Пример #1
0
// once the user is done with creating the string , it has to press the done button so we can process
// its answer  this method will process the naswer string and also will validate the
// grid if it contains atleast one valid word or not

    public void OnDOneClick()
    {
        string answer = CreateAnswerString();

        if (WordBankManager.GetInstance().CheckAnswerString(answer.ToLower()))          //chek the validity of word
        {
            Debug.Log(" This is the valid string ");
            right.rectTransform.localScale = new Vector3(1, 1, 1);
            StartCoroutine(showMsg(1));
            char[] removeletter = answer.ToCharArray();
            for (int i = 0; i < destructionArry.Count; i++)
            {
                remaingLetter.Remove(removeletter[i]);
                Destroy(destructionArry[i].gameObject);
            }
            for (int i = 0; i < currentAnsweGridNo; i++)
            {
                answerArray[i] = -1;
            }
            noOfLetterClicked  = 0;
            currentAnsweGridNo = 0;
            destructionArry.Clear();
            if (WordBankManager.GetInstance().validateGrid(CreateString(remaingLetter)))            // check the validity of grid
            {
                Debug.Log("Grid is still valid for further play ");
            }
            else
            {
                Debug.Log("No valid word in the grid !!!!!!! ");
            }
        }
        else
        {
            Debug.Log(" in valid word or mising from bank");
            wrong.rectTransform.localScale = new Vector3(1, 1, 1);
            StartCoroutine(showMsg(2));
            char[] removeletter = answer.ToCharArray();
            for (int i = 0; i < destructionArry.Count; i++)
            {
                remaingLetter.Remove(removeletter[i]);
                Destroy(destructionArry[i].gameObject);
            }
            for (int i = 0; i < currentAnsweGridNo; i++)
            {
                answerArray[i] = -1;
            }
            if (WordBankManager.GetInstance().validateGrid(CreateString(remaingLetter)))            // check the validity of grid
            {
                Debug.Log("Grid is still valid for further play ");
            }
            else
            {
                Debug.Log("No valid word in the grid !!!!!!! ");
            }
            noOfLetterClicked  = 0;
            currentAnsweGridNo = 0;
            destructionArry.Clear();
        }
    }
Пример #2
0
 void Start()
 {
     tempQuestionArray = questionString.ToCharArray();
     alphabetManager   = GetComponent <AlphabetManager> ();
     alphabetManager.LoadAlphabetSprite();
     WordBankManager.GetInstance().LoadDictionaryFromTextFile();
     calculateGridDimensionsAndCreateEMptyGrid(currentNoOfRow, currentNoOfCol);
     destructionArry = new List <Button> ();
     remaingLetter   = new List <char> ();
     remaingLetter.AddRange(tempQuestionArray);
 }
    void Start()
    {
        cameraZoom     = FindObjectOfType <ViewSwitch>();
        playerHistory  = FindObjectOfType <PlayerHistory>();
        playerMovement = FindObjectOfType <PlayerMovement>();
        wordBank       = FindObjectOfType <WordBankManager>();
//        textBox = GameObject.Find("DialoguePanel");
        listenJsonParser   = FindObjectOfType <ListenJsonParser>();
        questionJsonParser = FindObjectOfType <QuestionJsonParser>();

        playerMovement.frozen = false;
        canvas       = GameObject.Find("UICanvas");
        listenJson   = listenJsonParser.parseLevelJson("levelOne");
        questionJson = questionJsonParser.parseLevelJson("levelOne");
    }
    static public WordBankManager GetInstance()
    {
        if (m_instance == null)
        {
            m_instance = Object.FindObjectOfType(typeof(WordBankManager)) as WordBankManager;

            if (m_instance == null)
            {
                GameObject temp = new GameObject("WordBankManager");
                DontDestroyOnLoad(temp);
                m_instance = temp.AddComponent <WordBankManager>();
            }
            return(m_instance);
        }
        return(m_instance);
    }