- Home /
Last time I'll ask for help on this lol
I have 2 scripts. Questionnaire and QuestionList. The questionnaire script contains the gameplay and questionlist is the well list of course. I got it all to work fine in 1 single script. But as you can imagine that would take forever to scroll through thousands of questions to get to the code for debuging so I decided to move them to there own script QuestionList. I need help accessing the list on QuestionList from the Questionnaire script. Its basicly grabing questions from the list and displaying them. Please let me know what I'm doing wrong here.
Script 1
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Questionnaire : MonoBehaviour {
IEnumerator Wait()
{
GUILayout.Label("Correct!");
yield return new WaitForSeconds(2.5f);
//....
}
public int index;
class Question
{
public string QuestionText;
public List<string> Answers = new List<string>();
public int CorrectAnswer;
}
void Awake()
{
//Get a question at runtime.
GetQuestion();
}
Question GetQuestion()
{
List<Question> aList = new List<Question>();
string question = this.gameObject.GetComponent<QuestionList>().list[index].QuestionText;
int rand = Random.Range(0, aList.Count);
index = rand;
return aList[rand];
}
void OnGUI()
{
//--------------------------For Debug Purposes--------------------------------
GUI.Label(new Rect(10, 10, 100, 20), "Questions: " + aList.Count);
GUI.Label(new Rect(10, 30, 200, 20), "Current Question: " + index.ToString());
GUI.Label(new Rect(10, 60, 200, 20), "Current Answers: " + aList[index].Answers);
//-----------------------------------------------------------------------------
//Create the GUILayout area.
GUILayout.BeginArea(new Rect((Screen.width - 200) / 2, (Screen.height - 200) / 2, 200, 200));
//Display a question.
GUILayout.BeginVertical();
GUILayout.Label(aList[index].QuestionText);
//Display the answers.
GUILayout.BeginHorizontal();
for (int i = 0; i <= 3; i++ )
{
if (GUILayout.Button(aList[index].Answers[i]))
{
//If correct answer...
if (i == aList[index].CorrectAnswer)
{
Debug.Log("Correct");
if (index < aList.Count)
{
aList.Remove(aList[index]);
GetQuestion();
} //Here we would add the Ending...
else { Debug.LogError("Out Of Questions To Display"); }
}
else //if incorrect....
{
Debug.Log("Incorrect");
GetQuestion();
}
}
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
And script 2...
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class QuestionList : MonoBehaviour {
public class Question
{
public string QuestionText;
public List<string> Answers = new List<string>();
public int CorrectAnswer;
}
public List<Question> list = new List<Question>();
void Awake()
{
//Questions and answers are listed here. Index beginning at 0.
//The CorrectAnswer property should set to the correct
//Index of the correct answer in this first one you can see
//Correct answer is index "3". 0, 1, 2, and 3("Four Text").
list.Add(new Question());
list[0].QuestionText = "What is 2 + 2?";
list[0].Answers.Add("1");
list[0].Answers.Add("2");
list[0].Answers.Add("22");
list[0].Answers.Add("4");
list[0].CorrectAnswer = 3;
list.Add(new Question());
list[1].QuestionText = "What is 4 + 4?";
list[1].Answers.Add("4");
list[1].Answers.Add("44");
list[1].Answers.Add("8");
list[1].Answers.Add("100");
list[1].CorrectAnswer = 2;
list.Add(new Question());
list[2].QuestionText = "What is 6 + 6?";
list[2].Answers.Add("16");
list[2].Answers.Add("9");
list[2].Answers.Add("12");
list[2].Answers.Add("6,000,000");
list[2].CorrectAnswer = 2;
list.Add(new Question());
list[3].QuestionText = "What is 8 + 8?";
list[3].Answers.Add("2");
list[3].Answers.Add("88");
list[3].Answers.Add("5");
list[3].Answers.Add("16");
list[3].CorrectAnswer = 3;
}
}
Answer by NicRule · Dec 12, 2014 at 03:48 AM
Interesting game. I found 8+8 particularly intriguing.
Here is the Questionnaire script with a lot cut out to make it easier to see what I changed:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Questionnaire : MonoBehaviour {
public int index;
List<QuestionList.Question> aList = new List<QuestionList.Question>();
void Awake()
{
//Get a question at runtime.
aList = QuestionList.fill();
GetQuestion();
}
void GetQuestion()
{
index = Random.Range(0, aList.Count);
return;
}
void OnGUI()
{
if (aList.Count == 0)
{return;}
//--------------------------For Debug Purposes--------------------------------
GUI.Label(new Rect(10, 10, 100, 20), "Questions: " + aList.Count);
GUI.Label(new Rect(10, 30, 200, 20), "Current Question: " + index.ToString());
GUI.Label(new Rect(10, 60, 200, 20), "Current Answers: " + aList[index].CorrectAnswer);
//-----------------------------------------------------------------------------
//Create the GUILayout area.
