Commit 9d63b8f5c71b94689752aaab5df007bd8cbe6c9f

Authored by Mateus Lustosa
1 parent eaed9e21

Demo e org

Showing 38 changed files with 2266 additions and 309 deletions   Show diff stats
Assets/Resources/GUI/Icon6.png 0 → 100644

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Assets/Resources/GUI/Icon7.png 0 → 100644

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Assets/Resources/GUI/realizadores/Gov3.png 0 → 100644

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Assets/Resources/GUI/realizadores/Gov4.png 0 → 100644

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8861 9988 translateScreen: {fileID: 1935189153}
8862 9989 dictScreen: {fileID: 951727301}
8863 9990 tutorialScreen: {fileID: 228512393}
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8864 9992 textButtonImage: {fileID: 930426944}
8865 9993 dictButtonImage: {fileID: 1649730299}
8866 9994 infoButtonImage: {fileID: 2079280005}
... ...
Assets/Scripts/Player Manager/DefaultSignSpeed.cs
... ... @@ -47,8 +47,7 @@ public class DefaultSignSpeed
47 47 }
48 48  
49 49  
50   - private float calculateUnit()
51   - {
  50 + private float calculateUnit() {
52 51 return (this.max - this.speed) / (DEFAULT_MAX - DEFAULT);
53 52 }
54 53  
... ... @@ -56,8 +55,7 @@ public class DefaultSignSpeed
56 55 * Retorna velocidade em relação ao estado do slider.
57 56 * @param slider - estado do slider (valor entre "speed - max" e "max")
58 57 */
59   - public float getProportional(float slider)
60   - {
  58 + public float getProportional(float slider) {
61 59 return this.speed + (slider - DEFAULT) * this.unit;
62 60 }
63 61 }
64 62 \ No newline at end of file
... ...
Assets/Scripts/Player Manager/GenericPlayerManager.cs
... ... @@ -11,69 +11,80 @@ using UnityEngine.UI;
11 11 public abstract class GenericPlayerManager : MonoBehaviour {
12 12  
13 13 private const string DEFAULT_ANIMATION = "_default";
14   - // private const string NONE_ANIMATION = "_defaultWORD";
15 14  
16 15 protected float fadeLength = 0.6F;
  16 + public string glosa = "";
17 17  
18   - protected string glosa = "";
19   - private static String[] stringPos = { DEFAULT_ANIMATION };//vetor que sera usado para quebrar a glosa
  18 + // Vetor usado para quebrar a glosa
  19 + private static String[] stringPos = { DEFAULT_ANIMATION };
20 20  
  21 + // Referencia para o avatar
21 22 private GameObject AVATAR;
  23 + // Referencia para o componente animador do avatar
22 24 private Animation COMPONENT_ANIMATION;
23 25 private BoxCollider AVATAR_COLLIDER;
24 26 public Text SUBTITLES;
25 27  
26   - // Guarda os nomes das palavras ja carregadas.
  28 + // Guarda os nomes das palavras já carregadas
27 29 private HashSet<string> loadedAssetBundles = new HashSet<string>();
28   - // Guarda os nomes das palavras que nao tem assetbundle.
  30 + // Guarda os nomes das palavras que não tem assetbundle
29 31 private HashSet<string> nonexistentAssetBundles = new HashSet<string>();
30 32  
31   - // Lista de animações sendo reproduzidas.
32   - // Utilizada para alterar velocidade e apresentar a legenda.
33   - private volatile Queue<AnimationReference> animQueue = new Queue<AnimationReference>();
  33 + // Fila de animações para reprodução
  34 + // Utilizada para alterar velocidade e apresentar a legenda
  35 + private Queue<AnimationReference> animQueue = new Queue<AnimationReference>();
34 36  
  37 + // Sinais de intervalo de animações: não sinaliza reprodução na UI
35 38 private HashSet<string> intervalAnimations = new HashSet<string>();
  39 + // Sinais ignorados na apresentação de legenda
36 40 private HashSet<string> flags = new HashSet<string>();
37 41  
38   - private volatile bool loadingSingleAnimation = false;
  42 + // True quando está reproduzindo alguma animação de intervalo
39 43 private volatile bool playingIntervalAnimation = false;
  44 + // True quando está na função LoadAndPlay
40 45 private volatile bool loading = false;
  46 + // True quando está reproduzindo qualquer animação
41 47 private volatile bool playing = false;
  48 + // True quando é chamada a função de pausa
42 49 private volatile bool paused = false;
