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Question by slash28z · Jun 16, 2018 at 07:35 AM · c#unity 2d

How to check my answers in Unity Quiz game app?

I've been working here for a while and i just needed it to finish my project, will somebody please teach me the logic of the code? or flow rather? here is the code which I had on Unity Tutorial Quiz app

The GameController.cs Script

  public class GameController : MonoBehaviour {
 
 public Text questionDisplayText;
 public Text scoreDisplayText;
 public Text timeRemainingDisplayText;
 public SimpleObjectPool answerButtonObjectPool;
 public Transform answerButtonParent;
 public GameObject questionDisplay;
 public GameObject roundEndDisplay;
 
 private DataController dataController;
 private RoundData currentRoundData;
 private QuestionData[] questionPool;
 
 private bool isRoundActive;
 private float timeRemaining;
 private int questionIndex;
 private int playerScore;
 private List<GameObject> answerButtonGameObjects = new List<GameObject>();
 
 // Use this for initialization
 void Start () 
 {
     dataController = FindObjectOfType<DataController> ();
     currentRoundData = dataController.GetCurrentRoundData ();
     questionPool = currentRoundData.questions;
     timeRemaining = currentRoundData.timeLimitInSeconds;
     UpdateTimeRemainingDisplay();
 
     playerScore = 0;
     questionIndex = 0;
 
     ShowQuestion ();
     isRoundActive = true;
 
 }
 
 private void ShowQuestion()
 {
     RemoveAnswerButtons ();
     QuestionData questionData = questionPool [questionIndex];
     questionDisplayText.text = questionData.questionText;
 
     for (int i = 0; i < questionData.answers.Length; i++) 
     {
         GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();
         answerButtonGameObjects.Add(answerButtonGameObject);
         answerButtonGameObject.transform.SetParent(answerButtonParent);
 
         AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
         answerButton.Setup(questionData.answers[i]);
     }
 }
 
 private void RemoveAnswerButtons()
 {
     while (answerButtonGameObjects.Count > 0) 
     {
         answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
         answerButtonGameObjects.RemoveAt(0);
     }
 }
 
 public void AnswerButtonClicked(bool isCorrect)
 {
     if (isCorrect) 
     {
         playerScore += currentRoundData.pointsAddedForCorrectAnswer;
         scoreDisplayText.text = "Score: " + playerScore.ToString();
     }
 
     if (questionPool.Length > questionIndex + 1) {
         questionIndex++;
         ShowQuestion ();
     } else 
     {
         EndRound();
     }
 
 }
 
 public void EndRound()
 {
     isRoundActive = false;
 
     questionDisplay.SetActive (false);
     roundEndDisplay.SetActive (true);
 }
 
 public void ReturnToMenu()
 {
     SceneManager.LoadScene ("MenuScreen");
 }
 
 private void UpdateTimeRemainingDisplay()
 {
     timeRemainingDisplayText.text = "Time: " + Mathf.Round (timeRemaining).ToString ();
 }
 
 // Update is called once per frame
 void Update () 
 {
     if (isRoundActive) 
     {
         timeRemaining -= Time.deltaTime;
         UpdateTimeRemainingDisplay();
 
         if (timeRemaining <= 0f)
         {
             EndRound();
         }
 
     }
 }
 }

The Answer Button Script

 public class AnswerButton : MonoBehaviour {
 
 public Text answerText;
 
 private AnswerData answerData;
 private GameController gameController;
 
 // Use this for initialization
 void Start () 
 {
     gameController = FindObjectOfType<GameController> ();
 }
 
 public void Setup(AnswerData data)
 {
     answerData = data;
     answerText.text = answerData.answerText;
 }
 
 
 public void HandleClick()
 {
     gameController.AnswerButtonClicked (answerData.isCorrect);
 }
 }
 
 


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