一:前言
首先要感谢周周的Unity小屋大佬,原文链接如下
https://blog.csdn.net/qq_42437783/article/details/121613573?spm=1001.2014.3001.5506
在此基础上增加了一些功能,使其比较完善
二:功能说明
通过xml文件写入问题答案和解析,点击开始答题进入答题界面,在规定时间内答题,倒计时结束,自动关闭答题界面,显示结束界面和得分,倒计时未结束,可以答题,答过的题不可二次修改,点击下方的小点按钮,选择对应的题目,题目选择完毕后,下方按钮也有对应标识,不可再次点击。
程序运行如下:
三:UI界面介绍
1.开始界面
2.答题界面
答题界面与周周的Unity小屋布置的框架一样,注意预制体,xml文件的位置等。添加了得分,倒计时等。
3.结束界面
4.提示界面
四:代码书写
选项预制体代码Options
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Options : MonoBehaviour
{
/// <summary>
/// 当前选项组件
/// </summary>
public Toggle thisToggle;
/// <summary>
/// 选项的内容文本
/// </summary>
public Text optionText;
/// <summary>
/// 选项对应的分数
/// </summary>
public int score;
/// <summary>
/// 选项的状态
/// </summary>
public bool IsSelect = false;
public void Init(AnswerData answerData)
{
optionText.text = answerData.option;
score = answerData.Score;
thisToggle.onValueChanged.AddListener((isSelect) => { IsSelect =isSelect; });
}
}
这个脚本挂载上option预制体上,吧对应的内容拖到对应位置即可。
Panel_Question、ButtonItem、DataPath
using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.UI;
public class Panel_Question : MonoBehaviour
{
[Header("root界面:开始界面的root 答题界面的root 结束界面的root 提示界面的root")]
[SerializeField] GameObject startRoot;
[SerializeField] GameObject answerRoot;
[SerializeField] GameObject endRoot;
[SerializeField] GameObject hintRoot;
[Header("按钮:开始答题 上一题,提交,下一题")]
[SerializeField] Button startBtn;
[SerializeField] Button previousBtn;
[SerializeField] Button submitBtn;
[SerializeField] Button nextBtn;
[SerializeField] Button backToMainBtn;
[Header("按钮:确认提交 取消提交")]
[SerializeField] Button affirmSubBtn;
[SerializeField] Button cancelSubBtn;
[Header("文本:题目序号 解析内容 得分 倒计时 最后得分")]
[SerializeField] Text questionID;
[SerializeField] Text analysisData;
[SerializeField] Text scoreTxt;
[SerializeField] Text countDownTxt;
[SerializeField] Text endTxt;
[Header("内容scroll的content 单选scroll的content 选项scroll的content")]
[SerializeField] Transform contentScrollContent;
[SerializeField] Transform questionBtnRoot;
[SerializeField] Transform selectContent;
[SerializeField] Transform scrollView;
[SerializeField] ToggleGroup questionGroup;
// 答题界面数据内容
private QuestionPanelData mQuestionPanelData;
// 每一道题的题目内容
private QuestionData mQuestionData;
// 题目内容物体
private GameObject mQuestion;
// 选项的链表
private List<Options> options = new List<Options>();
//倒计时的总时间
public float secound ;
[SerializeField] GameObject prefab;
static Panel_Question instance;
public static Panel_Question GetInstance()
{
return instance;
}
private void Awake()
{
Init();
instance = this;
}
/// <summary>
/// 按钮监听
/// </summary>
private void Init()
{
startBtn.onClick.AddListener(StartAnswer);
previousBtn.onClick.AddListener(previousClick);
submitBtn.onClick.AddListener(submitClick);
nextBtn.onClick.AddListener(nextClick);
backToMainBtn.onClick.AddListener(BackToMain);
affirmSubBtn.onClick.AddListener(AffirmSub);
cancelSubBtn.onClick.AddListener(CancelSub);
}
private void Start()
{
//读取xml文件
StartCoroutine(LoadingQuesiton(DataPath.QuestionData));
scoreTxt.text = "得分: 0";
countDownTxt.text = "答题时间还剩:" + secound;
//界面的显示与隐藏
startRoot.SetActive(true);
answerRoot.SetActive(false);
endRoot.SetActive(false);
hintRoot.SetActive(false);
}
private void Update()
{
if (endRoot.activeSelf)
{
//如果倒计时结束前答题完成,关闭倒计时的协程,时间重新赋值
StopCoroutine(TimeChange());
secound = 0;
}
}
#region 读取xml文件
IEnumerator LoadingQuesiton(string path)
{
yield return null;
using (WWW www = new WWW(path))
{
yield return www;
XmlDocument doc = new XmlDocument();
doc.LoadXml(www.text);