43 50  
  51 + // Gerenciador de animações de intervalo
44 52 public RandomAnimations randomAnimations;
45   - private Subtitle subtitle = null;
  53 + // Gerenciados de legendas
  54 + private Subtitle subtitles = null;
46 55  
47 56 public virtual void Start()
48 57 {
49   - subtitle = new Subtitle(SUBTITLES);
50   - subtitle.DefaultWordSpeed = new DefaultSignSpeed();
51   - subtitle.DefaultFirstLetterSpeed = new DefaultSignSpeed(2.1F, 2.8F);
52   - subtitle.DefaultLetterSpeed = new DefaultSignSpeed(3F, 4.3F);
53   - subtitle.DefaultNumberSpeed = new DefaultSignSpeed(1.5F, 2.9F);
54   -
55   - AVATAR = GameObject.FindGameObjectWithTag("avatar");//referencia para o avatar
56   - COMPONENT_ANIMATION = AVATAR.GetComponent<Animation>();//referencia para o componente animador do avatar
  58 + // Configuração de velocidade das animações
  59 + subtitles = new Subtitle(SUBTITLES);
  60 + subtitles.DefaultWordSpeed = new DefaultSignSpeed();
  61 + subtitles.DefaultFirstLetterSpeed = new DefaultSignSpeed(2.1F, 2.8F);
  62 + subtitles.DefaultLetterSpeed = new DefaultSignSpeed(3F, 4.3F);
  63 + subtitles.DefaultNumberSpeed = new DefaultSignSpeed(1.5F, 2.9F);
  64 +
  65 + AVATAR = GameObject.FindGameObjectWithTag("avatar");
  66 + COMPONENT_ANIMATION = AVATAR.GetComponent<Animation>();
57 67 AVATAR_COLLIDER = GameObject.FindGameObjectWithTag("avatar").GetComponent<BoxCollider>();
58 68  
  69 + // Sinais ignorados na legenda
59 70 string[] flags = new string[] {
60 71 "[PONTO]",
61 72 "[INTERROGACAO]",
62 73 "[EXCLAMACAO]"
63 74 };
64   -
65 75 foreach (string flag in flags)
66 76 this.flags.Add(flag);
67 77  
  78 + // Sinal default é tratado como animação de intervalo: não sinaliza reprodução na UI
68 79 this.intervalAnimations.Add(DEFAULT_ANIMATION);
69 80 }
70 81  
71   - public bool isLoadingSingleAnimation() { return loadingSingleAnimation; }
72 82 public bool isPlayingIntervalAnimation() { return playingIntervalAnimation; }
73 83 public bool isLoading() { return loading; }
74 84 public bool isPlaying() { return playing; }
75 85 public bool isPaused() { return paused; }
76 86  
  87 + /* Configura as animações de intervalo */
77 88 public void setRandomAnimations(string[] intervalAnimations)
78 89 {
79 90 foreach (string name in intervalAnimations)
... ... @@ -89,31 +100,29 @@ public abstract class GenericPlayerManager : MonoBehaviour {
89 100 AVATAR_COLLIDER.enabled = isActive;
90 101 }
91 102  
92   - protected virtual void setSubtitle(string text) {
93   - SUBTITLES.text = text;
94   - }
95   -
96 103 // Define a velocidade das animacões com base no slider da GUI
97 104 public void setSlider(float sliderPosition)
98 105 {
99   - subtitle.SliderPosition = sliderPosition;
100   - subtitle.updateWordSpeed();
101   - subtitle.updateLetterSpeed();
102   - subtitle.updateNumberSpeed();
  106 + subtitles.SliderPosition = sliderPosition;
  107 + subtitles.updateWordSpeed();
  108 + subtitles.updateLetterSpeed();
  109 + subtitles.updateNumberSpeed();
103 110  
104   - if ( ! paused)
  111 + if ( ! paused) lock (animQueue)
  112 + {
105 113 foreach (AnimationReference reference in animQueue)
106 114 if (reference.type != Subtitle.TYPE_NONE && reference.state != null)
107 115 reference.state.speed = getSpeedByType(reference.type);
  116 + }
108 117 }
109 118  
110 119 private float getSpeedByType(short type)
111 120 {
112 121 switch (type)
113 122 {
114   - case Subtitle.TYPE_WORD: return subtitle.WordSpeed;
115   - case Subtitle.TYPE_LETTER: return subtitle.LetterSpeed;
116   - case Subtitle.TYPE_NUMBER: return subtitle.NumberSpeed;
  123 + case Subtitle.TYPE_WORD: return subtitles.WordSpeed;
  124 + case Subtitle.TYPE_LETTER: return subtitles.LetterSpeed;
  125 + case Subtitle.TYPE_NUMBER: return subtitles.NumberSpeed;
117 126 }
118 127  
119 128 return 2F;
... ... @@ -134,9 +143,9 @@ public abstract class GenericPlayerManager : MonoBehaviour {
134 143 StopCoroutine("handleStates");
135 144 this.randomAnimations.unlockFor("handleStates");
136 145  
137   - setSubtitle("");
  146 + this.subtitles.setText("");
138 147  
139   - animQueue.Clear();
