250 lines
6.9 KiB
C#
250 lines
6.9 KiB
C#
using System;
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using System.Globalization;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Text;
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//Pretty much a copy of GetData...
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namespace PedometerU.Tests
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{
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public class GetGoals : MonoBehaviour
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{
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// Goals Progress Bar
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public Image pbbg;
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public Image pbf;
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// Monster Progress Bar
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public Image mpbbg;
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public Image mpbf;
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private string[] items = { "circle_eye", "crazy_hair", "circle_head", "gap_mouth", "pig_nose", "crown" };
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// Display Text
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public Text goalText;
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public Text stepText;
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public Text pointsText;
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public Text remainingText;
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// Goal information.
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public string currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
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public string goalDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
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public string prefKey;
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// Used for time calculation.
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private int timeUsed;
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private int timeRemaining;
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private const int secondsperday = 86400;
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//Progress Bar...
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public float barDisplay; //current progress
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//private Vector2 barPos;
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// This gets overwritten later by the background's size values.
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private Vector2 barSize = new Vector2(5000, 10);
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//Pedometer
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private Pedometer pedometer;
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int userSteps;
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int userPoints;
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int stepsGoal = 100;
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private int savedSteps;
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private int savedPoints;
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void OnStep (int steps, double distance) {
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//userDistance = (distance * 3.28084);
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userSteps = steps + savedSteps;
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PlayerPrefs.SetInt("currentSteps",userSteps);
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stepText.text = userSteps.ToString () + "/" + stepsGoal.ToString();
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userPoints = steps*5 + savedPoints;
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PlayerPrefs.SetInt("totalPoints",userPoints);
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pointsText.text = "Points: " + userPoints.ToString ();
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}
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private void OnDisable () {
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// Release the pedometer
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pedometer.Dispose();
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pedometer = null;
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}
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//saved value from last session loads in on START
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//write usersteps + saved val to pref in ONSTEP
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void Start ()
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{
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savedSteps = PlayerPrefs.GetInt("currentSteps");
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savedPoints = PlayerPrefs.GetInt("totalPoints");
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// Create a new pedometer
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pedometer = new Pedometer(OnStep);
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// Reset UI
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stepText.text = savedSteps.ToString () + "/" + stepsGoal.ToString();
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if(PlayerPrefs.HasKey("totalPoints"))
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{
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pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
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}
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else
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{
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PlayerPrefs.SetInt("totalPoints", 0);
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pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
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}
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userSteps = savedSteps;
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userPoints = savedPoints;
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//OnStep(savedSteps, 0);
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Debug.Log(savedSteps);
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//goalText.text = prefKey;
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goalText.color = new Color(0f, 0f, 0f);
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Debug.Log(pbbg.rectTransform.anchoredPosition.x.ToString() + " " + pbbg.rectTransform.anchoredPosition.y.ToString());
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//barPos = new Vector2(pbbg.transform.position.x, 1895 - pbbg.transform.position.y);
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currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
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goalDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
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Debug.Log(goalDayStr);
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if(prefKey == "daily")
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savePersistantGoalDate("daily");
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}
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//on a button press? begin a goal?
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void startGoal()
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{
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}
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void savePersistantGoalDate(string key)
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{
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PlayerPrefs.SetString(key, goalDayStr);
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}
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bool checkNewDay(string key)
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{
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string checkDay = PlayerPrefs.GetString(key);
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if(checkDay == currentDayStr)
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return false;
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return true;
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}
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// Was used for testing.
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private float tempcounter = 0.1f;
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// Call this to update the goals progress bar.
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public void updateProgressBar()
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{
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//Debug.Log (pbbg.rectTransform.rect.width + " " + pbbg.rectTransform.rect.height);
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barSize.x = pbbg.rectTransform.rect.width;
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//tempcounter += 0.0005f;
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// resize the fill.
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RectTransform temp = pbf.rectTransform;
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//temp.sizeDelta = new Vector2 (-barSize.x + barSize.x * tempcounter, 0);
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temp.sizeDelta = new Vector2 (-barSize.x + (barSize.x * barDisplay), 0);
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temp.anchoredPosition = new Vector2 (temp.rect.width * 0.5f - (barSize.x * 0.5f),0);
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}
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// Call this to update the monster's progress bar.
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public void updateMonsterProgressBar()
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{
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float fractionused = (float)(timeUsed) / (float)(secondsperday);
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//Debug.Log (dayleft);
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barSize.x = mpbbg.rectTransform.rect.width;
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//tempcounter += 0.0005f;
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// resize the fill.
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RectTransform temp = mpbf.rectTransform;
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//temp.sizeDelta = new Vector2 (-barSize.x + barSize.x * tempcounter, 0);
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temp.sizeDelta = new Vector2 (-barSize.x + (barSize.x * fractionused), 0);
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temp.anchoredPosition = new Vector2 (temp.rect.width * 0.5f - (barSize.x * 0.5f),0);
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}
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// Calculates the time remaining for the day.
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// Will likely make a separate function for smaller timed goals if we have time.
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public void updateTimeRemaining()
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{
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timeUsed = ((System.DateTime.Now.Hour * 60 * 60) + (System.DateTime.Now.Minute * 60) + System.DateTime.Now.Second);
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timeRemaining = secondsperday - timeUsed;
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}
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// Format the time remaining variable to a proper string.
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public string formatTimeRemaining()
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{
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string output = "Time remaining: ";
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output += "" + (timeRemaining / 3600);
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output += ":" + (timeRemaining % 3600 / 60);
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output += ":" + (timeRemaining % 60);
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return output;
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}
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void Update()
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{
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updateTimeRemaining ();
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updateProgressBar ();
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updateMonsterProgressBar ();
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//needs current points counting toward this goal (daily?)
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//needs the total required points for this goal
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currentDayStr = System.DateTime.Now.ToString("MM/dd/yyyy");
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remainingText.text = formatTimeRemaining ();
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//barDisplay = Time.time*0.05f; //put actual progress here (current/total)
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barDisplay = (float)userSteps/(float)stepsGoal;
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//failed to complete goal
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if(currentDayStr != goalDayStr)
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{
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Debug.Log(currentDayStr);
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Debug.Log(goalDayStr);
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Debug.Log("DAY HAS PASSED!!");
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//make it so user dismisses the goal instead!
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//Destroy(this);
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//destroy the goal and set a new one?
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}
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//goal complete
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if(barDisplay >= 1.0f)
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{
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Debug.Log("Goal complete! +100pts!");
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userSteps = 0;
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PlayerPrefs.SetInt("currentSteps", userSteps);
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savedSteps = 0;
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//OnStep(0,0);
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stepText.text = userSteps.ToString () + "/" + stepsGoal.ToString();
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//destroy the goal and set a new one?
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savedPoints += stepsGoal*10;
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PlayerPrefs.SetInt("totalPoints", savedPoints);
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pointsText.text = "Points: " + PlayerPrefs.GetInt("totalPoints").ToString ();
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//Random item
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StringBuilder invList = new StringBuilder ();
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invList.Append(PlayerPrefs.GetString ("inventory"));
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invList.Append(items[(int)Math.Round(UnityEngine.Random.value*6.0f)]).Append(" ");
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PlayerPrefs.SetString ("inventory", invList.ToString());
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}
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//only applies if "daily" goal
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if(prefKey == "daily")
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{
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if(checkNewDay(prefKey))
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{
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Debug.Log("You failed your goal"); //not true if progress is actually complete!
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goalDayStr = currentDayStr;
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savePersistantGoalDate("daily");
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}
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}
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}
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}
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}
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