public static List <List <Question> > LoadQuestionBank(string text) { object resultValue = JsonConvert.DeserializeObject <List <Question> >(text); var q1 = (List <Question>)Convert.ChangeType(resultValue, typeof(List <Question>)); q1 = QuestionsHandler.ReplaceStars(q1); var bank = new List <List <Question> > { q1, q1, q1 }; return(bank); }
private void SetNewQuestionData(Question q) { pool.SetQuestion(q, currentQuestionNum); currentQuestion = q; QuestionsHandler.Shuffle(rnd, currentQuestion.answers); OnNewQuestionData?.Invoke(this, new NewQuestionArgs { q = pool.questions[currentQuestionNum], qNum = currentQuestionNum }); }
//TODO: Quitarle la categoria de la lista de parametros, no la necesita (en realidad no uso ninguno de los parametros xD) /// <summary> /// Pide las preguntas a la API. /// </summary> /// <param name="numberOfQuestions">Número de preguntas que se desean obtener</param> /// <param name="category">Categoría que tendrán las preguntas</param> /// <param name="difficulty">Dificultad de las preguntas a obtener</param> /// <param name="type">Tipo de las preguntas a obtener (multichoice o true/false)</param> /// <returns></returns> public async Task pedirPreguntas(int numberOfQuestions, string category, string difficulty, string type) { category = Utils.Categories.First(cat => cat.Value == category).Key; clsPartida partida = partidas.getMatchByConnectionID(Context.ConnectionId); //Si la partida todavía no tiene preguntas (necesario ya que si no se ejecutaría dos veces, ya que cada cliente lo pide una vez) if (partida.Preguntas.Count == 0) { List <clsQuestion> questions = await QuestionsHandler.getQuestions(numberOfQuestions, category, difficulty, type); /////////////////////////////////////////////////////////////////////////////// partida.Preguntas = questions; Clients.Client(partida.Jugador1.ConnectionID).sendQuestions(partida.Preguntas); Clients.Client(partida.Jugador2.ConnectionID).sendQuestions(partida.Preguntas); } }
void Start() { lifes = PlayerPrefs.GetInt("Lifes", 3); points = 0; noLoseCount = PlayerPrefs.GetInt("NumOfJokers", 1); halfCount = PlayerPrefs.GetInt("NumOfJokers", 1); skipCount = PlayerPrefs.GetInt("NumOfJokers", 1); questionHanlder = new QuestionsHandler(); normalColorAnswer = new Color(0, 0, 0); normalColorAnswer.a = 0.102f; wrongColorAnswer = new Color(255, 0, 0, 200); correctColorAnswer = new Color(0, 255, 0, 200); int played_games = PlayerPrefs.GetInt("GamesPlayed", 0); PlayerPrefs.SetInt("GamesPlayed", played_games + 1); SetQuestionToSceen(); }
void Start() { //Making an instance of the QuestionsHandler and loading the questions handler = gameObject.AddComponent <QuestionsHandler>(); ans_handler = GetComponent <AnswerHandler>(); handler.loadQuestions(); _questions = handler.GetQuestions().questions; _inventory = FindObjectOfType <InventoryManager>(); player = GameObject.Find("Player"); audioData = GetComponent <AudioSource>(); UnityEngine.EventSystems.EventSystem.current.sendNavigationEvents = !UnityEngine.EventSystems.EventSystem.current.sendNavigationEvents; for (int i = 0; i < progress; ++i) { ans_handler.executeAnswer(i); } }