  148 + lock (animQueue) { animQueue.Clear(); }
140 149  
141 150 COMPONENT_ANIMATION.Stop();
142 151 COMPONENT_ANIMATION.CrossFade(DEFAULT_ANIMATION, fadeLength, PlayMode.StopAll);
... ... @@ -163,7 +172,10 @@ public abstract class GenericPlayerManager : MonoBehaviour {
163 172 {
164 173 AnimationState state = COMPONENT_ANIMATION.CrossFadeQueued(name, fadeLength, QueueMode.CompleteOthers);
165 174 state.speed = speed;
166   - animQueue.Enqueue(new AnimationReference(name, subtitle, state, type));
  175 +
  176 + lock (this.animQueue) {
  177 + animQueue.Enqueue(new AnimationReference(name, subtitle, state, type));
  178 + }
167 179  
168 180 return state;
169 181 }
... ... @@ -196,32 +208,25 @@ public abstract class GenericPlayerManager : MonoBehaviour {
196 208 */
197 209 protected abstract void onPlayingStateChange();
198 210  
199   - public void switchPauseState(bool paused)
  211 + public void setPauseState(bool paused)
200 212 {
201 213 if (this.paused != paused)
202 214 {
203 215 this.paused = paused;
204 216  
205   - foreach (AnimationReference reference in animQueue)
206   - if (reference.state != null)
207   - reference.state.speed = paused ? 0F : getSpeedByType(reference.type);
  217 + lock (animQueue)
  218 + {
  219 + foreach (AnimationReference reference in animQueue)
  220 + if (reference.state != null)
  221 + reference.state.speed = paused ? 0F : getSpeedByType(reference.type);
  222 + }
208 223  
209 224 onPlayingStateChange();
210 225 }
211 226 }
212 227  
213   - public void setPauseState(bool paused)
214   - {
215   - if (this.paused != paused)
216   - {
217   - this.paused = paused;
218   -
219   - foreach (AnimationReference reference in animQueue)
220   - if (reference.state != null)
221   - reference.state.speed = paused ? 0F : getSpeedByType(reference.type);
222   -
223   - onPlayingStateChange();
224   - }
  228 + public void switchPauseState() {
  229 + setPauseState( ! this.paused);
225 230 }
226 231  
227 232 public bool play()
... ... @@ -245,17 +250,20 @@ public abstract class GenericPlayerManager : MonoBehaviour {
245 250 return play(true, false, true);
246 251 }
247 252  
  253 + private System.Object playLocker = new System.Object();
  254 +
248 255 public bool play(bool stopLoading, bool stopPlaying, bool forceLoading)
249 256 {
250   - try {
251   - if (loading)
  257 + lock (this.playLocker)
  258 + {
  259 + if (this.loading)
252 260 {
253 261 if (stopLoading)
254 262 stopAll();
255 263 else
256 264 return false;
257 265 }
258   - else if (playing)
  266 + else if (this.playing)
259 267 {
260 268 if (stopPlaying)
261 269 stopAnimations();
... ... @@ -263,7 +271,7 @@ public abstract class GenericPlayerManager : MonoBehaviour {
263 271 else if ( ! forceLoading)
264 272 return false;
265 273 }
266   - } catch (NullReferenceException nre) { nre.ToString(); }
  274 + }
267 275  
268 276 StartCoroutine("loadAndPlay");
269 277 return true;
... ... @@ -280,7 +288,7 @@ public abstract class GenericPlayerManager : MonoBehaviour {
280 288 bool defaultPlayed = false;
281 289  
282 290 // A reprodução da primeira letra deve ser longa para não ser cortada no fade
283   - subtitle.updateLetterSpeed();
  291 + this.subtitles.updateLetterSpeed();
284 292  
285 293 for (int i = 0; i < word.Length; i++)
286 294 {
... ... @@ -289,11 +297,11 @@ public abstract class GenericPlayerManager : MonoBehaviour {
289 297  
290 298 // Se for uma letra
291 299 if (second >= 65 && second <= 90)
292   - playAnimation(Subtitle.TYPE_LETTER, second.ToString(), lastAnimationSubtitle, subtitle.LetterSpeed);
  300 + playAnimation(Subtitle.TYPE_LETTER, second.ToString(), lastAnimationSubtitle, subtitles.LetterSpeed);
293 301  
294 302 // Se for um número
295 303 else if (second >= 48 && second <= 57)
296   - playAnimation(Subtitle.TYPE_NUMBER, second.ToString(), lastAnimationSubtitle, subtitle.NumberSpeed);
  304 + playAnimation(Subtitle.TYPE_NUMBER, second.ToString(), lastAnimationSubtitle, subtitles.NumberSpeed);
297 305  
298 306 // Se for uma vírgula
299 307 else if (second == 44)
... ... @@ -309,7 +317,7 @@ public abstract class GenericPlayerManager : MonoBehaviour {
