[英]Check a value in a String matches an element in an array C# unity,
I am trying to check if the value in string word from one class matches any element in the array stringAnswers in another and if it does i want the score to increment by 1. For some reason the code im using below increments the score by 1,2 and 3 depending on the word that is displayed any help would be awesome cheers. 我正在尝试检查一类中的字符串单词中的值是否与另一类中的数组stringAnswers中的任何元素匹配,并且是否希望分数增加1。出于某些原因,下面使用的代码im将分数增加1。 2和3取决于显示的单词,任何帮助都会令人敬畏。
public class Player : MonoBehaviour
{
public int Score = 0;
private string[] StringAns = {"steve", "grace", "lilly"};
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.Space))
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
if (hit.transform.GetComponent<ButtonNo>() != null)
{
foreach (string stringAnsers in StringAns)
{
if (stringAnsers.Equals(FindObjectOfType<GameController>().word))
{
Debug.Log(" Button has been looked at");
FindObjectOfType<GameController>().RandText();
}
else
{
Debug.Log(" Button has been looked at");
FindObjectOfType<GameController>().RandText();
Score++;
}
}
}
}
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
if (hit.transform.GetComponent<ButtonYes>() != null)
{
foreach (string stringAnsers in StringAns)
{
if (stringAnsers.Equals( FindObjectOfType<GameController>().word) )
{
Debug.Log(" Button has been looked at");
FindObjectOfType<GameController>().RandText();
Score++;
}
else
{
FindObjectOfType<GameController>().RandText();
}
}
}
}
}
}
}
GameController 游戏控制器
public class GameController : MonoBehaviour
{
public TextMesh InfoText;
public TextMesh WallText;
public string word;
public Player player;
public string[] Strings = { "stev", "lilly", "grace" };
// Use this for initialization
void Start()
{
RandText();
}
// Update is called once per frame
void Update()
{
InfoText.text = "Is this Spelling Correct ?\n Score: " + player.Score;
}
public void RandText()
{
word = Strings[Random.Range(0, Strings.Length)];
WallText = GameObject.Find("WallText").GetComponent<TextMesh>();
WallText.text = word;
}
}
In general you should call FindObjectOfType<GameController>()
only once eg in Start 通常,您应该只调用
FindObjectOfType<GameController>()
,例如在“开始”中
private GameController _gameController;
private void Start()
{
_gameController= FindObjectOfType<GameController>();
}
and than reuse that _gameController
reference everywhere instead of FindObjectOfType<GameController>()
. 而不是在各处重用
_gameController
引用而不是FindObjectOfType<GameController>()
。
The same for WallText
in GameController
: 与
WallText
中的GameController
相同:
public TextMesh WallText;
private void Start()
{
WallText = GameObject.Find("WallText").GetComponent<TextMesh>();
RandText();
}
public void RandText()
{
word = Strings[Random.Range(0, Strings.Length)];
WallText.text = word;
}
better would even be you already reference those in the Inspector in Unity via drag&drop than you don't have to use Find
at all 更好的是,即使您已经通过拖放操作在Unity中的Inspector中引用了这些控件,也比根本不需要使用
Find
更好。
Than to your problem: You are setting a new value for word
in every iteration for the loop 比您的问题还多:您正在为循环的每次迭代设置一个新的
word
值
foreach (string stringAnsers in StringAns)
{
if (stringAnsers.Equals(FindObjectOfType<GameController>().word))
{
Debug.Log("Button has been looked at");
FindObjectOfType<GameController>().RandText();
}
else
{
Debug.Log("Button has been looked at");
FindObjectOfType<GameController>().RandText();
Score++;
}
}
So it might happen that the word doesn't match so you call Score++;
因此,可能会出现单词不匹配的情况,因此您调用了
Score++;
but at the same time you do FindObjectOfType<GameController>().RandText();
但同时您执行
FindObjectOfType<GameController>().RandText();
everytime so a new random word is generated/selected for each iteration. 每次都为每次迭代生成/选择一个新的随机词。
So in the next iteration of the foreach loop you check against a new random word which might or might not match the next answer string in the list. 因此,在foreach循环的下一个迭代中,您将检查一个新的随机词,该词可能与列表中的下一个答案字符串匹配,也可能不匹配。
Instead you should only generate a new random word after the loop is done eg like 相反,您只应在循环完成后生成一个新的随机词,例如
foreach (string stringAnsers in StringAns)
{
if (stringAnsers.Equals(FindObjectOfType<GameController>().word))
{
Debug.Log("Button has been looked at-> matched");
Score++;
}
else
{
Debug.Log("Button has been looked at -> didn't match");
}
}
FindObjectOfType<GameController>().RandText();
Note this would still add 1-3
points depending how many of the given stringAnswer
match the word. 请注意,这仍然会增加
1-3
点,具体取决于多少个给定的stringAnswer
与单词匹配。 So you should add a break;
所以你应该
break;
after increasing Score
once if you want only 1
added. 如果只想加
1
则将Score
提高一次。
Using Linq you could also do this in only one line instead a loop: 使用Linq,您还可以只在一行中执行此操作,而不是循环:
if(StringAns.Any(answer => string.Equals(answer, _gameController.word)))) Score++;
_gameController.RandText();
or for the No
button 或对于
No
按钮
if(!StringAns.Any(answer => string.Equals(answer, _gameController.word)))) Score++;
I guess the problem is that you are generating a new random word inside the foreach loop that check the word itself. 我想问题是您正在foreach循环内生成一个新的随机单词来检查单词本身。 Also, i suggest you not to use a foreach loop, because items inside the array could be more that 3 items, so it could slow the method.
另外,我建议您不要使用foreach循环,因为数组中的项目可能多于3个项目,因此可能会使方法变慢。 I suggest you to use
contains
instead, like so: 我建议您改为使用
contains
,如下所示:
if (StringAns.Contains(FindObjectOfType<GameController>().word))
{
Debug.Log(" Button has been looked at");
Score++;
}
else
Debug.Log(" Button has *not* been looked at");
FindObjectOfType<GameController>().RandText();
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.