[英]How to get quiz game questions to show when button is clicked in Unity?
I am trying to make a quiz game with four buttons for the answers and the questions are stored in an array. 我正在尝试制作一个带有四个按钮的问答游戏,并将问题存储在一个数组中。 The letters are supposed to print out one at a time and after the first 3 indexes are shown then only when a button on the screen is pressed should the next index show. 这些字母应该一次打印一个,并且在显示前三个索引之后,只有在按下屏幕上的按钮时才显示下一个索引。
So far I can only seem to get the first 3 indexes to show, but I am not sure how to get the buttons to trigger the next question in the array to show. 到目前为止,我似乎只能显示前三个索引,但是我不确定如何获取按钮来触发要显示的数组中的下一个问题。
My code is: 我的代码是:
public GameObject button1;
public GameObject button2;
public GameObject button3;
public GameObject button4;
public float letterPause = 0.05f;
public float sentencePause = 2.0f;
string[] strArray = new string[13];
int i;
int count = 3;
int score;
bool nextQuestion = false;
void Start () {
strArray[0] = "Hello and welcome!";
strArray[1] = "This 11 question quiz is going to test your knowledge";
strArray[2] = "Question 1";
strArray[3] = "Question 2";
strArray[4] = "Question 3";
strArray[5] = "Question 4";
strArray[6] = "Question 5";
strArray[7] = "Question 6";
strArray[8] = "Question 7";
strArray[9] = "Question 8";
strArray[10] = "Question 9";
strArray[11] = "Question 10";
strArray[12] = "Question 11";
StartCoroutine (TypeText ());
}
IEnumerator TypeText () {
for (i = 0; i < count; i++) {
foreach (char letter in strArray[i].ToCharArray()) {
gameObject.GetComponent<Text> ().text += letter;
yield return new WaitForSeconds (letterPause);
}
if (i != count - 1) {
yield return new WaitForSeconds (sentencePause);
gameObject.GetComponent<Text> ().text = "";
}
}
StartCoroutine (TypeText2 ());
}
IEnumerator TypeText2 () {
while (nextQuestion == true) {
for (i = 3; i < strArray.Length; i++) {
foreach (char letter in strArray[i].ToCharArray()) {
gameObject.GetComponent<Text> ().text += letter;
yield return new WaitForSeconds (letterPause);
}
gameObject.GetComponent<Text> ().text = "";
}
}
}
public void OnClickButton1() {
button1.GetComponentInChildren<Text> ().text = "";
button2.GetComponentInChildren<Text> ().text = "";
button3.GetComponentInChildren<Text> ().text = "";
button4.GetComponentInChildren<Text> ().text = "";
nextQuestion = true;
}
public void OnClickButton2() {
button1.GetComponentInChildren<Text> ().text = "";
button2.GetComponentInChildren<Text> ().text = "";
button3.GetComponentInChildren<Text> ().text = "";
button4.GetComponentInChildren<Text> ().text = "";
nextQuestion = true;
}
public void OnClickButton3() {
button1.GetComponentInChildren<Text> ().text = "";
button2.GetComponentInChildren<Text> ().text = "";
button3.GetComponentInChildren<Text> ().text = "";
button4.GetComponentInChildren<Text> ().text = "";
nextQuestion = true;
}
public void OnClickButton4() {
button1.GetComponentInChildren<Text> ().text = "";
button2.GetComponentInChildren<Text> ().text = "";
button3.GetComponentInChildren<Text> ().text = "";
button4.GetComponentInChildren<Text> ().text = "";
nextQuestion = true;
}
your second coroutine is not correct. 您的第二个协程不正确。 I am using count
variable as position of question in array to ask and iterate using it. 我正在使用count
变量作为问题在数组中的位置来询问和迭代使用它。
This is the solution: 这是解决方案:
using UnityEngine;
using System.Collections;
public class QuizScript : MonoBehaviour {
public GameObject button1;
public GameObject button2;
public GameObject button3;
public GameObject button4;
public float letterPause = 0.05f;
public float sentencePause = 2.0f;
string[] strArray = new string[13];
int i;
int count = 3;
int score;
bool nextQuestion = false;
void Start () {
strArray[0] = "Hello and welcome!";
strArray[1] = "This 11 question quiz is going to test your knowledge";
strArray[2] = "Question 1";
strArray[3] = "Question 2";
strArray[4] = "Question 3";
strArray[5] = "Question 4";
strArray[6] = "Question 5";
strArray[7] = "Question 6";
strArray[8] = "Question 7";
strArray[9] = "Question 8";
strArray[10] = "Question 9";
strArray[11] = "Question 10";
strArray[12] = "Question 11";
StartCoroutine (TypeText ());
}
IEnumerator TypeText () {
for (i = 0; i < count; i++) {
foreach (char letter in strArray[i].ToCharArray()) {
gameObject.GetComponent<text> ().text += letter;
yield return new WaitForSeconds (letterPause);
}
if (i != count - 1) {
yield return new WaitForSeconds (sentencePause);
gameObject.GetComponent<text> ().text = "";
}
}
}
IEnumerator TypeText2 () {
gameObject.GetComponent<text> ().text = "";
if(count > strArray.Length - 1) {
//Winninng or loosing condition
} else {
//Show the next question
foreach (char letter in strArray[count - 1].ToCharArray()) {
gameObject.GetComponent<text> ().text += letter;
yield return new WaitForSeconds (letterPause);
}
}
}
public void OnClickButton1() {
button1.GetComponent<text> ().text = "";
button2.GetComponent<text> ().text = "";
button3.GetComponent<text> ().text = "";
button4.GetComponent<text> ().text = "";
count++;
StartCoroutine (TypeText2 ());
}
public void OnClickButton2() {
button1.GetComponent<text> ().text = "";
button2.GetComponent<text> ().text = "";
button3.GetComponent<text> ().text = "";
button4.GetComponent<text> ().text = "";
count++;
StartCoroutine (TypeText2 ());
}
public void OnClickButton3() {
button1.GetComponent<text> ().text = "";
button2.GetComponent<text> ().text = "";
button3.GetComponent<text> ().text = "";
button4.GetComponent<text> ().text = "";
count++;
StartCoroutine (TypeText2 ());
}
public void OnClickButton4() {
button1.GetComponent<text> ().text = "";
button2.GetComponent<text> ().text = "";
button3.GetComponent<text> ().text = "";
button4.GetComponent<text> ().text = "";
count++;
StartCoroutine (TypeText2 ());
}
}
You can further optimise your script by createing values to store the components which you are using frequently. 您可以通过创建值来存储您经常使用的组件来进一步优化脚本。 Like 喜欢
button1.GetComponent<text> ();
you can store it in variable 您可以将其存储在变量中
text button1Text = button1.GetComponent<text> ();
and use it using 并使用它
button1Text.text = "";
instead of finding the component everytime. 而不是每次都找到组件。 Hope this helps. 希望这可以帮助。
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