309 317 playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle);
310 318  
311 319 // A reprodução da próxima letra deve ser longa para não ser cortada no fade
312   - subtitle.updateLetterSpeed();
  320 + subtitles.updateLetterSpeed();
313 321 }
314 322  
315 323 UnityEngine.Debug.Log("Animação \"" + second + "\" inexistente.");
... ... @@ -317,196 +325,209 @@ public abstract class GenericPlayerManager : MonoBehaviour {
317 325 }
318 326  
319 327 defaultPlayed = false;
320   - subtitle.updateLetterSpeed();
  328 + subtitles.updateLetterSpeed();
321 329 }
322 330  
323 331 return lastAnimationSubtitle;
324 332 }
325 333  
  334 + private System.Object loadingLocker = new System.Object();
  335 +
326 336 private IEnumerator loadAndPlay()
327 337 {
328   - this.randomAnimations.lockFor("loadAndPlay");
329   -
330   - this.loading = true;
331   - // onPlayingStateChange();
332   -
333   - string lastAnimationSubtitle = "";
334   - bool spelled = false;
  338 + lock (this.loadingLocker)
  339 + {
  340 + this.randomAnimations.lockFor("loadAndPlay");
335 341  
336   - // Default
337   - playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "", 2F);
  342 + this.loading = true;
  343 + // onPlayingStateChange();
338 344  
339   - if ( ! this.playing)
340   - StartCoroutine("handleStates");
  345 + string lastAnimationSubtitle = "";
  346 + bool spelled = false;
341 347  
342   - stringPos = glosa.Split(' ');
  348 + // Default
  349 + playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "", 2F);
343 350  
344   - foreach (string aniName in stringPos)
345   - {
346   - try {
347   - if (String.IsNullOrEmpty(aniName)) continue;
348   - } catch (Exception e) {
349   - UnityEngine.Debug.Log(e + " :: NotNullNotEmpty");
350   - }
  351 + if ( ! this.playing)
  352 + StartCoroutine("handleStates");
351 353  
352   - bool nonexistent = nonexistentAssetBundles.Contains(aniName);
353   - bool loaded = loadedAssetBundles.Contains(aniName);
  354 + stringPos = glosa.Split(' ');
354 355  
355   - if ( ! nonexistent && ! loaded)
  356 + foreach (string aniName in stringPos)
356 357 {
357   - // Função loadAssetBundle é definida pela classe filha
358   - WWW www = loadAssetBundle(aniName);
  358 + try {
  359 + if (String.IsNullOrEmpty(aniName)) continue;
  360 + } catch (Exception e) {
  361 + UnityEngine.Debug.Log(e + " :: NotNullNotEmpty");
  362 + }
  363 +
  364 + bool nonexistent = nonexistentAssetBundles.Contains(aniName);
  365 + bool loaded = loadedAssetBundles.Contains(aniName);
359 366  
360   - if (www != null)
  367 + if ( ! nonexistent && ! loaded)
361 368 {
362   - yield return www;
  369 + // Função loadAssetBundle é definida pela classe filha
  370 + WWW www = loadAssetBundle(aniName);
363 371  
364   - AssetBundle bundle = null;
  372 + if (www != null)
  373 + {
  374 + yield return www;
365 375  
366   - if (www.error == null)
367   - bundle = www.assetBundle;
  376 + AssetBundle bundle = null;
368 377  
369   - if (bundle != null && ! String.IsNullOrEmpty(bundle.mainAsset.name))
370   - {
371   - AnimationClip aniClip = bundle.mainAsset as AnimationClip;
372   - bundle.Unload(false);
  378 + if (www.error == null)
  379 + bundle = www.assetBundle;
373 380  
374   - if (aniClip)
  381 + if (bundle != null && ! String.IsNullOrEmpty(bundle.mainAsset.name))
375 382 {
376   - COMPONENT_ANIMATION.AddClip(aniClip, aniName);
  383 + AnimationClip aniClip = bundle.mainAsset as AnimationClip;
  384 + bundle.Unload(false);
  385 +
  386 + if (aniClip)
  387 + {
  388 + COMPONENT_ANIMATION.AddClip(aniClip, aniName);
377 389  
378   - loadedAssetBundles.Add(aniName);
379   - loaded = true;
  390 + loadedAssetBundles.Add(aniName);
  391 + loaded = true;
  392 + }
  393 + else UnityEngine.Debug.Log ("Sinal \"" + aniName + "\" não carregado corretamente.");
380 394 }
381   - else UnityEngine.Debug.Log ("Sinal \"" + aniName + "\" não carregado corretamente.");
382 395 }
383 396 }
384   - }
385 397  
386   - // Reproduz palavra
387   - if (loaded)
388   - {
389   - if (spelled)
  398 + // Reproduz palavra
  399 + if (loaded)
390 400 {
391   - // Default
