Beispiel #1
0
        private SelectTopic random(SelectTopic topic)
        {
            int resultIndex = 0;

            for (int i = 0; i < topic.options.Count; i++)
            {
                if (topic.options[i].value == topic.result)
                {
                    resultIndex = i;
                }
            }
            for (int i = topic.options.Count - 1; i >= 0; i--)
            {
                int        index   = UnityEngine.Random.Range(0, i + 1);
                OptionType newType = topic.options[i].value;
                topic.options[i].value     = topic.options[index].value;
                topic.options[index].value = newType;
            }
            topic.result = topic.options[resultIndex].value;
            return(topic);
        }
Beispiel #2
0
        /// <summary>
        /// 初始化选项界面
        /// </summary>
        /// <param name="options"></param>
        public void showSelectTopicUI(int selectIndex, Action <SelectTopic, Option> action)
        {
            this.currentToggle = null;
            this.action        = action;
            gameObject.SetActive(true);
            gameObject.transform.localPosition = Vector3.zero;
            this.currentTopic = selectTopicDic[selectIndex];
            TopicLabel.text   = currentTopic.content;
            currentTopic      = random(currentTopic);
            foreach (Option option in currentTopic.options)
            {
                switch (option.value)
                {
                case OptionType.A:
                    ALabel.text = option.text;
                    NGUITools.FindInParents <UIToggle>(ALabel.gameObject).optionCanBeNone = true;
                    NGUITools.FindInParents <UIToggle>(ALabel.gameObject).value           = false;
                    break;

                case OptionType.B:
                    BLabel.text = option.text;
                    NGUITools.FindInParents <UIToggle>(BLabel.gameObject).optionCanBeNone = true;
                    NGUITools.FindInParents <UIToggle>(BLabel.gameObject).value           = false;
                    break;

                case OptionType.C:
                    CLabel.text = option.text;
                    NGUITools.FindInParents <UIToggle>(CLabel.gameObject).optionCanBeNone = true;
                    NGUITools.FindInParents <UIToggle>(CLabel.gameObject).value           = false;
                    break;

                case OptionType.D:
                    DLabel.text = option.text;
                    NGUITools.FindInParents <UIToggle>(CLabel.gameObject).optionCanBeNone = true;
                    NGUITools.FindInParents <UIToggle>(CLabel.gameObject).value           = false;
                    break;
                }
            }
        }
Beispiel #3
0
        private void readConfig(string xmlPath)
        {
            this.selectTopicDic = new Dictionary <int, SelectTopic>();
            XmlUtil xmlUtil   = new XmlUtil(xmlPath, true);
            XmlNode nodeDatas = xmlUtil.GetChildXPathNode("data")[0];

            foreach (XmlNode topicNode in xmlUtil.GetChildNodesByName(nodeDatas, "题目"))
            {
                SelectTopic topic = new SelectTopic();
                topic.index   = Int32.Parse(xmlUtil.ReadAttrValue(topicNode, "编号"));
                topic.content = xmlUtil.ReadAttrValue(topicNode, "题目内容");
                topic.result  = (OptionType)Enum.Parse(typeof(OptionType), xmlUtil.ReadAttrValue(topicNode, "答案"));
                topic.options = new List <Option>();
                foreach (XmlNode nodeOption in xmlUtil.GetChildNodesByName(topicNode, "选项"))
                {
                    Option option = new Option();
                    option.value = (OptionType)Enum.Parse(typeof(OptionType), xmlUtil.ReadAttrValue(nodeOption, "编号"));
                    option.text  = xmlUtil.ReadAttrValue(nodeOption, "选项内容");
                    topic.options.Add(option);
                }
                this.selectTopicDic.Add(topic.index, topic);
            }
        }