本文整理汇总了C#中Question.CheckAnswer方法的典型用法代码示例。如果您正苦于以下问题:C# Question.CheckAnswer方法的具体用法?C# Question.CheckAnswer怎么用?C# Question.CheckAnswer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Question
的用法示例。
在下文中一共展示了Question.CheckAnswer方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ChangeTurn
//after determining answer do corresponding action
public void ChangeTurn(Question obj , string playerchoice, int type)
{
//StartCoroutine(Hold());
int temptime = 0;
while(temptime < 50)
{
temptime ++;
}
bool correct = obj.CheckAnswer (playerchoice);
//Debug.Log("play " + playerchoice + "type" + type);
if(type == 1)
{
foreach(string q in MultipleAnswers)
{
//Debug.Log(q + "dsf" + playerchoice);
if (q == playerchoice)
{
return;
}
}
MultipleAnswers.Add(playerchoice);
if(MultipleAnswers.Count >= 2)
{
//go through each answer and make sure all is correct
foreach(string s in MultipleAnswers)
{
correct = obj.CheckAnswer(s);
//if not correct leace and continue function with wrong answer
if(!correct)
{
break;
}
}
}
//only have 1 or less
else
{
return;
}
}
//resset the multiple answers
MultipleAnswers.Clear();
ClearMenu ();
//reload tge battle screen
LoadLvlBackground();
//Background.GetComponent<Background>().LoadCombatBG();
//reenable vision of enemies
foreach (GameObject en in AvailableEnemies)
{
en.SetActive(true);
en.GetComponent<GenericEnemy>().Show();
}
if (correct) {
PlayerTurn(player.GetComponent<Player>().DealDamage(), CurrentEnemy.GetComponent<GenericEnemy>().name);
//StartCoroutine(WaitTurn(player.GetComponent<Player>().DealDamage()));
//determine type of weapon and then deal dmg accordinly
// CurrentEnemy.GetComponent<GenericEnemy> ().ReceiveDamage (player.GetComponent<Player>().DealDamage());
//
// CurrentEnemy.GetComponent<LAppModelProxy>().model.GetDamaged();
if (player.GetComponent<Player>().CurrentWeapon.Special == true && player.GetComponent<Player>().CurrentWeapon.AffectAnswers == true )
{
HideAnswer = true;
}
if (CurrentEnemy.GetComponent<GenericEnemy> ().Alive == false) {
//go through list and remove enemy
//StartCoroutine(DropItem("Apple"));
//StartCoroutine(WaitItem());
//RoundOver = true;
AvailableEnemies.Remove(CurrentEnemy);
//iterate thorught the rest of enemies in case of cleave damage
for(int i = 0; i < AvailableEnemies.Count; i ++)
{
if(AvailableEnemies[i].GetComponent<GenericEnemy>().Alive == false)
{
AvailableEnemies.RemoveAt(i);
}
}
//if(AvailableEnemies.Count == 0)
//{
// //set up to next level
// RoundOver = true;
// //Debug.Log("end");
// //ClearMenu ();
// //LoadMenu ();
// return;
//}
//ClearMenu();
}
//.........这里部分代码省略.........