new QuestionPanel(doc.FirstChild);
}
}
#endregion
#region 初始化第一道题
public void InitQuestionPanel(QuestionPanelData questionPanelData)
{
//this.gameObject.SetActive(true);
mQuestionPanelData = questionPanelData;
CreateQuestion(questionPanelData.questionData[index]);
}
#endregion
#region 创建题目
bool isFirst = false;
public void CreateQuestion(QuestionData questionData)
{
//数据赋值
analysisData.text = "";
mQuestionData = questionData;
questionID.text = string.Format("第{0}题(共" + mQuestionPanelData.questionData.Count + "题)", index + 1);
if (mQuestion != null)
{
Destroy(mQuestion);
}
//实例化题目预制体
mQuestion = Instantiate(Resources.Load<GameObject>(DataPath.QuestionText));
mQuestion.transform.SetParent(contentScrollContent);
mQuestion.transform.localScale = Vector3.one;
mQuestion.GetComponent<Text>().text = questionData.problem;
if (options.Count > 0)
{
for (int i = 0; i < options.Count; i++)
{
Destroy(options[i].gameObject);
}
}
options = new List<Options>();
//实例化按钮选项组序列
if (!isFirst)
for (int i = 0; i < mQuestionPanelData.questionData.Count; i++)
{
Instantiate(prefab, scrollView);
isFirst = true;
}
//当前题目的按钮序列的标识变大
for (int i = 0; i < mQuestionPanelData.questionData.Count; i++)
{
if (i!= index)
scrollView.GetChild(i).gameObject.GetComponent<RectTransform>().localScale = new Vector2(1, 1);
else
scrollView.GetChild(i).gameObject.GetComponent<RectTransform>().localScale = new Vector2(1.5f, 1.5f);
}
//实例化选项预制体
for (int i = 0; i < questionData.answerData.Count; i++)
{
Options option = Instantiate(Resources.Load<Options>("Options"));
option.Init(questionData.answerData[i]);
option.transform.SetParent(selectContent);
//如果是单选则设置为一个toggle组
if (questionData.isSingleChoice)
{
option.thisToggle.group = questionGroup;
}
options.Add(option);
}
}
#endregion
#region 开始答题 上一题 下一题 提交按钮事件
// 开始答题
public void StartAnswer()
{
for (int i = 0; i < QuestionPanel.questionPanelData.Count; i++)
{
InitQuestionPanel(QuestionPanel.questionPanelData[i]);
}
startRoot.SetActive(false);
answerRoot.SetActive(true);
secound = 30;
//开启倒计时
StartCoroutine(TimeChange());
}
// 上一题点击事件
private void previousClick()
{
if (index > 0)
{
index--;
CreateQuestion(mQuestionPanelData.questionData[index]);
}
if (scrollView.GetChild(index).GetComponent<Button>().interactable == false)
foreach (var item in options)
item.thisToggle.interactable = false;
}
// 下一题点击事件
private void nextClick()
{
if (index < mQuestionPanelData.questionData.Count - 1)
{
index++;
CreateQuestion(mQuestionPanelData.questionData[index]);
isFirstClick = false;
}
if (scrollView.GetChild(index).GetComponent<Button>().interactable == false)
foreach (var item in options)
item.thisToggle.interactable = false;
}
int score = 0;
bool isFirstClick = false; //是否是第一次答对,只有点击第一次提交的时候加分,再点提交不加分
// 题目提交事件
private void submitClick()
{
//遍历当前题目的选项,有选择的就可以提交核验答案,并显示解析内容
foreach (var item in options)
{
if (item.thisToggle.isOn)
{
//回答正确加一分
if (item.score > 0)
{
analysisData.text = "回答正确";
if (!isFirstClick)
{
score += 1;
isFirstClick = true;
}
scoreTxt.text = "得分:" + score.ToString();
}
else
analysisData.text = "回答错误,解析:" + mQuestionData.Analysis;
}
//选择一个选项之后不能在选择其他选项
item.thisToggle.interactable = false;
}
//如果当前题目是最后一题,提交之后,出现提示界面
if (index + 1 == mQuestionPanelData.questionData.Count)
{
startRoot.SetActive(false);
answerRoot.SetActive(true);
endRoot.SetActive(false);
hintRoot.SetActive(true);
}
//提交后,该题目不可再选择修改
scrollView.GetChild(index).GetComponent<Image>().color = Color.green;
scrollView.GetChild(index).GetComponent<Button>().interactable = false;
}
//返回主界面
