Example #1
0
    void ConfigGameData()
    {
        phaseOneObjs    = new List <ItemToBeMastered> ();
        phaseTwoObjs    = new List <ItemToBeMastered> ();
        phaseThreeObjs  = new List <ItemToBeMastered> ();
        unmasteredItems = new List <ItemToBeMastered> ();
        currentlyActivatedGameObjects = new List <GameObject> ();
        currentlyActivatedImages      = new List <Image> ();
        individualElements            = GameObject.FindGameObjectsWithTag("elements");
        elementsShorthand             = GameObject.FindGameObjectsWithTag("elementShort");
        groups = GameObject.FindGameObjectsWithTag("groups");
        print(groups.Length);
        foreach (GameObject go in individualElements)
        {
            ItemToBeMastered item = new ItemToBeMastered(0f, go);
            phaseOneObjs.Add(item);
        }
        foreach (GameObject go in elementsShorthand)
        {
            ItemToBeMastered item = new ItemToBeMastered(0f, go);
            phaseTwoObjs.Add(item);
        }

        foreach (GameObject go in groups)
        {
            ItemToBeMastered item = new ItemToBeMastered(0f, go);
            phaseThreeObjs.Add(item);
        }
        //sort all the lists alphabetically
        List <ItemToBeMastered> tempList = new List <ItemToBeMastered> ();

        tempList     = phaseOneObjs.OrderBy(item => item.itemGameObject.name).ToList();
        phaseOneObjs = new List <ItemToBeMastered> (tempList);

        List <ItemToBeMastered> tempList2 = new List <ItemToBeMastered> ();

        tempList2    = phaseTwoObjs.OrderBy(item => item.itemGameObject.name).ToList();
        phaseTwoObjs = new List <ItemToBeMastered> (tempList2);

        List <ItemToBeMastered> tempList3 = new List <ItemToBeMastered> ();

        tempList3      = phaseThreeObjs.OrderBy(item => item.itemGameObject.name).ToList();
        phaseThreeObjs = new List <ItemToBeMastered> (tempList3);

        totalTerms = phaseOneObjs.Count + phaseTwoObjs.Count + phaseThreeObjs.Count;

        //		if (AppManager.s_instance != null) {
        //			float previousMasteryData = AppManager.s_instance.pullAssignMastery (AppManager.s_instance.currentAssignments [AppManager.s_instance.currIndex]) / 100;
        ////			thresholds of data will be objs.count over totalTerms
        //			if (previousMasteryData < (phaseOneObjs.Count / totalTerms)) {
        //				mastery.value = 0;
        //			} else if (previousMasteryData > (phaseOneObjs.Count / totalTerms) && (previousMasteryData < (phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms)) {
        //				mastery.value = (float)phaseOneObjs.Count / totalTerms;
        //				curPhase = HotSpotPhase.Typing;
        //			} else if (previousMasteryData > (phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms) {
        //				mastery.value = (float)(phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms;
        //				curPhase = HotSpotPhase.Groups;
        //			}
        //		}
    }
Example #2
0
	void ConfigGameData ()
	{
		phaseOneObjs = new List<ItemToBeMastered> ();
		phaseTwoObjs = new List<ItemToBeMastered> ();
		phaseThreeObjs = new List<ItemToBeMastered> ();
		unmasteredItems = new List<ItemToBeMastered> ();
		currentlyActivatedGameObjects = new List<GameObject> ();
		currentlyActivatedImages = new List<Image> (); 
		individualElements = GameObject.FindGameObjectsWithTag ("elements");
		elementsShorthand = GameObject.FindGameObjectsWithTag ("elementShort");
		groups = GameObject.FindGameObjectsWithTag ("groups");
		print (groups.Length);
		foreach (GameObject go in individualElements) {
			ItemToBeMastered item = new ItemToBeMastered (0f, go);
			phaseOneObjs.Add (item);
		}
		foreach (GameObject go in elementsShorthand) {
			ItemToBeMastered item = new ItemToBeMastered (0f, go);
			phaseTwoObjs.Add (item);
		}
		
		foreach (GameObject go in groups) {
			ItemToBeMastered item = new ItemToBeMastered (0f, go);
			phaseThreeObjs.Add (item);
		}
		//sort all the lists alphabetically
		List<ItemToBeMastered> tempList = new List<ItemToBeMastered> ();
		tempList = phaseOneObjs.OrderBy (item => item.itemGameObject.name).ToList ();
		phaseOneObjs = new List<ItemToBeMastered> (tempList);
		
		List<ItemToBeMastered> tempList2 = new List<ItemToBeMastered> ();
		tempList2 = phaseTwoObjs.OrderBy (item => item.itemGameObject.name).ToList ();
		phaseTwoObjs = new List<ItemToBeMastered> (tempList2);
		
		List<ItemToBeMastered> tempList3 = new List<ItemToBeMastered> ();
		tempList3 = phaseThreeObjs.OrderBy (item => item.itemGameObject.name).ToList ();
		phaseThreeObjs = new List<ItemToBeMastered> (tempList3);
		
		totalTerms = phaseOneObjs.Count + phaseTwoObjs.Count + phaseThreeObjs.Count;
		
		//		if (AppManager.s_instance != null) {
		//			float previousMasteryData = AppManager.s_instance.pullAssignMastery (AppManager.s_instance.currentAssignments [AppManager.s_instance.currIndex]) / 100;
		////			thresholds of data will be objs.count over totalTerms 
		//			if (previousMasteryData < (phaseOneObjs.Count / totalTerms)) {
		//				mastery.value = 0;
		//			} else if (previousMasteryData > (phaseOneObjs.Count / totalTerms) && (previousMasteryData < (phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms)) {
		//				mastery.value = (float)phaseOneObjs.Count / totalTerms;
		//				curPhase = HotSpotPhase.Typing;
		//			} else if (previousMasteryData > (phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms) {
		//				mastery.value = (float)(phaseOneObjs.Count + phaseTwoObjs.Count) / totalTerms;
		//				curPhase = HotSpotPhase.Groups;
		//			}
		//		}
	}