I have a quiz game and at the end of the game I want to display a leaderboard of the top 10 people with their names and score for example: Ioue 500.
Right now I'm adding score every time user scores, and I'm checking the high score. However I'm not sure how to do the leaderboard. can someone guide me?
This script is where the user registers, it's a different scene.
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.Linq;
using System.Text.RegularExpressions;
using System.IO;
using System;
public class Registration : MonoBehaviour
{
public Text name;
public static Registration _instace;
private void Awake()
{
_instace = this;
}
/// <summary>
/// Performs data validation and registers user
/// </summary>
public void Register()
{
string data;
string currentUser = string.Empty;
string userName;
data = GetData(name);
if (data == null || string.IsNullOrEmpty(data))
{
Recolor(name, errorColor);
return;
}
else
{
userName = data;
currentUser += data + ";";
}
string previousDirectory = Directory.GetCurrentDirectory();
Directory.SetCurrentDirectory(Application.persistentDataPath);
if (File.Exists("Users.csv"))
{
string[] users = File.ReadAllLines("Users.csv");
foreach (string user in users)
{
string[] parts = user.Split(";".ToCharArray(), StringSplitOptions.RemoveEmptyEntries);
}
}
File.AppendAllText("Users.csv", currentUser + Environment.NewLine);
Directory.SetCurrentDirectory(previousDirectory);
SceneManager.LoadScene(nextScene);
}
// Gets input data from control group provided
string GetData(Graphic group)
{
InputField inputField = group.GetComponentInChildren<InputField>();
if (inputField != null)
{
return inputField.text;
}
return null;
}
// Gets input data from control group provided
string GetDataD(Graphic group)
{
Dropdown inputField = group.GetComponentInChildren<Dropdown>();
if (inputField != null)
{
return inputField.captionText.text;
}
return null;
}
}
Where i add score is when player get's the right answer
if (isCorrect)
{
theAnswerIsCorrect = true;
playerScore += 20;
scoreDisplayText.text = "Score: " + playerScore.ToString();
}
This is where I compare the old and new score:
public void submitNewPlayerScore(int newScore)
{
if (newScore > playerProgress.highestScore)
{
playerProgress.highestScore = newScore;
SavePlayerProgress();
}
}
Now what I need is I will have many users playing, I just want to display the top 10 users with their names and high scores. Thank you!
Okay first thing : Why do you even need registration when it's offline?
You can omit the registration and just ask for a player name after quiz ends ( if you want to make offline highscores ).
Since you already have kind of highestScore you can just order it using Linq. I assume your code has access to all players ( because it's in csv file ) so I can recommend doing something like this :
List<Player> playerList = new List<Player>();
foreach(string user in File.ReadAllLines("Users.csv"))
{
playersList.Add(Player.Parse(user)); // If you have such method...
}
Now since you have all Players in one list you can use Linq to order it and take only x to display :
int x = 10; // how many records to take
IEnumerable<Player> highestX = playerList.OrderBy(player => player.highestScore).Take(x);
highestX is now holding 10 records with the highest score. You can just iterate through them and display details like highestX.ElementAt(0).Name or something like this.
Related
I'm creating a rhythm game on Unity and I'm using an external program which in turn gives me 0000,1000,0100,0001 as outputs, and I'm using them to create the song levels. I've come across a problem where sometimes it prints four lines before a comma (a whole beat), and sometimes eight lines before a comma (half beats), and so on. Is there any way I can make Unity detect the amount of lines before a comma hits? Code & images below; if you need any other parts tell me, thanks !