void BackToMain()
{
startRoot.SetActive(true);
answerRoot.SetActive(false);
endRoot.SetActive(false);
score = 0;
scoreTxt.text = "得分:" + score.ToString();
for (int i = 0; i < scrollView.childCount; i++)
{
scrollView.GetChild(i).GetComponent<Image>().color = Color.white;
scrollView.GetChild(i).GetComponent<Button>().interactable = true;
Debug.Log(456789);
}
index = 0;
}
int index = 0;
//缩列按钮事件
public void ThisBtn(ButtonItem item)
{
for (int i = 0; i < scrollView.childCount; i++)
{
CreateQuestion(mQuestionPanelData.questionData[item.transform.GetSiblingIndex()]);
index = item.transform.GetSiblingIndex();
}
}
//确认提交 显示结束界面
void AffirmSub()
{
startRoot.SetActive(false);
answerRoot.SetActive(false);
endRoot.SetActive(true);
hintRoot.SetActive(false);
endTxt.text = "答题结束\n 您的得分是:" + score.ToString();
}
//取消提交 返回原来的界面
void CancelSub()
{
startRoot.SetActive(false);
answerRoot.SetActive(true);
endRoot.SetActive(false);
hintRoot.SetActive(false);
}
#endregion
#region 倒计时的协程
IEnumerator TimeChange()
{
while (secound > 0)
{
yield return new WaitForSeconds(1);
countDownTxt.text = "答题时间还剩:"+secound.ToString()+"秒";
secound--;
}
if (secound<=0)
{
//界面的显示与隐藏
startRoot.SetActive(false);
answerRoot.SetActive(false);
endRoot.SetActive(true);
endTxt.text = "答题结束\n 您的得分是:" + score.ToString();
}
}
#endregion
}
/// <summary>
/// 答题panel数据类
/// </summary>
public class QuestionPanel
{
public static List<QuestionPanelData> questionPanelData;
public QuestionPanel(XmlNode node)
{
questionPanelData = new List<QuestionPanelData>();
for (int i = 0; i < node.ChildNodes.Count; i++)
{
questionPanelData.Add(new QuestionPanelData(node.ChildNodes[i]));
}
}
}
/// <summary>
/// 答题界面数据类
/// </summary>
public class QuestionPanelData
{
public List<QuestionData> questionData;
public QuestionPanelData(XmlNode node)
{
questionData = new List<QuestionData>();
for (int i = 0; i < node.ChildNodes.Count; i++)
{
questionData.Add(new QuestionData(node.ChildNodes[i]));
}
}
}
/// <summary>
/// 题目数据类
/// </summary>
public class QuestionData
{
// 是否为单选,true为单选,false为多选
public bool isSingleChoice;
// 解析内容
public string Analysis;
// 题目内容
public string problem;
public List<AnswerData> answerData;
public QuestionData(XmlNode node)
{
isSingleChoice = bool.Parse(node.Attributes["SelectType"].InnerText);
Analysis = node["Analysis"].InnerText;
problem = node["Problem"].InnerText;
answerData = new List<AnswerData>();
XmlNodeList nodelist = node["Answer"].ChildNodes;
for (int i = 0; i < nodelist.Count; i++)
{
answerData.Add(new AnswerData(nodelist[i]));
}
}
}
/// <summary>
/// 答案数据类
/// </summary>
public class AnswerData
{
// 选项的内容
public string option;
// 选项对应的分数
public int Score;
public AnswerData(XmlNode node)
{
option = node.Attributes["option"].InnerText;
Score = int.Parse(node.InnerText);
}
}
这个代码挂在canvas上,其中代码中的命名与场景中的命名一致,将对应物体添加到对应位置上,其中ButtonItem是挂载上image上的,image是一个预制体,内容如下。
ButtonItem代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ButtonItem : MonoBehaviour
{
Button Btn;
// Start is called before the first frame update
void Start()
{
Btn = GetComponent<Button>();
Btn.onClick.AddListener(ThisBtn);
}
public void ThisBtn()
{
Panel_Question.GetInstance().ThisBtn(this);
}
}
其中,用www读取xml文件时,会报错,是xml格式有问题,我在读取时报错是XmlException: Data at the root level is invalid. Line 1, position 1.通过代码重新生成一个xml文件,再在其中添加想写的内容即可。我生成XmlTest的代码如下。有需要的可以参考
using UnityEngine;
using System.IO;
using System.Xml;
public class XmlTest : MonoBehaviour
{
// Use this for initialization
void Start()
{
CreateXml();
}
///
/// Creates the xml.
