feat(localization): prompts should be in selected language from PC
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@ -17,6 +17,7 @@ public class Room
|
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public int currentQuestionId;
|
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public double creationDate;
|
||||
public int currentState;
|
||||
public string promptsLanguage;
|
||||
|
||||
public Room(string _code)
|
||||
{
|
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@ -26,6 +27,7 @@ public Room(string _code)
|
||||
questions = new Dictionary<int, Question>();
|
||||
currentQuestionId = 0;
|
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currentState = 1; //default by PC
|
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promptsLanguage = "en";
|
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}
|
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|
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public Room Copy()
|
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|
@ -18,6 +18,8 @@
|
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/// </summary>
|
||||
public class GameManager : MonoBehaviour
|
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{
|
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public static GameManager Instance;
|
||||
|
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private List<Player> players = new();
|
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public Player currentPlayer = null;
|
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|
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@ -72,6 +74,7 @@ public class GameManager : MonoBehaviour
|
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private void Awake()
|
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{
|
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submitNewPlayer.interactable = false;
|
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Instance = this;
|
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FirebaseInitializer.Instance.onFirebaseReady += Initialize;
|
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}
|
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|
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|
36
Assets/Scripts/PromptsLanguage.cs
Normal file
36
Assets/Scripts/PromptsLanguage.cs
Normal 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);
|
||||
}
|
||||
}
|
11
Assets/Scripts/PromptsLanguage.cs.meta
Normal file
11
Assets/Scripts/PromptsLanguage.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c71e2cd71561f7948aa3b8690f68fd0f
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assetBundleVariant:
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@ -19,9 +19,9 @@ public class PropositionHandler : MonoBehaviour
|
||||
public void ShowPlayersProposition(Question currentQuestion)
|
||||
{
|
||||
List<Proposition> props = currentQuestion.propositions.Values.ToList();
|
||||
string enPrompt = prompts.GetPromptById(currentQuestion.promptId).en;
|
||||
promptLabel.text = enPrompt;
|
||||
Debug.Log($"Showing Question ({currentQuestion.index}) : {enPrompt}");
|
||||
string prompt = GameManager.Instance.myRoom.promptsLanguage == "en" ? prompts.GetPromptById(currentQuestion.promptId).en : prompts.GetPromptById(currentQuestion.promptId).fr;
|
||||
promptLabel.text = prompt;
|
||||
Debug.Log($"Showing Question ({currentQuestion.index}) : {prompt}");
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
int index = i; // Capture la valeur de i pour cette itération
|
||||
|
@ -40,7 +40,7 @@ void OnEnable()
|
||||
void Redraw(int currentQuestion)
|
||||
{
|
||||
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.WebcamResume();
|
||||
|
@ -11,7 +11,11 @@
|
||||
using UnityEngine.Localization.Settings;
|
||||
using UnityEngine.Localization;
|
||||
using UnityEngine.Localization.Tables;
|
||||
using Google.MiniJSON;
|
||||
|
||||
/// <summary>
|
||||
/// This is the game state manager on the PC side
|
||||
/// </summary>
|
||||
public class RoomManager : MonoBehaviour
|
||||
{
|
||||
public static RoomManager Instance;
|
||||
@ -52,8 +56,12 @@ public class RoomManager : MonoBehaviour
|
||||
|
||||
public Room myRoom { get; private set; } = null;
|
||||
|
||||
public event Action OnRoomCreated;
|
||||
|
||||
DatabaseReference realtimeDB;
|
||||
|
||||
#region Unity Methods
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
@ -66,17 +74,6 @@ private void Start()
|
||||
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()
|
||||
{
|
||||
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...");
|
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}));
|
||||
}
|
||||
|
||||
#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)
|
||||
{
|
||||
//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()
|
||||
{
|
||||
CleanOldRooms();
|
||||
@ -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($"{random} is already taken, choosing another room code", this);
|
||||
random = UnityEngine.Random.Range(0, 1000);
|
||||
}
|
||||
return random;
|
||||
}
|
||||
|
||||
public void GeneratePrompts()
|
||||
{
|
||||
System.Random rnd = new();
|
||||
List<Prompt> prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count()).ToList();
|
||||
List<Player> players = myRoom.players.Values.ToList().OrderBy(x => rnd.Next()).ToList();
|
||||
Dictionary<int, Question> questions = new();
|
||||
|
||||
for (int i = 0; i < players.Count(); i++)
|
||||
{
|
||||
Dictionary<int, Proposition> propositions = new();
|
||||
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
propositions.Add(j, new Proposition(players[i + j < players.Count() ? i + j : 0]));
|
||||
}
|
||||
|
||||
questions.Add(i, new Question()
|
||||
{
|
||||
index = i,
|
||||
promptId = prompts[i].id,
|
||||
propositions = propositions,
|
||||
creationDate = DateTime.Now.ToOADate(),
|
||||
});
|
||||
}
|
||||
|
||||
string JSON = JsonConvert.SerializeObject(questions);
|
||||
realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Automatically called when something change in your room
|
||||
@ -314,6 +317,38 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs value)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Check all the rooms in the server and give back the number already taken
|
||||
/// </summary>
|
||||
private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
|
||||
{
|
||||
QueryRoomsInDatabase(onlineRooms =>
|
||||
{
|
||||
List<int> alreadyUsedCodes = onlineRooms.Select(room => int.Parse(room.code)).ToList();
|
||||
Debug.Log($"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($"{random} is already taken, choosing another room code", this);
|
||||
random = UnityEngine.Random.Range(0, 1000);
|
||||
}
|
||||
return random;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when we enter in a new game state
|
||||
/// </summary>
|
||||
@ -463,4 +498,6 @@ private void DeleteRoom(string _roomCode)
|
||||
Debug.Log($"Room {_roomCode} has been deleted");
|
||||
});
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
@ -127,7 +127,7 @@ private void ShowNextQuestion()
|
||||
// Update the prompt text based on the current question's prompt ID.
|
||||
Debug.Log($"Show Question {currentQuestion.promptId}", this);
|
||||
Prompt currentPrompt = promptList.GetPromptById(currentQuestion.promptId);
|
||||
currentPromptLabel.text = currentPrompt.en;
|
||||
currentPromptLabel.text = RoomManager.Instance.myRoom.promptsLanguage == "en" ? currentPrompt.en : currentPrompt.fr;
|
||||
|
||||
Debug.Log($"Prompt is {currentPromptLabel.text}", this);
|
||||
|
||||
|
@ -18,4 +18,4 @@ MonoBehaviour:
|
||||
m_AssetTable:
|
||||
m_TableReference:
|
||||
m_TableCollectionName:
|
||||
m_TrackingChanges: 1
|
||||
m_TrackingChanges: 0
|
||||
|
Loading…
Reference in New Issue
Block a user