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(NoteData))]
public class NoteDataEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
NoteData data = target as NoteData;
if (GUILayout.Button("Parse"))
{
float x = 60f / data.BPM;
float currentTime = 0;
List<NoteData.NoteInfo> notes = new List<NoteData.NoteInfo>();
string[] allNotes = data.noteSequence.Split('\n');
foreach (string note in allNotes)
{
if (note.Trim() == ",") continue;
currentTime += x;
if (note.Trim() == "0000") continue;
NoteData.NoteColor colorToAdd = NoteData.NoteColor.Red;
if (note.Trim() == "1000")
{
colorToAdd = NoteData.NoteColor.Green;
}
else if (note.Trim() == "0100")
{
colorToAdd = NoteData.NoteColor.Blue;
}
else if (note.Trim() == "0010")
{
colorToAdd = NoteData.NoteColor.Red;
//colorToAdd = (NoteData.NoteColor) Random.Range(0, 3);
}
notes.Add(new NoteData.NoteInfo(){
color = colorToAdd,
timeStamp = currentTime
});
}
data.notes = notes.ToArray();
}
}
}
https://i.stack.imgur.com/zDjSP.png
I managed to find a solution by adding a line counter which puts the counter to 0 whenever a comma is seen, and adds +1 to the counter everytime there isn't a comma until one pops up.
I am making an impostor api plugin and the file GameOptionsData.cs has this:
/// <summary>
/// Gets or sets the Impostor cooldown to kill in seconds.
/// </summary>
public float KillCooldown { get; set; }
and I have my own script that has this:
if(message[0] == "/cooldown")
{
if (message[1] != null)
{
int kkd = 0;
bool CanConvert = int.TryParse(message[1], out kkd);
if (CanConvert == true)
{
e.PlayerControl.SendChatToPlayerAsync("you would have made the kill cooldown," + kkd + ", but my code is not currently working Sorry!");
//Set Cooldown here
}
else
{
e.PlayerControl.SendChatToPlayerAsync("This command requires a number \n Example: /cooldown 10");
}
}else
{
e.PlayerControl.SendChatToPlayerAsync("This command requires a number \n Example: /cooldown 10");
}
}
and I want to change the KillCooldown value where it says //Set Cooldown here how would I do this I don't know too much about C# so I apologize if this is a stupid question or I am completely thinking about this in the wrong way. Thanks!
You can simply use:
//set the cool down
e.Game.Options.KillCooldown = 10;
//sync the cooldown to all clients
e.Game.SyncSettingsAsync();
I am trying to create a bingo caller so I have a list of numbers 1-90 and it randomly picks one, moves it from the 'TobeCalled' List and into 'DeadNumbers' List, this all works fine. The problem I have is that I want to print the list as an object on the screen, so convert it to a string and print it using text apart form I get the error.
Assets\Random_Number.cs(41,17): error CS0103: The name 'String' does not exist in the current context
Here is the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Random_Number : MonoBehaviour
{
public List <int> ListofNumbers = new List<int>(); // List of the numbers being called
public List <string> DeadNumbers = new List<string>(); // List of numbers that have been called
public Text text_to_be_Printed; // Text Element
private int numberSelected;
private string numberSelected_str;
public string DeadNumbers_str;
void Start() {
text_to_be_Printed = GetComponent<Text>();
for(int i = 1; i <= 90; i++){
ListofNumbers.Add(i); // Makes a list of all the numbers
}
}
void Update()
{
if (Input.GetKeyDown("space")){ // If space is pressed -text
numberSelected = ListofNumbers[Random.Range (0, ListofNumbers.Count)]; // Get a random number text
numberSelected_str = numberSelected.ToString();
text_to_be_Printed.text = numberSelected_str;
DeadNumbers.Add(numberSelected_str);
ListofNumbers.Remove(numberSelected);
Debug.Log(String.Join(", ", DeadNumbers));
// DeadNumbers_str = String.Join(",", DeadNumbers);
// Debug.Log(DeadNumbers_str);
}
}
}
I have tried uning String.Join but i get the error above, I'm pertty new to Unity and c# so any help would be appricated
You are missing using System; at the top of your file. String class is located at System namespace.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Random_Number : MonoBehaviour
{
public List <int> ListofNumbers = new List<int>(); // List of the numbers being called
public List <string> DeadNumbers = new List<string>(); // List of numbers that have been called
public Text text_to_be_Printed; // Text Element
private int numberSelected;
private string numberSelected_str;
public string DeadNumbers_str;
void Start() {
text_to_be_Printed = GetComponent<Text>();
for(int i = 1; i <= 90; i++){
ListofNumbers.Add(i); // Makes a list of all the numbers
}
}
void Update()
{
if (Input.GetKeyDown("space")){ // If space is pressed -text
numberSelected = ListofNumbers[Random.Range (0, ListofNumbers.Count)]; // Get a random number text
numberSelected_str = numberSelected.ToString();
text_to_be_Printed.text = numberSelected_str;
DeadNumbers.Add(numberSelected_str);
ListofNumbers.Remove(numberSelected);
Debug.Log(String.Join(", ", DeadNumbers));
// DeadNumbers_str = String.Join(",", DeadNumbers);
// Debug.Log(DeadNumbers_str);
}
}
}
Adding to foobar's answer
string (small s) as type keyword is the same as System.String so you could also simply use string.Join instead then you don't need the using System;
I'm working on a project where I can load a fixed set of data into a listbox. Each line of data is tied to an image in a picturebox. When I click on my load button, the data should be loaded into the listbox and each image should be loaded, and begin to move on the screen.
