-
Notifications
You must be signed in to change notification settings - Fork 0
/
BFGIManager.cs
403 lines (375 loc) · 11.7 KB
/
BFGIManager.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/******************************************
*
* Module BFGIManager
* Analyses and store the Big Five Game Inventory of all the players
* BFGI Values range from [2,10]
*
*
* ***************************************/
public class BFGIManager : MonoBehaviour {
public GameObject situacoes;
private GameObject currentSituation;
private bool BFGIOver = false;
public int curSituationID = 1;
public List<string> BFGIQuestions;
/******************************************
*
* public struct AveragePlayer
*
* Attributes
* public float O - The player's Openness value;
* public float C - The player's Conscientiousness value;
* public float E - The player's Extraversion value;
* public float A - The player's Neuroticism value;
* public float N - The player's Agreeableness value;
*
* ***************************************/
[System.Serializable]
public struct AveragePlayer
{
public float O;
public float C;
public float E;
public float A;
public float N;
}
[System.Serializable]
public class Player
{
public GameObject playerObj;
public int playerID;
public int currentStage;
public int O;
public int C;
public int E;
public int A;
public int N;
public bool ready;
public List<int> answers;
public Player(GameObject newPlayer)
{
this.playerObj = newPlayer;
this.ready = true;
this.answers = new List<int>();
}
}
private static BFGIManager bgManager;
public AveragePlayer avgPlayer;
/******************************************
*
* public static BFGIManager GetInstance()
* Singleton Implementation Method
*
* Parameters
*
* Return
* Returns the object for the manager
*
* ***************************************/
public static BFGIManager GetInstance()
{
if (bgManager != null)
return bgManager;
throw new System.Exception("BFGIManager = null");
}
public List<Player> players;
/******************************************
*
* private void Start()
* Start the lists used in the class
*
* Parameters
*
* Return
*
*
* ***************************************/
private void Start()
{
bgManager = this;
players = new List<Player>();
avgPlayer = new AveragePlayer();
}
/******************************************
*
* public void NewPlayer(GameObject newPlayer, int playerID)
* Creates a new object player and adds it to the list of players
*
* Parameters
* GameObject newPlayer - The unity game object of the player
* int playerID - The ID of the new player
*
* Return
*
* ***************************************/
public void NewPlayer(GameObject newPlayer, int playerID)
{
Player novo = new Player(newPlayer);
novo.currentStage = 1;
novo.playerID = playerID;
players.Add(novo);
}
/******************************************
*
* public void Update()
* If the game is in the correct state, waits for the input of each player,
* and gets their answer for the BFGI questionnaire.
*
* Parameters
*
* Return
*
* ***************************************/
public void Update()
{
if (GameManagerScript.GetInstance().currentStage == GameManagerScript.GameStage.BFGI)
{
foreach (Player p in players)
{
if (Input.GetButtonDown("Player" + p.playerID + "_X"))
{
GameObject msg = UIManagerScript.GetInstance().CheckMsg(p.playerObj);
if (msg != null)
{
SituacaoScript script = msg.GetComponent<SituacaoScript>();
if (script != null)
{
p.answers.Add(script.value);
p.ready = true;
UIManagerScript.GetInstance().StopDisplayOnScreen(p.playerObj);
p.playerObj.SetActive(false);
LoadSituation(p.currentStage + 1);
}
}
}
}
}
}
/******************************************
*
* public void LoadSituation(int situationID)
* Checks if all the players are ready.
* Loads the next situation on the questionnaire or ends the questionnaire if it's over.
*
* Parameters
* int situationID - The id of the situation to be loaded
*
* Return
*
* ***************************************/
public void LoadSituation(int situationID)
{
foreach (Player p in players)
{
if (p.ready == false)
{
return;
}
}
if (situationID >10)
{
if (currentSituation != null)
{
Destroy(currentSituation);
}
CalculaOCEAN();
foreach (Player p in players)
{
p.playerObj.SetActive(true);
}
BFGIOver = true;
GameManagerScript.GetInstance().BFGIOver();
return;
}
if (currentSituation != null)
{
Destroy(currentSituation);
}
curSituationID = situationID;
foreach(Transform transSituation in situacoes.GetComponentsInChildren<Transform>())
{
GameObject situacao = transSituation.gameObject;
if (situacao.name == "Situacao" + situationID)
{
GameObject newInstance = Instantiate(situacao, Vector3.zero, Quaternion.identity);
newInstance.transform.localScale = new Vector3(2.5f,2.5f,2);
newInstance.transform.position = new Vector3(-3.68f, 0, 0);
Camera.main.transform.position = new Vector3(0,0,Camera.main.transform.position.z);
currentSituation = newInstance;
currentSituation.GetComponentsInChildren<SituacaoScript>()[0].displayText = BFGIQuestions[situationID - 1];
}
}
foreach (Player p in players)
{
p.currentStage = situationID;
p.ready = false;
//p.playerObj.transform.position = Vector3.zero;
p.playerObj.SetActive(true);
}
}
/******************************************
*
* private void CalculaOCEAN()
* Once the questionnaire is over, gets the answer of each player and calculates their OCEAN values.