GUILayout.BeginArea(new Rect((Screen.width - 200) / 2, (Screen.height - 200) / 2, 200, 200));
//Display a question.
GUILayout.BeginVertical();
GUILayout.Label(aList[index].QuestionText);
//Display the answers.
GUILayout.BeginHorizontal();
for (int i = 0; i <= 3; i++ )
{
if (GUILayout.Button(aList[index].Answers[i]))
{
//If correct answer...
if (i == aList[index].CorrectAnswer)
{
Debug.Log("Correct");
if (index < aList.Count)
{
aList.Remove(aList[index]);
GetQuestion();
} //Here we would add the Ending...
else {
Debug.LogError("Out Of Questions To Display");
}
}
else //if incorrect....
{
Debug.Log("Incorrect");
GetQuestion();
}
}
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
And the other script
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class QuestionList : MonoBehaviour {
public class Question
{
public string QuestionText;
public List<string> Answers = new List<string>();
public int CorrectAnswer;
}
static public List<Question> fill()
{
List<Question> list = new List<Question>();
list.Add(new Question());
list[0].QuestionText = "What is 2 + 2?";
int remove = Random.Range(0, 3);
for (int i = 0; i < 4; i++){
list[0].Answers.Add("1");
list[0].Answers.Add("2");
list[0].Answers.Add("22");
list[0].Answers.Add("4");
list[0].CorrectAnswer = 3;
}
list.Add(new Question());
list[1].QuestionText = "What is 4 + 4?";
list[1].Answers.Add("4");
list[1].Answers.Add("44");
list[1].Answers.Add("8");
list[1].Answers.Add("100");
list[1].CorrectAnswer = 2;
list.Add(new Question());
list[2].QuestionText = "What is 6 + 6?";
list[2].Answers.Add("16");
list[2].Answers.Add("9");
list[2].Answers.Add("12");
list[2].Answers.Add("6,000,000");
list[2].CorrectAnswer = 2;
list.Add(new Question());
list[3].QuestionText = "What is 8 + 8?";
list[3].Answers.Add("2");
list[3].Answers.Add("88");
list[3].Answers.Add("5");
list[3].Answers.Add("16");
list[3].CorrectAnswer = 3;
return list;
}
}
[Summary of changes]
I call the class through "QuestionList.Question" to access the class from the other script. The "Question" class in the original was a completely independent class in each script, so they were not compatible.
The "fill()" function has a return type of "List" so I set "aList" equal to it to import the information.
I added if (aList.Count == 0) return; to the start of the GUI section to avoid getting an infinite list of ArgumentOutOfRange errors when you run out of questions.
"GetQuestion" could probably be replaced since I cut it down to just one function but I wanted to make it easier to read.
Best of luck. I'll check back if anyone has any questions.
Greatly appreciate the response. I tried to replace the void Awake like you said with public static List fill() but there were errors because "List" wasn't recognized .So I changed it too static public List fill() and some errors were fixed but "list" was having errors. I know that I filled it out wrong. Can you post the QuestionList?
I see that if you type < then something and > again it deletes that from your comment? So I am assu$$anonymous$$g yours did too
I updated my answer. Sorry I didn't include both scripts it the original post. Also thanks for mentioning the < deletion thing. It's nice to know about, but I did not have that problem.
Also if you know of a way to "randomize" the order the answers are displayed let me know of any idea's. Since I am using a forloop to toss a button 1,2,3,4 i am assu$$anonymous$$g i have to create a new method ins$$anonymous$$d of using a forloop
and on the aList = QuestionList.fill(); I see that it says it takes a question and an int. SO i tried filling that out and used (aList, i) and it says Cannot implicitly convert type void' to
System.Collections.Generic.List'
Answer by Daniel Greenhorn · Dec 12, 2014 at 07:24 AM
I would have done this with 2 arrays , 1 for the texts and the other for the numbers. Same rows for the same question. myarrayofstrings [index, 0] = "what is 4+4" myarrayofnumbers [index, 0] = 8; myarrayofnumbers [index, 1] = 2 and as many variants as you need An if to myarrayofnumbers [index, 0] determines if the answer is correct. Add a random range for each question and another for the order in which the options are displayed
Problem is to compile the long , long, LONG array but if you know a little VBA in Excel or OpenOffice, it can can be easily done there and pasted in Start(). Make the table and let the macro do the work. From 20+ cases upwords it's exhilatating!
At least that's how I've done something similar. No need to write cases till you're old :)
While at it, you could not use either cases or arrays. Have random numbers from 0 to 9 as the arguments of each question and display in a random order the correct answer and random numbers from 0 to 18 for the false answers
Your answer
Follow this Question
Related Questions
C# How to get/access List from another script 1 Answer
Distribute terrain in zones 3 Answers
How to access List<> from other script? 1 Answer
Accessing Smartfox room list from another script in C# 1 Answer
JS to C# List type problem 1 Answer