When I click load, initially 4 images are briefly loaded. Then the fourth disappears and only the first three of my images begin to move around the screen. However, when I create a new object the data is added to the listbox, but the image isn't the relevant new object image, instead it's my fourth image that should have loaded. So my loaded images are always one step behind, but my listbox is up to date.
I am very new to coding and struggling to understand the bigger picture at this stage. A lot of the code are examples that I've taken from places, and I vaguely understand what is going on, but not enough to troubleshoot this issue.
Does anyone have any tips on why this would be happening? Any advice or ideas on where I'm going wrong would be much appreciated.
MyClass.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using System.Windows.Forms;
namespace ACarter_A1_New
{
class MyClass
{
//private variables
private string animalId;
private int typeId; //Animal type id
private string typeName;
private int xPosition;
private int yPosition;
private int width;
private int height;
private int xStep; //move speed
private int yStep;
private PictureBox animalPic; //Picture
//public variables
public string AnimalId { get => animalId; set => animalId = value; }
public int TypeId { get => typeId; set => typeId = value; }
public string TypeName { get => typeName; set => typeName = value; }
public int XPosition { get => xPosition; set => xPosition = value; }
public int YPosition { get => yPosition; set => yPosition = value; }
public int Width { get => width; set => width = value; }
public int Height { get => height; set => height = value; }
public int XStep { get => xStep; set => xStep = value; }
public int YStep { get => yStep; set => yStep = value; }
public PictureBox AnimalPic { get => animalPic; set => animalPic = value; }
public MyClass(string id, PictureBox iniPic, int seed)
{
AnimalId = id; //the string id is now equal to AnimalId
TypeId = seed; //the int seed is now equal to TypeId
//set up type name
switch (TypeId) //TypeId = seed
{
case 1:
TypeName = "Angry Dog"; //= seed 1
break;
case 2:
TypeName = "Sleepy Dog"; //= seed 2
break;
case 3:
TypeName = "Dirty Dog"; //= seed 3
break;
case 4:
TypeName = "Happy Dog"; //= seed 4
break;
}
AnimalPic = iniPic; //load picture
//set up picture location by (X, Y, W, H)
XPosition = seed * 20;
YPosition = seed * 10;
Width = animalPic.Width;
Height = animalPic.Height;
XStep = seed * 5; //moving speed
YStep = seed * 5 / 3;
}
//Method DrawPic(...) displays an object image on the screen
public void DrawPic(Graphics canvas)
{
Image pic; //Image variable called pic
pic = AnimalPic.Image; //that image pic is now equal to the public picturebox AnimalPic
canvas.DrawImage(pic, XPosition, YPosition, Width, Height);
}
//Method move() changes the position of the object - simulates moving
public void Move()
{
if ((XPosition + Width >= 503 || (XPosition <= 0)))
{//change direction if on the edge
XStep = -XStep;
}
XPosition = XPosition + XStep; //move one step on x direction
if ((YPosition + height >= 421 || (YPosition <= 0)))
{//change direction if on the edge
YStep = -YStep;
}
YPosition = YPosition + YStep; //move one step on Y direction
}
//Method ToString() enables the object to be displayed as a string in the Listbox
public override string ToString()
{
return AnimalId + ", " + TypeId + ", " + TypeName + ", " + "x speed: " + XStep.ToString() + ", Y speed: " + YStep.ToString();
}
}
}
FileManager.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;
using System.Windows.Forms;
using System.Drawing;
namespace ACarter_A1_New
{
class FileManager
{
public List<MyClass> LoadAnimals(string fn)
{
StreamReader sr = new StreamReader(fn); //create a new instance of streamreader to use to read our .txt file, called sr and pass in the string fn
List<MyClass> loaddogs = new List<MyClass>(); //create a list based on the MyClass.cs class object, call the list loadDogs
