如何在 Unity 中单击按钮时显示问答游戏问题?

How to get quiz game questions to show when button is clicked in Unity?

我正在尝试制作一个带有四个按钮的问答游戏,问题存储在一个数组中。这些字母应该一次打印一个,在显示前 3 个索引后,只有在按下屏幕上的按钮时才会显示下一个索引。

到目前为止,我似乎只能显示前 3 个索引,但我不确定如何让按钮触发数组中的下一个问题来显示。

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;
}

你的第二个协程不正确。我正在使用 count 变量作为数组中问题的位置来询问和迭代使用它。

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存储您经常使用的组件来进一步优化您的脚本。 喜欢

button1.GetComponent<text> ();

您可以将其存储在变量中

text button1Text = button1.GetComponent<text> ();

并使用

button1Text.text = "";

而不是每次都找组件。 希望这有帮助。