetComponent<CameraManager>();
cameraManager.WebcamResume(); cameraManager.WebcamResume();

View File

@ -11,7 +11,11 @@
using UnityEngine.Localization.Settings; using UnityEngine.Localization.Settings;
using UnityEngine.Localization; using UnityEngine.Localization;
using UnityEngine.Localization.Tables; using UnityEngine.Localization.Tables;
using Google.MiniJSON;
/// <summary>
/// This is the game state manager on the PC side
/// </summary>
public class RoomManager : MonoBehaviour public class RoomManager : MonoBehaviour
{ {
public static RoomManager Instance; public static RoomManager Instance;
@ -52,8 +56,12 @@ public class RoomManager : MonoBehaviour
public Room myRoom { get; private set; } = null; public Room myRoom { get; private set; } = null;
public event Action OnRoomCreated;
DatabaseReference realtimeDB; DatabaseReference realtimeDB;
#region Unity Methods
private void Awake() private void Awake()
{ {
Instance = this; Instance = this;
@ -66,17 +74,6 @@ private void Start()
InitializeFirstPage(); InitializeFirstPage();
} }
private void InitializeFirstPage()
{
explanationPage.SetActive(false);
waitForPropositionsPage.gameObject.SetActive(false);
votingPage.gameObject.SetActive(false);
scoringPage.gameObject.SetActive(false);
waitingForPlayersPage.SetActive(true);
ResetAllPlayerLabels();
}
private void Update() private void Update()
{ {
if (myRoom == null) if (myRoom == null)
@ -97,6 +94,117 @@ private void Update()
} }
private bool deleteRoomFilesCompleted = false;
private bool deleteRealtimeDBCompleted = false;
private void OnApplicationQuit()
{
StartCoroutine(Coroutine_ClearCurrentRoom(() =>
{
Debug.Log("You can go. Bye bye...");
}));
}
#endregion
#region Public Methods
/// <summary>
/// Automatically called at start of game
/// </summary>
[ContextMenu("Create New Room")]
public void CreateNewRoom()
{
WhichCodesAreAlreadyUsed(codes =>
{
Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
myRoom = newRoom;
try
{
string JSON = JsonConvert.SerializeObject(newRoom);
realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
{
//then subscribe to it
realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate;
roomCodeLabel.text = myRoom.code;
OnRoomCreated?.Invoke();
Debug.Log($"room {myRoom.code} has been created on the server");
});
}
catch (Exception e)
{
Debug.LogException(e);
}
});
}
public void GeneratePrompts()
{
System.Random rnd = new();
List<Prompt> prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count()).ToList();
List<Player> players = myRoom.players.Values.ToList().OrderBy(x => rnd.Next()).ToList();
Dictionary<int, Question> questions = new();
for (int i = 0; i < players.Count(); i++)
{
Dictionary<int, Proposition> propositions = new();
for (int j = 0; j < 2; j++)
{
propositions.Add(j, new Proposition(players[i + j < players.Count() ? i + j : 0]));
}
questions.Add(i, new Question()
{
index = i,
promptId = prompts[i].id,
propositions = propositions,
creationDate = DateTime.Now.ToOADate(),
});
}
string JSON = JsonConvert.SerializeObject(questions);
realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON);
}
/// <summary>
///
/// </summary>
/// <param name="_language">can be "en" or "fr"</param>
public void SetPromptsLanguage(string _language)
{
if (myRoom == null)
return;
if(_language == "en" ||_language == "fr")
realtimeDB.Child("rooms").Child(myRoom.code).Child("promptsLanguage").SetValueAsync(_language);
}
#endregion
#region Private Methods
private void Initialize()
{
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
Debug.Log("Realtime DB initialized");
ClearOldAndCreateNewRoom();
}
private void InitializeFirstPage()
{
explanationPage.SetActive(false);
waitForPropositionsPage.gameObject.SetActive(false);
votingPage.gameObject.SetActive(false);
scoringPage.gameObject.SetActive(false);
waitingForPlayersPage.SetActive(true);
ResetAllPlayerLabels();
}
private void SendRoomState(GameState _newState) private void SendRoomState(GameState _newState)
{ {
//Debug.Log($"sending to RTDB that we are now in the {_newState} state", this); //Debug.Log($"sending to RTDB that we are now in the {_newState} state", this);
@ -112,25 +220,6 @@ private void ResetAllPlayerLabels()
} }
} }
private bool deleteRoomFilesCompleted = false;
private bool deleteRealtimeDBCompleted = false;
private void OnApplicationQuit()
{
StartCoroutine(Coroutine_ClearCurrentRoom(() =>
{
Debug.Log("You can go. Bye bye...");
}));
}
private void Initialize()
{
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
Debug.Log("Realtime DB initialized");
ClearOldAndCreateNewRoom();
}
private void ClearOldAndCreateNewRoom() private void ClearOldAndCreateNewRoom()
{ {
CleanOldRooms(); CleanOldRooms();
@ -142,7 +231,7 @@ private void ClearOldAndCreateNewRoom()
private IEnumerator Coroutine_ClearCurrentRoom(Action callback_OnRoomClear = null) private IEnumerator Coroutine_ClearCurrentRoom(Action callback_OnRoomClear = null)
{ {
if(myRoom == null || string.IsNullOrEmpty(myRoom.code)) if (myRoom == null || string.IsNullOrEmpty(myRoom.code))