///
private void CreateXml()
{
//设置保存路径
string path = Application.dataPath + "/XML/" + "ConfigFile.xml";
//判断文件是否存在
if (File.Exists(path) == false)
{
//创建一个xml文件
XmlDocument xml = new XmlDocument();
//创建最上层节点
XmlElement root = xml.CreateElement("Root");
//创建子节点
XmlElement element = xml.CreateElement("Question");
element.SetAttribute("SelectType", "True");
//创建子节点的第一个子节点,设置属性并添加内容
XmlElement Child1 = xml.CreateElement("Problem");
Child1.InnerText = "这里输入您的题目";
//创建子节点的第二个子节点,设置属性并添加内容
XmlElement Child2 = xml.CreateElement("Answer");
//创建三级子节点
XmlElement item1 = xml.CreateElement("Item");
item1.SetAttribute("option", "A.答案一");
item1.InnerText = "0";
XmlElement item2 = xml.CreateElement("Item");
item2.SetAttribute("option", "B.答案一");
item2.InnerText = "0";
XmlElement item3 = xml.CreateElement("Item");
item3.SetAttribute("option", "C.答案一");
item3.InnerText = "1";
XmlElement item4 = xml.CreateElement("Item");
item4.SetAttribute("option", "D.答案一");
item4.InnerText = "0";
//二级子节点
XmlElement Child3 = xml.CreateElement("Analysis");
Child3.InnerText = "这里输入解析";
//创建子节点
XmlElement element2 = xml.CreateElement("Question");
element2.SetAttribute("SelectType", "True");
//创建子节点的第一个子节点,设置属性并添加内容
XmlElement Child2_1 = xml.CreateElement("Problem");
Child2_1.InnerText = "这里输入您的题目gvfrebr";
//创建子节点的第二个子节点,设置属性并添加内容
XmlElement Child2_2= xml.CreateElement("Answer");
//创建三级子节点
XmlElement item2_1 = xml.CreateElement("Item");
item2_1.SetAttribute("option", "A.答案一");
item2_1.InnerText = "0";
XmlElement item2_2 = xml.CreateElement("Item");
item2_2.SetAttribute("option", "B.答案44");
item2_2.InnerText = "0";
XmlElement item2_3 = xml.CreateElement("Item");
item2_3.SetAttribute("option", "C.答案3");
item2_3.InnerText = "1";
XmlElement item2_4 = xml.CreateElement("Item");
item2_4.SetAttribute("option", "D.答案一");
item2_4.InnerText = "0";
//二级子节点
XmlElement Child2_3 = xml.CreateElement("Analysis");
Child2_3.InnerText = "这里输入解析";
//把节点一层一层的添加至xml中,注意他们之间的先后顺序,这是生成XML文件的顺序
element2.AppendChild(Child2_1);
Child2_2.AppendChild(item2_1);
Child2_2.AppendChild(item2_2);
Child2_2.AppendChild(item2_3);
Child2_2.AppendChild(item2_4);
element2.AppendChild(Child2_2);
element2.AppendChild(Child2_3);
root.AppendChild(element2);
element.AppendChild(Child1);
Child2.AppendChild(item1);
Child2.AppendChild(item2);
Child2.AppendChild(item3);
Child2.AppendChild(item4);
element.AppendChild(Child2);
element.AppendChild(Child3);
root.AppendChild(element);
xml.AppendChild(root);
//保存XML文档
xml.Save(path);
Debug.Log("Xml 创建成功!");
}
}
}
也可以只生成两个root根节点,然后内容自己再xml中写,就不用通过代码添加了。
通过xml文件读取的数据的路径通过一个代码封装静态变量,全局使用,代码如下:DataPath
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 全局静态类,用来定义静态字段,方便调用
/// </summary>
public class DataPath
{
public static string QuestionData = "file://" + Application.dataPath + "/XML/" + "ConfigFile.xml";
public static string QuestionText = "QuestionText";
}
五:程序包下载
链接:https://pan.baidu.com/s/1R3TwGfd2PC5Q_c09duGC7A?pwd=jl98
提取码:jl98
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