我正在尝试使用四个按钮来制作问答游戏并将问题存储在一个数组中。这些字母应该一次打印出一个,并且在显示前3个索引之后,只有当按下屏幕上的按钮时才显示下一个索引。
到目前为止,我似乎只能显示前3个索引,但我不知道如何让按钮触发数组中要显示的下一个问题。
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;
}
答案 0 :(得分:0)
你的第二个协程是不正确的。我使用 count
变量作为数组中问题的位置来询问并使用它进行迭代。
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 ());
}
}
您可以通过创建值来进一步优化脚本,以存储经常使用的组件。 喜欢
button1.GetComponent<text> ();
您可以将其存储在变量
中text button1Text = button1.GetComponent<text> ();
并使用
使用它button1Text.text = "";
而不是每次都找到组件。 希望这会有所帮助。