*
* Parameters
*
* Return
*
* ***************************************/
private void CalculaOCEAN()
{
foreach (Player p in players)
{
p.O = p.answers[6] + (6 - p.answers[2]);
p.C = p.answers[7] + (6 - p.answers[1]);
p.E = p.answers[0] + (6 - p.answers[9]);
p.A = p.answers[8] + (6 - p.answers[4]);
p.N = p.answers[3] + (6 - p.answers[5]);
}
CalculaAveragePlayer();
}
/******************************************
*
* private void CalculaAveragePlayer()
* Averages the values of all players into a single player object.
*
* Parameters
*
* Return
*
* ***************************************/
private void CalculaAveragePlayer()
{
foreach (Player p in players)
{
avgPlayer.O += p.O;
avgPlayer.C += p.C;
avgPlayer.E += p.E;
avgPlayer.A += p.A;
avgPlayer.N += p.N;
}
avgPlayer.O /= players.Count;
avgPlayer.C /= players.Count;
avgPlayer.E /= players.Count;
avgPlayer.A /= players.Count;
avgPlayer.N /= players.Count;
}
/******************************************
*
* private int GetPlayerOCEAN()
* Get function of a specific OCEAN value of a single player.
*
* Parameters
* GameObject obj - The unity object of a player;
* string status - The value requested by the user;
* Return
* returns the specific value requested, gotten from the local list of players.
*
* ***************************************/
public int GetPlayerOCEAN(GameObject obj, string status)
{
foreach (Player p in players)
{
if (p.playerObj == obj)
{
switch (status)
{
case "O":
return p.O;
case "C":
return p.C;
case "E":
return p.E;
case "A":
return p.A;
case "N":
return p.N;
}
}
}
return -1;
}
/******************************************
*
* public List<Player> GetPlayers()
* Get function for the local list of players.
*
* Parameters
*
* Return
* Returns the local list of players.
*
* ***************************************/
public List<Player> GetPlayers()
{
return players;
}
/******************************************
*
* public bool AllowNewPlayer()
* The verification function that allows or denies the inclusion of a new player.
*
* Parameters
*
* Return
* Returns true if a player is allowed to enter the game, or false otherwise.
*
* ***************************************/
public bool AllowNewPlayer()
{
if (curSituationID != 1)
return false;
return true;
}
/******************************************
*
* private List<string> Display()
* The UI display function for the current class. Generates the lists to be displayed on either side of the screen.
* Creates a list of messages to be displayed on screen regarding the players OCEAN values.
*
* Parameters
*
* Return
* Returns the list of messages to be displayed by the UI Manager.
*
* ***************************************/
public List<string> Display()
{
List<string> guitext = new List<string>();
guitext.Add("");
guitext.Add("");
guitext[0] = "---BFGI----\n\n";
guitext[1] = "---BFGI----\n\n";
if (GameManagerScript.GetInstance().GetNumPlayers() < 3)
{
foreach (Player p in players)
{
guitext[0] += "Player_" + p.playerID + ".O = " + p.O + "\t";
guitext[0] += "Player_" + p.playerID + ".C = " + p.C + "\n";
guitext[0] += "Player_" + p.playerID + ".E = " + p.E + "\t";
guitext[0] += "Player_" + p.playerID + ".A = " + p.A + "\n";
guitext[0] += "Player_" + p.playerID + ".N = " + p.N + "\n\n";
}
return guitext;
}
else
{
foreach (Player p in players)
{
int side = 0;
if (p.playerID > 1)
side = 1;
guitext[side] += "Player_" + p.playerID + ".O = " + p.O + "\t";
guitext[side] += "Player_" + p.playerID + ".C = " + p.C + "\n";
guitext[side] += "Player_" + p.playerID + ".E = " + p.E + "\t";
guitext[side] += "Player_" + p.playerID + ".A = " + p.A + "\n";
guitext[side] += "Player_" + p.playerID + ".N = " + p.N + "\n\n";
}
return guitext;
}
}
}