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https://github.com/ConjureETS/MTI860_VR_Multi_Controller.git
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Adding Practice Targets in main game (Let user practice before being timed
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@ -9,15 +9,21 @@ namespace Assets.Scripts.HammerScript
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public class Executable : MonoBehaviour
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public class Executable : MonoBehaviour
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{
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{
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public Timer timer;
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public Timer timer;
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public string NextScene;
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public TextMesh text;
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public TextMesh text;
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public bool noMovementChange = true;
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public bool bloquer = false;
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public string NextScene;
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public ChoiceOfMovement nextMouv;
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public ChoiceOfMovement nextMouv;
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public MovementGen target;
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public bool noMovementChange = true;
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public bool changeMouvementForPractice = false;
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// Si on veut skipper/bypasser le 5-4-3-2-1
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// Si on veut skipper/bypasser le 5-4-3-2-1
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public bool IsQuickTeleport = false;
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public bool IsQuickTeleport = false;
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private bool prevent_hit_twice = false;
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void Start()
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void Start()
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{
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{
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//Set the tag of this GameObject to Player
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//Set the tag of this GameObject to Player
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@ -30,8 +36,8 @@ namespace Assets.Scripts.HammerScript
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public void Execute()
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public void Execute()
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{
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{
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if (!bloquer) {
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if (!prevent_hit_twice) {
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bloquer = true;
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prevent_hit_twice = true;
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if (timer)
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if (timer)
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{
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{
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timer.Stop();
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timer.Stop();
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@ -46,6 +52,11 @@ namespace Assets.Scripts.HammerScript
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{
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{
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LoadScene();
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LoadScene();
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}
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}
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else if (changeMouvementForPractice)
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{
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StartCoroutine("Practice");
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//LoadChangeMouvement();
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}
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else
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else
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{
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{
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StartCoroutine("TimerExecute");
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StartCoroutine("TimerExecute");
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@ -68,15 +79,26 @@ namespace Assets.Scripts.HammerScript
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text.text = "Done";
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text.text = "Done";
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}
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}
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yield return new WaitForSeconds(1.0f);
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yield return new WaitForSeconds(1.0f);
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DataSaver.SaveTime();
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if (count <= 0)
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if (count <= 0)
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{
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{
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DataSaver.SaveTime();
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LoadScene();
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LoadScene();
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}
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}
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}
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}
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}
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private IEnumerator Practice()
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{
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yield return new WaitForSeconds(2);
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PlayerPrefs.SetInt(Constant.PPK_MOVEMENT_CHOICE, (int)nextMouv);
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target.ChangeMovement(nextMouv);
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}
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private void LoadChangeMouvement()
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{
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PlayerPrefs.SetInt(Constant.PPK_MOVEMENT_CHOICE, (int)nextMouv);
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target.ChangeMovement(nextMouv);
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}
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}
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private void LoadScene()
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private void LoadScene()
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@ -6,6 +6,7 @@
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// Files
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// Files
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public const string FILE_PATH = ""; // DO NOT PUSH THIS, OR I KILL YOU... TWICE
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public const string FILE_PATH = ""; // DO NOT PUSH THIS, OR I KILL YOU... TWICE
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public const string FILE_INSIDE_PROJECT_PATH = "Task/Times/";
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public const string FILE_TIME = "TimeFile";
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public const string FILE_TIME = "TimeFile";
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public const string FILE_EXTENSION = ".txt";
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public const string FILE_EXTENSION = ".txt";
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@ -12,7 +12,7 @@ namespace Assets.Scripts.Utilities
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string movementName = ((MovementGen.ChoiceOfMovement)PlayerPrefs.GetInt(Constant.PPK_MOVEMENT_CHOICE)).ToString();
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string movementName = ((MovementGen.ChoiceOfMovement)PlayerPrefs.GetInt(Constant.PPK_MOVEMENT_CHOICE)).ToString();
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string time = PlayerPrefs.GetString(Constant.PPK_TIMER_TIME);
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string time = PlayerPrefs.GetString(Constant.PPK_TIMER_TIME);
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string stage = PlayerPrefs.GetString(Constant.PPK_SCENE_NAME);
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string stage = PlayerPrefs.GetString(Constant.PPK_SCENE_NAME);
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string toSave = movementName + Constant.SEPARATOR + playerName + Constant.SEPARATOR + stage + Constant.SEPARATOR + time;
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string toSave = movementName + " " + Constant.SEPARATOR + " " + playerName + " " + Constant.SEPARATOR + " " + stage + " " + Constant.SEPARATOR + " " + time;
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WriteToFile(toSave);
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WriteToFile(toSave);
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}
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}
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@ -21,13 +21,13 @@ namespace Assets.Scripts.Utilities
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string playerName = PlayerPrefs.GetString(Constant.PPK_PLAYER_NAME);
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string playerName = PlayerPrefs.GetString(Constant.PPK_PLAYER_NAME);
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string movementName = ((MovementGen.ChoiceOfMovement)PlayerPrefs.GetInt(Constant.PPK_MOVEMENT_CHOICE)).ToString();
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string movementName = ((MovementGen.ChoiceOfMovement)PlayerPrefs.GetInt(Constant.PPK_MOVEMENT_CHOICE)).ToString();
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string stage = PlayerPrefs.GetString(Constant.PPK_SCENE_NAME);
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string stage = PlayerPrefs.GetString(Constant.PPK_SCENE_NAME);
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string fileName = "position" + Constant.SEPARATOR + movementName + Constant.SEPARATOR + playerName + Constant.SEPARATOR + stage;
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string fileName = "position " + Constant.SEPARATOR + " " + movementName + " " + Constant.SEPARATOR + " " + playerName + " " + Constant.SEPARATOR + " " + stage;
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WriteToFile(positions, fileName);
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WriteToFile(positions, fileName);
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}
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}
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private static async void WriteToFile(string toSave)
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private static async void WriteToFile(string toSave)
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{
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{
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using StreamWriter file = File.AppendText(Constant.FILE_PATH + Constant.FILE_TIME + Constant.FILE_EXTENSION);
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using StreamWriter file = File.AppendText(Constant.FILE_PATH + Constant.FILE_INSIDE_PROJECT_PATH + Constant.FILE_TIME + Constant.FILE_EXTENSION);
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await file.WriteLineAsync(toSave);
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await file.WriteLineAsync(toSave);
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}
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}
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