392   - playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle);
393   - spelled = false;
394   - }
  401 + if (spelled)
  402 + {
  403 + // Default
  404 + playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle);
  405 + spelled = false;
  406 + }
395 407  
396   - if (this.flags.Contains(aniName) || this.intervalAnimations.Contains(aniName))
397   - {
398   - lastAnimationSubtitle = "";
399   - playAnimation(Subtitle.TYPE_WORD, aniName, "");
  408 + if (this.flags.Contains(aniName) || this.intervalAnimations.Contains(aniName))
  409 + {
  410 + lastAnimationSubtitle = "";
  411 + playAnimation(Subtitle.TYPE_WORD, aniName, "");
  412 + }
  413 + else
  414 + {
  415 + lastAnimationSubtitle = aniName;
  416 + playAnimation(Subtitle.TYPE_WORD, aniName);
  417 + }
400 418 }
  419 +
  420 + // Soletra palavra
401 421 else
402 422 {
403   - lastAnimationSubtitle = aniName;
404   - playAnimation(Subtitle.TYPE_WORD, aniName);
405   - }
406   - }
  423 + // Se a animação não foi carregada e nem está marcada como não existente,
  424 + // adiciona ao set de animações não existentes
  425 + if ( ! nonexistent)
  426 + nonexistentAssetBundles.Add(aniName);
407 427  
408   - // Soletra palavra
409   - else
410   - {
411   - // Se a animação não foi carregada e nem está marcada como não existente,
412   - // adiciona ao set de animações não existentes
413   - if ( ! nonexistent)
414   - nonexistentAssetBundles.Add(aniName);
  428 + UnityEngine.Debug.Log("~~ To spell: " + aniName);
415 429  
416   - UnityEngine.Debug.Log("~~ To spell: " + aniName);
  430 + if (this.flags.Contains(aniName) || this.intervalAnimations.Contains(aniName))
  431 + {
  432 + playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "", 1.6F);
  433 + continue;
  434 + }
417 435  
418   - if (this.flags.Contains(aniName) || this.intervalAnimations.Contains(aniName))
419   - {
420   - playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "", 1.6F);
421   - continue;
422   - }
  436 + // Se já houve o soletramento de alguma palavra, reproduz animação default
  437 + if (spelled)
  438 + playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle, 1.6F);
  439 + else
  440 + spelled = true;
423 441  
424   - // Se já houve o soletramento de alguma palavra, reproduz animação default
425   - if (spelled)
426   - playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, lastAnimationSubtitle, 1.6F);
427   - else
428   - spelled = true;
429   -
430   - lastAnimationSubtitle = spellWord(aniName);
  442 + lastAnimationSubtitle = spellWord(aniName);
  443 + }
431 444 }
432   - }
433 445  
434   - // Default
435   - playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "");
  446 + // Default
  447 + playAnimation(Subtitle.TYPE_NONE, DEFAULT_ANIMATION, "");
436 448  
437   - this.loading = false;
438   - // onPlayingStateChange();
439   - this.randomAnimations.unlockFor("loadAndPlay");
  449 + this.loading = false;
  450 + // onPlayingStateChange();
  451 + this.randomAnimations.unlockFor("loadAndPlay");
  452 + }
440 453 }
441 454  
442   - //int _id = 0;
  455 + private System.Object playingLocker = new System.Object();
443 456  
444   - /*
445   - * Sincroniza as legendas com as animações.
446   - */
  457 + /* Sincroniza as legendas com as animações. */
447 458 IEnumerator handleStates()
448 459 {
449   - this.randomAnimations.lockFor("handleStates");
  460 + lock (this.playingLocker)
  461 + {
  462 + this.randomAnimations.lockFor("handleStates");
450 463  
451   - // this.playing = true;
  464 + // this.playing = true;
452 465  
453   - // Enquanto estiver executando a rotina "loadAndPlay"
454   - // ou existir animações na fila de reprodução
455   - while (loading || animQueue.Count > 0)
456   - {
457   - if (animQueue.Count > 0)
458   - {
459   - AnimationReference reference = animQueue.Peek();
  466 + bool isNotEmpty;
460 467  
461   - setSubtitle(reference.subtitle);
  468 + lock (animQueue) { isNotEmpty = animQueue.Count > 0; }
462 469  
463   - if (COMPONENT_ANIMATION.IsPlaying(reference.name))
  470 + // Enquanto estiver executando a rotina "loadAndPlay"
