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Question by rol040pangan · Jan 04, 2019 at 04:03 PM · validation

Matchmaking Words using Buttons as Custom Keyboard

Hi everyone I am new in game development, in my first development I am trying to validate if the the words if they are match with the input, unfortunately the only word it finds correct is the last value in the array I created and the other words are incorrect. Here are the sample codes and screenshots.

alt text

alt text

C# code here:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 public class MatchLetters : MonoBehaviour {
     public string word = null;
     public int wordIndex = 0;
     public string alpha;
     public Text WordMatch;
     public Text Question;
     public string name;
     public string[] quest;
     int num;
     public List<string> Words;
     // Use this for initialization
     void Start () {
         TextAsset wordText = Resources.Load<TextAsset> ("Words");
 
         quest = wordText.text.Split ("\n" [0]);
     }
     
     // Update is called once per frame
     void Update () {
 //        Question.text = quest[Random.Range(0, quest.Length)];
     }
     public void AlphabeticFunction(string alphabet){
         wordIndex++;
         word = word + alphabet;
         WordMatch.text = word;
     }
 
     public void WordsGenerate (){
         name = Question.text = quest[Random.Range(0, quest.Length)];
     }
     public void ValidateAnswer (){
 
         if (name == WordMatch.text) {
             Question.color = Color.green;
             Debug.Log ("Correct");
         } else {
             Question.color = Color.red;
             Debug.Log ("Incorrect");
         }
     }
     public void ResetAnswer(){
         wordIndex = 0;
         word = "";
         WordMatch.text = word;
     }
 }
 

screenshot-82.png (124.4 kB)
screenshot-83.png (124.2 kB)
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