{ {
yield return null; yield return null;
Debug.Log("There is no last room to clean", this); Debug.Log("There is no last room to clean", this);
@ -177,92 +266,6 @@ private IEnumerator Coroutine_ClearCurrentRoom(Action callback_OnRoomClear = nul
} }
} }
/// <summary>
/// Check all the rooms in the server and give back the number already taken
/// </summary>
private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
{
QueryRoomsInDatabase(onlineRooms =>
{
List<int> alreadyUsedCodes = onlineRooms.Select(room => int.Parse(room.code)).ToList();
Debug.Log($"Codes {string.Join(", ", alreadyUsedCodes)} are already used by other parties", this);
callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
});
}
/// <summary>
/// Automatically called at start of game
/// </summary>
[ContextMenu("Create New Room")]
public void CreateNewRoom()
{
WhichCodesAreAlreadyUsed(codes =>
{
Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
myRoom = newRoom;
try
{
string JSON = JsonConvert.SerializeObject(newRoom);
realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
{
//then subscribe to it
realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate;
roomCodeLabel.text = myRoom.code;
Debug.Log($"room {myRoom.code} has been created on the server");
});
}
catch (Exception e)
{
Debug.LogException(e);
}
});
}
/// <summary>
/// Generate a code between 0 and 1000 that is not in the list
/// </summary>
/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
/// <returns></returns>
private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
{
int random = UnityEngine.Random.Range(0, 1000);
while (_impossibleCodes.Contains(random))
{
Debug.Log($"{random} is already taken, choosing another room code", this);
random = UnityEngine.Random.Range(0, 1000);
}
return random;
}
public void GeneratePrompts()
{
System.Random rnd = new();
List<Prompt> prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count()).ToList();
List<Player> players = myRoom.players.Values.ToList().OrderBy(x => rnd.Next()).ToList();
Dictionary<int, Question> questions = new();
for (int i = 0; i < players.Count(); i++)
{
Dictionary<int, Proposition> propositions = new();
for (int j = 0; j < 2; j++)
{
propositions.Add(j, new Proposition(players[i + j < players.Count() ? i + j : 0]));
}
questions.Add(i, new Question()
{
index = i,
promptId = prompts[i].id,
propositions = propositions,
creationDate = DateTime.Now.ToOADate(),
});
}
string JSON = JsonConvert.SerializeObject(questions);
realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON);
}
/// <summary> /// <summary>
/// Automatically called when something change in your room /// Automatically called when something change in your room
@ -314,6 +317,38 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs value)
} }
} }
/// <summary>
/// Check all the rooms in the server and give back the number already taken
/// </summary>
private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
{
QueryRoomsInDatabase(onlineRooms =>
{
List<int> alreadyUsedCodes = onlineRooms.Select(room => int.Parse(room.code)).ToList();
Debug.Log($"Codes {string.Join(", ", alreadyUsedCodes)} are already used by other parties", this);
callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
});
}
/// <summary>
/// Generate a code between 0 and 1000 that is not in the list
/// </summary>
/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
/// <returns></returns>
private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
{
int random = UnityEngine.Random.Range(0, 1000);
while (_impossibleCodes.Contains(random))
{
Debug.Log($"{random} is already taken, choosing another room code", this);
random = UnityEngine.Random.Range(0, 1000);
}
return random;
}
/// <summary> /// <summary>
/// Called when we enter in a new game state /// Called when we enter in a new game state
/// </summary> /// </summary>
@ -463,4 +498,6 @@ private void DeleteRoom(string _roomCode)
Debug.Log($"Room {_roomCode} has been deleted"); Debug.Log($"Room {_roomCode} has been deleted");
}); });
} }
#endregion
} }

View File

@ -127,7 +127,7 @@ private void ShowNextQuestion()
// Update the prompt text based on the current question's prompt ID. // Update the prompt text based on the current question's prompt ID.
Debug.Log($"Show Question {currentQuestion.promptId}", this); Debug.Log($"Show Question {currentQuestion.promptId}", this);
Prompt currentPrompt = promptList.GetPromptById(currentQuestion.promptId); Prompt currentPrompt = promptList.GetPromptById(currentQuestion.promptId);
currentPromptLabel.text = currentPrompt.en; currentPromptLabel.text = RoomManager.Instance.myRoom.promptsLanguage == "en" ? currentPrompt.en : currentPrompt.fr;
Debug.Log($"Prompt is {currentPromptLabel.text}", this); Debug.Log($"Prompt is {currentPromptLabel.text}", this);

View File

@ -18,4 +18,4 @@ MonoBehaviour:
m_AssetTable: m_AssetTable:
m_TableReference: m_TableReference:
m_TableCollectionName: m_TableCollectionName:
m_TrackingChanges: 1 m_TrackingChanges: 0