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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace Level19
{
public class Level19Manager : MonoBehaviour
{
public GameObject noAnswerTip;
public GameObject passOverTip;
public int currentAnswer;
private int currentQuestionIndex = 1;
public int AllQuestionIndex = 1;
public Toggle[] toggles;
private GameObject[] imgs;
// Start is called before the first frame update
void Start()
{
imgs = new GameObject[toggles.Length];
for (int i = 0; i < toggles.Length; i++)
{
imgs[i] =toggles[i].transform.Find("selectedImg").gameObject;
}
for (int i = 0; i < toggles.Length; i++)
{
int index = i;
Toggle toggle = null;
toggle = toggles[i];
toggle.onValueChanged.AddListener((bool b) =>
{
if (toggle.isOn)
{
currentAnswer = index + 1;
Debug.Log(currentAnswer);
for (int j = 0; j < imgs.Length; j++)
{
imgs[j].SetActive(false);
}
imgs[index].SetActive(true);
}
else
{
currentAnswer = 0;
for (int j = 0; j < imgs.Length; j++)
{
imgs[j].SetActive(false);
}
}
});
}
}
public int GetCurrentQuestionIndex()
{
return currentQuestionIndex;
}
public void SubSinleAnswer()
{
if (currentAnswer == 0)
{
noAnswerTip.gameObject.SetActive(true);
GameRoot.SubmitChoiceAnswer(19, 1, 0);
}
else
{
GameRoot.SubmitChoiceAnswer(19, 1, currentAnswer);
Debug.Log("提交当前小题答案为" + currentAnswer);
CheckQuesionIndex();
}
}
public void ReturnMenu()
{
GameRoot.ReturnMenu();
}
public void CheckQuesionIndex()
{
if (currentQuestionIndex == AllQuestionIndex)
{
//提示完成答题,然后弹窗返回大厅
passOverTip.gameObject.SetActive(true);
}
else
{
//跳转下一题
currentQuestionIndex += 1;
}
}
//记录关卡完成是否
public void CheckPassisOver()
{
GameRoot.SubmitPassState(19,true);
}
}
}