Merge branch 'andrew' into darrel

This commit is contained in:
Darrel Marek 2018-04-26 06:59:42 -05:00
commit d5a5432f4b
8 changed files with 187 additions and 19 deletions

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using System;
using System.Globalization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
//Pretty much a copy of GetData...
namespace PedometerU.Tests {
public class GetGoals : MonoBehaviour {
public Text goalText;
public string currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
public string goalDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
public string prefKey;
//Progress Bar...
public float barDisplay; //current progress
private Vector2 barPos;
private Vector2 barSize = new Vector2(227,20);
//Pedometer
private Pedometer pedometer;
int userSteps;
int userPoints;
double userDistance;
int stepsGoal = 100;
public Text stepText;
public Text pointsText;
private int savedSteps;
private int savedPoints;
void OnStep (int steps, double distance) {
userDistance = (distance * 3.28084);
userSteps = steps + savedSteps;
PlayerPrefs.SetInt("currentSteps",userSteps);
stepText.text = userSteps.ToString ();
userPoints = steps*5 + savedPoints;
PlayerPrefs.SetInt("totalPoints",userPoints);
pointsText.text = "Points: " + userPoints.ToString ();
}
private void OnDisable () {
// Release the pedometer
pedometer.Dispose();
pedometer = null;
}
//saved value from last session loads in on START
//write usersteps + saved val to pref in ONSTEP
void Start () {
savedSteps = PlayerPrefs.GetInt("currentSteps");
savedPoints = PlayerPrefs.GetInt("totalPoints");
// Create a new pedometer
pedometer = new Pedometer(OnStep);
// Reset UI
stepText.text = savedSteps.ToString ();
if(PlayerPrefs.HasKey("totalPoints"))
{
pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
}
else
{
PlayerPrefs.SetInt("totalPoints", 0);
pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
}
userSteps = savedSteps;
userPoints = savedPoints;
//OnStep(savedSteps, 0);
Debug.Log(savedSteps);
//goalText.text = prefKey;
goalText.color = new Color(0f, 0f, 0f);
barPos = new Vector2(goalText.transform.position.x - 105, goalText.transform.position.y - 30);
currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
goalDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
Debug.Log(goalDayStr);
if(prefKey == "daily")
savePersistantGoalDate("daily");
}
//Texture the progress bar using these parameters
public Texture2D emptyTex;
public Texture2D fullTex;
//on a button press? begin a goal?
void startGoal()
{
}
void savePersistantGoalDate(string key)
{
PlayerPrefs.SetString(key, goalDayStr);
}
bool checkNewDay(string key)
{
string checkDay = PlayerPrefs.GetString(key);
if(checkDay == currentDayStr)
return false;
return true;
}
void OnGUI() {
//draw the background:
GUI.BeginGroup(new Rect(barPos.x, barPos.y, barSize.x, barSize.y));
GUI.Box(new Rect(0,0, barSize.x, barSize.y), emptyTex);
//draw the filled-in part:
GUI.BeginGroup(new Rect(0,0, barSize.x * barDisplay, barSize.y));
GUI.Box(new Rect(0,0, barSize.x, barSize.y), fullTex);
GUI.EndGroup();
GUI.EndGroup();
}
void Update() {
//needs current points counting toward this goal (daily?)
//needs the total required points for this goal
currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
//barDisplay = Time.time*0.05f; //put actual progress here (current/total)
barDisplay = (float)userSteps/(float)stepsGoal;
//failed to complete goal
if(currentDayStr != goalDayStr)
{
Debug.Log(currentDayStr);
Debug.Log(goalDayStr);
Debug.Log("DAY HAS PASSED!!");
//make it so user dismisses the goal instead!
//Destroy(this);
//destroy the goal and set a new one?
}
//goal complete
if(barDisplay >= 1.0f)
{
Debug.Log("Goal complete! +100pts!");
userSteps = 0;
PlayerPrefs.SetInt("currentSteps", userSteps);
savedSteps = 0;
//OnStep(0,0);
stepText.text = userSteps.ToString ();
//destroy the goal and set a new one?
savedPoints += stepsGoal*10;
PlayerPrefs.SetInt("totalPoints", savedPoints);
pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
}
//only applies if "daily" goal
if(prefKey == "daily")
{
if(checkNewDay(prefKey))
{
Debug.Log("You failed your goal"); //not true if progress is actually complete!
goalDayStr = currentDayStr;
savePersistantGoalDate("daily");
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Goals : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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