//declare variables for object parameters from the MyClass class
string animalId; //we want the animalId, pic and seed info
PictureBox pic = new PictureBox();
int seed;
while (!sr.EndOfStream) //use a while loop to read through the file until the end - while not at the end, continue
{
string temp = sr.ReadLine(); //create a temp string called temp to store each read line that the sr reads
string[] values = temp.Split(','); //create a string array called value to store the information stored in temp, and split the indexed info on each line by commas
animalId = values[0]; //state that the animal id will be the first index at index 0 in our string array values
seed = int.Parse(values[1]); //state that seed will be the second index at index 1 in our string array values, we have to use int.Parse to convert int to string
//create new object, picture will be setup in form application
MyClass d = new MyClass(animalId, pic, seed); //create an object from MyClass called d, with properties for animalId, pic and seed
loaddogs.Add(d); //add what is stored in d to loaddogs list
}
sr.Dispose(); //finish using the sr streamreader
return loaddogs; //return a list loaddogs to the SaveAnimal method
}
}
}
Form1.cs - code for Loading/Creating New Object
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.IO;
using System.Collections;
namespace ACarter_A1_New
{
public partial class Form1 : Form
{
Random seed = new Random();
int animalTypeId;
int animalId;
List<MyClass> animals = new List<MyClass>();
Graphics screen;
public Form1()
{
InitializeComponent();
//setup screen and initialize animal id
screen = picScreen.CreateGraphics(); //declare and initialise the screen to equal the
animalId = 0; //declare and initalise the animalId variable
}
private void MoveAndShowAnimals() //MoveAndShowAnimals method to call the public Move() and DrawPic methods
{
try //use try/catch incase any exceptions are thrown to the code block
{
//initally the graphics screen is cleared and is the color dark olive green
screen.Clear(Color.DarkOliveGreen);
foreach (MyClass dog in animals) //foreach object that is stored in animals
{
dog.DrawPic(screen);
dog.Move();
//call the public DrawPic method from the MyClass class for each object
//call the public move method from the MyClass class for each object
}
}
catch (Exception ex)
{
MessageBox.Show("Error with MoveAndShowAnimals method" + ex);
}
}
private void btnLoadInit_Click(object sender, EventArgs e)
{
try //use try/catch incase any exceptions are thrown to the code block
{
animals.Clear(); //clear the animals list
List<MyClass> d = new List<MyClass>(); //create a new list using the MyClass class called d
lbxObjs.Items.Clear(); //clear the listbox lbxObjs
FileManager fm = new FileManager(); //create a new instance of FileManger called fm
//retrieve a list of dog information, without image
d = fm.LoadAnimals("dogs.txt"); //use the file manager fm, specifically the LoadAnimals(dogs.txt) in FileManager class and store in the list called d
//declare variables to use Id and seed
string Id;
int seed;
int count = 0; //count used to increment through in foreach loop, initialised to start at 0
// PictureBox Pic;
foreach (MyClass dog in d) //foreach loop to loop through each object "dog" that is put into the list d. The object being made up of id, seed and a picturebox
{
Id = dog.AnimalId; //specifying that the string Id is equal to the AnimalId specified in the MyClass class
seed = dog.TypeId; //specifying that the int seed is equal to the TypeId specified in the MyClass class
PictureBox Pic = null; //We need a picturebox, which initially will be null as we need the Pic to be one of four
//we can determine which pic should be first, second, third and fourth by using the count variable and if, if else statements
if (count == 0)
{
Pic = picDog1;
}
else if (count == 1)
{
Pic = picDog2;
}
else if (count == 2)
{
Pic = picDog3;
}
else if (count == 3)
{
Pic = picDog4;
}