  471 + // ou existir animações na fila de reprodução
  472 + while (loading || isNotEmpty)
  473 + {
  474 + if (isNotEmpty)
464 475 {
465   - bool changing = false;
  476 + AnimationReference reference;
  477 + lock (animQueue) { reference = animQueue.Peek(); }
466 478  
467   - if ( ! this.playing)
468   - {
469   - this.playing = true;
470   - changing = true;
471   - }
  479 + this.subtitles.setText(reference.subtitle);
472 480  
473   - if (this.intervalAnimations.Contains(reference.name))
  481 + if (COMPONENT_ANIMATION.IsPlaying(reference.name))
474 482 {
475   - if ( ! this.playingIntervalAnimation)
  483 + bool changing = false;
  484 +
  485 + if ( ! this.playing)
476 486 {
477   - this.playingIntervalAnimation = true;
  487 + this.playing = true;
478 488 changing = true;
479 489 }
480   - }
481   - else if (this.playingIntervalAnimation)
482   - {
483   - this.playingIntervalAnimation = false;
484   - changing = true;
485   - }
486 490  
487   - if (changing) onPlayingStateChange();
  491 + if (this.intervalAnimations.Contains(reference.name))
  492 + {
  493 + if ( ! this.playingIntervalAnimation)
  494 + {
  495 + this.playingIntervalAnimation = true;
  496 + changing = true;
  497 + }
  498 + }
  499 + else if (this.playingIntervalAnimation)
  500 + {
  501 + this.playingIntervalAnimation = false;
  502 + changing = true;
  503 + }
  504 +
  505 + if (changing) onPlayingStateChange();
  506 +
  507 + // reference.playing = true;
  508 + do { yield return null; }
  509 + while (COMPONENT_ANIMATION.IsPlaying(reference.name));
  510 + }
488 511  
489   - // reference.playing = true;
490   - do { yield return null; }
491   - while (COMPONENT_ANIMATION.IsPlaying(reference.name));
  512 + if (reference.state == null)
  513 + lock (animQueue) { animQueue.Dequeue(); }
  514 + else
  515 + yield return null;
492 516 }
  517 + else yield return null;
493 518  
494   - if (reference.state == null)
495   - animQueue.Dequeue();
496   - else
497   - yield return null;
498   - }
499   - else yield return null;
  519 + this.subtitles.setText("");
500 520  
501   - setSubtitle("");
502   - }
  521 + lock (animQueue) { isNotEmpty = animQueue.Count > 0; }
  522 + }
503 523  
504   - this.playing = false;
505   - this.paused = false;
506   - this.playingIntervalAnimation = false;
507   - onPlayingStateChange();
  524 + this.playing = false;
  525 + this.paused = false;
  526 + this.playingIntervalAnimation = false;
  527 + onPlayingStateChange();
508 528  
509   - this.randomAnimations.unlockFor("handleStates");
  529 + this.randomAnimations.unlockFor("handleStates");
  530 + }
510 531 }
511 532  
512 533 }
... ...
Assets/Scripts/Player Manager/RandomAnimations.cs
... ... @@ -27,17 +27,23 @@ public class RandomAnimations : MonoBehaviour {
27 27  
28 28 /* Bloquear animações para o GameObject object. */
29 29 public void lockFor(String id) {
30   - this.blockingObjects.Add(id);
  30 + lock (this.blockingObjects) {
  31 + this.blockingObjects.Add(id);
  32 + }
31 33 }
32 34  
33 35 /* Desbloquear animações para o GameObject object. */
34 36 public void unlockFor(String id) {
35   - this.blockingObjects.Remove(id);
  37 + lock (this.blockingObjects) {
  38 + this.blockingObjects.Remove(id);
  39 + }
36 40 }
37 41  
38 42 /* Desbloquear animações para todos os GameObjects. */
39 43 public void unlockAll() {
40   - this.blockingObjects.Clear();
  44 + lock (this.blockingObjects) {
  45 + this.blockingObjects.Clear();
  46 + }
41 47 }
42 48  
43 49 /* Atribui as animações e inicia o processo para reproduzir. */
... ... @@ -54,12 +60,19 @@ public class RandomAnimations : MonoBehaviour {
54 60 {
55 61 while (true)
56 62 {
57   - if (blockingObjects.Count == 0)
  63 + bool isNotBlocked;
  64 + lock (this.blockingObjects) {
  65 + isNotBlocked = this.blockingObjects.Count == 0;
  66 + }
  67 +
  68 + if (isNotBlocked)
58 69 {
59 70 yield return new WaitForSeconds(this.time);
60 71  
61   - if (blockingObjects.Count > 0)
62   - continue;
  72 + lock (this.blockingObjects) {
  73 + if (this.blockingObjects.Count > 0)
  74 + continue;
  75 + }
63 76  
64 77 int index = sortIndex();
65 78  
... ...
