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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class FaultChoiceCtrl : MonoBehaviour
- {
- private GameObject DoneTips;
- private Text questText;
- private Button[] choiceButtons;
- public faultChoiceType trueIndex = faultChoiceType.A;
- public List<FaultChoiceData> FaultChoiceDataList;
- public int currentQuestIndex = 0;
- public Text tipsText;
-
- private void Awake()
- {
- questText = this.transform.Find("DocContent").GetComponent<Text>();
- choiceButtons = new Button[4];
- choiceButtons[0] = this.transform.Find($"ChoiceButton/Verlist/B1").GetComponent<Button>();
- choiceButtons[1] = this.transform.Find($"ChoiceButton/Verlist/B2").GetComponent<Button>();
- choiceButtons[2] = this.transform.Find($"ChoiceButton/Verlist/B3").GetComponent<Button>();
- choiceButtons[3] = this.transform.Find($"ChoiceButton/Verlist/B4").GetComponent<Button>();
-
- choiceButtons[0].onClick.AddListener(() =>
- {
- ChoiceClick(faultChoiceType.A);
- });
- choiceButtons[1].onClick.AddListener(() =>
- {
- ChoiceClick(faultChoiceType.B);
- });
- choiceButtons[2].onClick.AddListener(() =>
- {
- ChoiceClick(faultChoiceType.C);
- });
- choiceButtons[3].onClick.AddListener(() =>
- {
- ChoiceClick(faultChoiceType.D);
- });
- DoneTips = this.transform.Find("DoneTips").gameObject;
- tipsText = DoneTips.transform.Find("BG/Text").GetComponent<Text>();
- DoneTips.SetActive(false);
- }
- public void ChoiceClick(faultChoiceType _type)
- {
- if (currentQuestIndex >= FaultChoiceDataList.Count)
- {
- return;
- }
- if (FaultChoiceDataList[currentQuestIndex].trueIndex == _type)
- {
- //选对
- NextQuest();
- }
- else
- {
- tipsText.text = "选择错误!";
- DoneTips.SetActive(true);
- }
- }
- private void OnEnable()
- {
- currentQuestIndex = 0;
- ChangeQuest(currentQuestIndex);
- DoneTips.SetActive(false);
- }
- public void ReSet()
- {
- currentQuestIndex = 0;
- ChangeQuest(currentQuestIndex);
- DoneTips.SetActive(false);
- }
- public void NextQuest()
- {
- currentQuestIndex++;
- if (currentQuestIndex<FaultChoiceDataList.Count)
- {
- // tipsText.text = "选择正确!";
- // DoneTips.SetActive(true);
- ChangeQuest(currentQuestIndex);
- }
- else
- {
- currentQuestIndex = 0;
- ChangeQuest(currentQuestIndex);
- tipsText.text = "故障已修复!";
- DoneTips.SetActive(true);
- }
- }
- public void ChangeQuest(int index)
- {
- questText.text = FaultChoiceDataList[index].questStr;
- choiceButtons[0].transform.Find("Text").GetComponent<Text>().text = FaultChoiceDataList[index].choiceText_A;
- choiceButtons[1].transform.Find("Text").GetComponent<Text>().text = FaultChoiceDataList[index].choiceText_B;
- choiceButtons[2].transform.Find("Text").GetComponent<Text>().text = FaultChoiceDataList[index].choiceText_C;
- choiceButtons[3].transform.Find("Text").GetComponent<Text>().text = FaultChoiceDataList[index].choiceText_D;
- }
- }
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