//make an active object from retrieved file data
MyClass dogfromFile = new MyClass(Id, Pic, seed);
// use the active object and add it to the list animals which is our object list
animals.Add(dogfromFile);
MoveAndShowAnimals();
count++; //count++ increment count by 1 each time the foreach loop increments, which will be 4 times as we have four initial objects to load
}
if (animals == null) //if animal list is null, then show the error message below
{
MessageBox.Show("Error loading animals");
}
else //otherwise, clear the listbox, and add the objects that we have loaded into animals to the listbox
{
lbxObjs.Items.Clear();
lbxObjs.Items.AddRange(animals.ToArray());
/*MoveAndShowAnimals();*/ //implement the MoveAndShowAnimals() method to animate images
timer1.Enabled = true;//start the timer
}
}
catch (Exception ex) //exception ex shows a detailed error message as well as the initial message "Error loading"
{
MessageBox.Show("Error loading" + ex); //if an exception is thrown to the above code, display error loading
}
}
private void btnNewObj_Click(object sender, EventArgs e)
{
try
{
animalId++; //start animal id at 1, has been initialised to 0 already
//animalTypeId now equals the random seed which will choose from 4 objs and start at 1
string fullAnimalId = animalId.ToString(); //pass in string New Dog + the animal id to a string called fullAnimalId
animalTypeId = seed.Next(4) + 1;
PictureBox Pic = null; //initially this will be null as we need to choose from 1 of four pictureboxes. we can differentiate which picture to choose by using the animalTypeId
//which is equal to the seed number and give each seed the relevant image name, so Pic can have four variables depending on which seed is chosen
if (animalTypeId == 1)
{
Pic = picDog1;
}
else if (animalTypeId == 2)
{
Pic = picDog2;
}
else if (animalTypeId == 3)
{
Pic = picDog3;
}
else if (animalTypeId == 4)
{
Pic = picDog4;
}
//make an active object from retrieved file data
MyClass dogfromNew = new MyClass(fullAnimalId, Pic, animalTypeId);
animals.Add(dogfromNew); //add the active object to the animals object list
lbxObjs.Items.Clear(); //clear the listbox
lbxObjs.Items.AddRange(animals.ToArray()); //take the objects stored in animals list and add them to the listbox
MoveAndShowAnimals(); //call the MoveAndShowAnimals() method to animate the new images
timer1.Enabled = true; //start the timer
}
catch (Exception ex) //exception ex shows a detailed error message as well as the initial message "Error creating new object"
{
MessageBox.Show("Error creating new object" + ex);
}
}
private void timer1_Tick(object sender, EventArgs e)
{
try
{
MoveAndShowAnimals();
}
catch (Exception)
{
MessageBox.Show("Error with timer");
}
}
dogs.txt file contents:
1,1
2,2
3,3
4,4
For anyone who's interested. The fourth image that kept disappearing was actually to do with the images themselves. I tried resizing the images and it worked first time through. I figured this out by using a smaller program that just had the load button and new object button and used different pictures, which when I compared to the images I was using, were a third of the size. So I changed the image size and in this project, and it worked first time. I'm guessing it was having trouble rendering the images so frequently that it just lagged out on the fourth. As the images were moving pretty slowly across the screen, and now are moving a lot quicker.
I need to create a class (or classes, if need be) that loads levels randomly every time the user clicks on the "Next Button" and once all levels have been loaded, we stop loading and close the application. I got the code set up but I am still not getting the result I am looking for which is:
User clicks on a button.
Load a random level
That levels gets stored in an array list
Once the user is done with that level he/she presses the "Load Next Level" button
Load the next random level
But first, we check if the random level is not the same as before.