Assets/Scripts/Player Manager/Subtitle.cs
1 1 using UnityEngine.UI;
2 2  
  3 +/**
  4 + * Gerenciador de legendas
  5 + */
3 6 public class Subtitle {
4 7  
5 8 public const short TYPE_NONE = -1;
... ... @@ -7,23 +10,37 @@ public class Subtitle {
7 10 public const short TYPE_LETTER = 1;
8 11 public const short TYPE_NUMBER = 2;
9 12  
  13 + // Configuração de velocidade de palavras
10 14 protected DefaultSignSpeed defaultWordSpeed = new DefaultSignSpeed();
  15 + // Configuração de velocidade da primeira letra de palavras a serem soletradas
  16 + // Necessário que seja maior para não haver corte quando a mão está
  17 + // muito distante do local onde soletra para a maioria das letras
11 18 protected DefaultSignSpeed defaultFirstLetterSpeed = new DefaultSignSpeed();
  19 + // Configuração de velocidade das letras seguintes, ou velocidade padrão de letras
12 20 protected DefaultSignSpeed defaultLetterSpeed = new DefaultSignSpeed();
  21 + // Configuração de velocidade dos números
13 22 protected DefaultSignSpeed defaultNumberSpeed = new DefaultSignSpeed();
14 23  
  24 + // Posição do slider de velocidade
15 25 private float sliderPosition = DefaultSignSpeed.DEFAULT;
16 26  
  27 + // Velocade de palavras
17 28 private float wordSpeed = DefaultSignSpeed.DEFAULT;
  29 + // Velocade de letras
18 30 private float letterSpeed = DefaultSignSpeed.DEFAULT;
  31 + // Velocade de números
19 32 private float numberSpeed = DefaultSignSpeed.DEFAULT;
20 33  
21   - public Text SUBTITLES;
  34 + // Referência para a legenda
  35 + public Text subtitle;
22 36  
  37 + public Subtitle(Text subtitle) {
  38 + this.subtitle = subtitle;
  39 + }
23 40  
24   - public Subtitle(Text subtitles)
25   - {
26   - this.SUBTITLES = subtitles;
  41 + /* Alterar legenda */
  42 + public void setText(string text) {
  43 + this.subtitle.text = text;
27 44 }
28 45  
29 46 public DefaultSignSpeed DefaultWordSpeed {
... ... @@ -98,9 +115,7 @@ public class Subtitle {
98 115 }
99 116  
100 117  
101   - /*
102   - * Destaca caractere de uma string.
103   - */
  118 + /* Destaca caractere de uma string. */
104 119 public static string highlight(string word, int index)
105 120 {
106 121 string subtitle = "";
... ...
Assets/Scripts/PlayerManager.cs
... ... @@ -85,7 +85,9 @@ public class PlayerManager : GenericPlayerManager {
85 85  
86 86 //private bool cancelTranslation()
87 87  
88   - public void playTranslate() {
  88 + public void playTranslate()
  89 + {
  90 + stopTranslation();
89 91 StartCoroutine("translate", translateScreenText.text);
90 92 }
91 93  
... ... @@ -114,24 +116,29 @@ public class PlayerManager : GenericPlayerManager {
114 116 }
115 117 }
116 118  
  119 + private System.Object stateLocker = new System.Object();
  120 +
117 121 protected override void onPlayingStateChange()
118 122 {
119   - if (base.isPlaying() && ! base.isPlayingIntervalAnimation())
  123 + lock (this.stateLocker)
120 124 {
121   - setPlayingState(true);
122   -
123   - if (base.isPaused())
124   - {
125   - this.pauseButtonImage.switchAttribute(true);
126   - this.screenManager.setPauseMenuState(true);
127   - }
128   - else
  125 + if (base.isPlaying() && ! base.isPlayingIntervalAnimation())
129 126 {
130   - this.pauseButtonImage.switchAttribute(false);
131   - this.screenManager.setPauseMenuState(false);
  127 + setPlayingState(true);
  128 +
  129 + if (base.isPaused())
  130 + {
  131 + this.pauseButtonImage.switchAttribute(true);
  132 + this.screenManager.setPauseMenuState(true);
  133 + }
  134 + else
  135 + {
  136 + this.pauseButtonImage.switchAttribute(false);
  137 + this.screenManager.setPauseMenuState(false);
  138 + }
132 139 }
  140 + else setPlayingState(false);
133 141 }
134   - else setPlayingState(false);
135 142 }
136 143  
137 144 // Called from microphone icon at main interface
... ...
Assets/Scripts/UI/MakersScreenTextResizer.cs 0 → 100644
... ... @@ -0,0 +1,29 @@
  1 +using UnityEngine;
  2 +using UnityEngine.UI;
  3 +
  4 +public class MakersScreenTextResizer : MonoBehaviour {
  5 +
  6 + protected void Start ()
  7 + {
  8 + Text text = gameObject.GetComponent<Text>();
  9 +
  10 + if (Screen.dpi < 140)
  11 + text.fontSize = 22;
  12 +
  13 + // 240
  14 + else if (Screen.dpi < 280)
  15 + text.fontSize = 30;
  16 +
  17 + // 320
  18 + else if (Screen.dpi < 400)
  19 + text.fontSize = 38;
  20 +
  21 + // 480
  22 + else if (Screen.dpi < 500)
  23 + text.fontSize = 46;
  24 +
  25 + else
  26 + text.fontSize = 54;
  27 + }
  28 +
  29 +}
... ...
Assets/Scripts/UI/MakersScreenTextResizer.cs.meta 0 → 100644
... ... @@ -0,0 +1,12 @@
  1 +fileFormatVersion: 2
  2 +guid: a7be422a80edfef4f8e4e8a6aca4378e
  3 +timeCreated: 1456251341
  4 +licenseType: Pro
  5 +MonoImporter:
  6 + serializedVersion: 2
  7 + defaultReferences: []
  8 + executionOrder: 0
  9 + icon: {instanceID: 0}
  10 + userData:
  11 + assetBundleName:
  12 + assetBundleVariant:
... ...