If it's not, then we repeat steps 2-5, else we go to step 8
If the levels have all been visited then we quit the application
The problem I am having is that my game loads the same level every time I hit play and it doesn't go to the next scene after I am done with the current one. This is what I have so far:
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class SceneManager : MonoBehaviour
{
public static bool userClickedNextButton; //This flag is raised by the other classes that have the GUI button logic
protected const int MAX = 2;
private ArrayList scenesWereAlreadyLoaded = new ArrayList();
void Update()
{
if (userClickedNextButton)
{
//by default the game starts at 0 so I want to be able to
//randomly call the next two scenes in my game. There will
//be more levels but for now I am just testing two
int sceneToLoad = Random.Range(1, 2);
if (!scenesWereAlreadyLoaded.Contains(sceneToLoad))
{
scenesWereAlreadyLoaded.Add(sceneToLoad);
Application.LoadLevel(sceneToLoad);
}
userClickedNextButton = false;
}
if (scenesWereAlreadyLoaded.Count > MAX) { Application.Quit(); }
}
}
You create a list with your level numbers, then remove the currently loaded level. You repeat that until the list is empty.
Also don't use ArrayList, it's very old and deprecated type, from the ages before .NET/Mono had Generic support. Better use a Generic List<T>, which is type safe and faster than ArrayList.
using UnityEngine;
using System.Collections;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
[ExecuteInEditMode]
public class SceneManager : MonoBehaviour
{
// not best idea to have it static
public static bool userClickedNextButton;
protected const int MAX = 50;
private List<int> scenes = new List<int>();
void Start() {
// Initialize the list with levels
scenes = new List<int>(Enumerable.Range(1,MAX)); // This creates a list with values from 1 to 50
}
void Update()
{
if (userClickedNextButton)
{
if(scenes.Count == 0) {
// No scenes left, quit
Application.Quit();
}
// Get a random index from the list of remaining level
int randomIndex = Random.Range(0, scenes.Count);
int level = scenes[randomIndex];
scenes.RemoveAt(randomIndex); // Removes the level from the list
Application.LoadLevel(level);
userClickedNextButton = false;
}
}
}
As per the Unity3D documentation (http://docs.unity3d.com/Documentation/ScriptReference/Random.Range.html), range returns an integer between min (included) and max (excluded), so, in your case, Random.Range(1,2) will always returns 1.
Try with this
int = sceneToLoad = Random.Range(1,3)
There is an easier way to do so. You can prepare an array with random unique numbers. When you want to load a new level just increment the index of the array.
Here's a code that can help:(Attach this script to an empty gameobject in your first scene)
using UnityEngine;
using System.Collections;
public class MoveToRandomScene : MonoBehaviour {
public Texture nextButtonTexture; // set this in the inspector
public static int[] arrScenes;
public static int index;
void Start () {
index = 0;
arrScenes = GenerateUniqueRandom (10, 0, 10); //assuming you have 10 levels starting from 0.
}
void OnGUI {
// Load the first element of the array
if (GUI.Button(new Rect (0,0,Screen.width/4,Screen.height/4),nextButtonTexture))
{
int level = arrScenes [0] ;
Application.LoadLevel (level);
}
}
//Generate unique numbers (levels) in an array
public int[] GenerateUniqueRandom(int amount, int min, int max)
{
int[] arr = new int[amount];
for (int i = 0; i < amount; i++)
{
bool done = false;
while (!done)
{
int num = Random.Range(min, max);
int j = 0;
for (j = 0; j < i; j++)
{
if (num == arr[j])
{
break;
}
}
if (j == i)
{
arr[i] = num;
done = true;
}
}
}
return arr;
}
}
For the other scenes you just need to create this script and attach it to an empty game object whenever you want to load a new random scene:
void OnGUI {
if (GUI.Button(new Rect (0,0,Screen.width/4,Screen.height/4),nextButtonTexture))
{
if (MoveToRandomScene.index == 9) {
// Load again your first level
Application.LoadLevel(0);
}
// else you continue loading random levels
else {
MoveToRandomScene.index++;
int level = MoveToRandomScene.arrScenes[MoveToRandomScene.index];
Application.LoadLevel(level);
}
}
}