Assets/Scripts/UI/ScreenManager.cs
... ... @@ -12,6 +12,7 @@ public class ScreenManager : MonoBehaviour {
12 12 public GameObject translateScreen;
13 13 public GameObject dictScreen;
14 14 public GameObject tutorialScreen;
  15 + public GameObject makersScreen;
15 16  
16 17 public SwitchImageAttribute textButtonImage;
17 18 public SwitchImageAttribute dictButtonImage;
... ... @@ -90,6 +91,11 @@ public class ScreenManager : MonoBehaviour {
90 91 {
91 92 tutorialScreen.SetActive(false);
92 93 }
  94 +
  95 + if (makersScreen.activeSelf)
  96 + {
  97 + makersScreen.SetActive(false);
  98 + }
93 99 }
94 100  
95 101 public void switchScreen(GameObject screen)
... ... @@ -155,4 +161,8 @@ public class ScreenManager : MonoBehaviour {
155 161 this.connectionErrorDialog.SetActive(true);
156 162 }
157 163  
  164 + public void switchToMakersScreen() {
  165 + switchScreen(this.makersScreen);
  166 + }
  167 +
158 168 }
... ...
Assets/Scripts/UI/SliderHandleResizer.cs 0 → 100644
... ... @@ -0,0 +1,29 @@
  1 +using UnityEngine;
  2 +using UnityEngine.UI;
  3 +
  4 +public class SliderHandlerResizer : MonoBehaviour {
  5 +
  6 + protected void Start ()
  7 + {
  8 + Text text = gameObject.GetComponent<Text>();
  9 +
  10 + if (Screen.dpi < 140)
  11 + text.fontSize = 22;
  12 +
  13 + // 240
  14 + else if (Screen.dpi < 280)
  15 + text.fontSize = 30;
  16 +
  17 + // 320
  18 + else if (Screen.dpi < 400)
  19 + text.fontSize = 38;
  20 +
  21 + // 480
  22 + else if (Screen.dpi < 500)
  23 + text.fontSize = 46;
  24 +
  25 + else
  26 + text.fontSize = 54;
  27 + }
  28 +
  29 +}
... ...
Assets/Scripts/UI/SliderHandleResizer.cs.meta 0 → 100644
... ... @@ -0,0 +1,12 @@
  1 +fileFormatVersion: 2
  2 +guid: f8ddca5505d51db4fbe6293aa36f2101
  3 +timeCreated: 1456251713
  4 +licenseType: Pro
  5 +MonoImporter:
  6 + serializedVersion: 2
  7 + defaultReferences: []
  8 + executionOrder: 0
  9 + icon: {instanceID: 0}
  10 + userData:
  11 + assetBundleName:
  12 + assetBundleVariant:
... ...
Assets/Scripts/UI/TutorialManager.cs
... ... @@ -3,6 +3,8 @@ using UnityEngine.UI;
3 3  
4 4 public class TutorialManager : MonoBehaviour {
5 5  
  6 + public ScreenManager screenManager;
  7 +
6 8 public Text description;
7 9 public Image translateImage;
8 10 public Image micImage;
... ... @@ -72,9 +74,9 @@ public class TutorialManager : MonoBehaviour {
72 74 {
73 75 if (index == 5)
74 76 {
75   - this.gameObject.SetActive(false);
  77 + //this.gameObject.SetActive(false);
  78 + this.screenManager.switchToMakersScreen();
76 79  
77   - this.index = 0;
78 80 select(0);
79 81 }
80 82 else select(this.index + 1);
... ...
ProjectSettings/ProjectSettings.asset
... ... @@ -153,19 +153,19 @@ PlayerSettings:
153 153 AndroidKeystoreName: C:/Users/mateu/Desktop/keystore.keystore
154 154 AndroidKeyaliasName:
155 155 AndroidTVCompatibility: 0
156   - AndroidIsGame: 1
157   - androidEnableBanner: 1
  156 + AndroidIsGame: 0
  157 + androidEnableBanner: 0
158 158 m_AndroidBanners:
159 159 - width: 320
160 160 height: 180
161   - banner: {fileID: 2800000, guid: 919bd8c190f26ec48b930878bec99f3e, type: 3}
  161 + banner: {fileID: 0}
162 162 androidGamepadSupportLevel: 0
163 163 resolutionDialogBanner: {fileID: 0}
164 164 m_BuildTargetIcons:
165 165 - m_BuildTarget:
166 166 m_Icons:
167 167 - serializedVersion: 2
168   - m_Icon: {fileID: 2800000, guid: 919bd8c190f26ec48b930878bec99f3e, type: 3}
  168 + m_Icon: {fileID: 2800000, guid: ea7ce2ab1d26fe142a763356a03419f5, type: 3}
169 169 m_Width: 128
170 170 m_Height: 128
171 171 m_BuildTargetBatching: []
... ...