1.做一个简单的UI答题面板和得分面板


unity3D答题系统 unity制作答题系统_游戏程序


unity3D答题系统 unity制作答题系统_游戏程序_02


2.新建DataTest文件夹,在该文件夹中新建Json文件MyData

注:该Json文件的编码格式应该为UTF-8,否则会中文乱码(可以创建好json文件后,使用记事本打开,然后另存为的时候,改变编码),如果已经另存为并且将编码改为UTF-8,回到unity点击文件查看发现仍然乱码,可以尝试新建word文件,将word文件改为json文件,再用记事本另存为UTF-8编码格式


unity3D答题系统 unity制作答题系统_unity3D答题系统_03


unity3D答题系统 unity制作答题系统_Powered by 金山文档_04


3.将题目数据放入json中(注:答案是随便写的)

{
  "selects": [
    {
      "title": "1.c#的数据类型有()",
      "selectAnswer": [ "A.值类型和调用类型", "B.值类型和引用类型", "C.引用类型和关系类型", "D.关系类型和调用类型" ],
      "answer": "AD"
    },
    {
      "title": "2.下列描述错误的是()",
      "selectAnswer": [ "A.类不可以多重继承而接口可以", "B.抽象类自身可以定义成员而接口不可以", "C.抽象类和接口都不能被实例化", "D.一个类可以有多个基类和多个基接口" ],
      "answer": "CD"
    },
    {
      "title": "3.下列关于构造函数的描述正确的是()",
      "selectAnswer": [ "A.构造函数可以声明返回类型", "B.构造函数不可以用private修饰", "C.构造函数必须与类名相同", "D.构造函数不能带参数" ],
      "answer": "ABC"
    },
    {
      "title": "4.装箱、拆箱操作发生在: ()",
      "selectAnswer": [ "A.类与对象之间", "B.对象与对象之间", "C.引用类型与值类型之间", "D.引用类型与引用类型之间" ],
      "answer": "ACD"
    },
    {
      "title": "5.下列选项中可以被渲染的纹理是()",
      "selectAnswer": [ "A.Texture", "B.Movie Texture", "C.RenderTexture", "D.Texture2D" ],
      "answer": "ABCD"
    }
  ]
}

检验json格式是否正确:https://www.bejson.com/

4.挂载脚本到Canvas上,并将对应的物体拖到脚本属性中

using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;

public class JsonTest : MonoBehaviour
{
    Selections data;
    //题目
    public Text titleText;
    //选项
    public Toggle[] toggles = new Toggle[4];
    //记录自己选择的所有答案
    List<string> answers = new List<string>();
    //记录答题时的临时答案
    List<string> ans = new List<string>();
    //拿题库里面的答案
    List<string> allAnswers = new List<string>();
    int currentIndex = 0;
    public Button last;
    public Button next;
    //得分
    int score = 0;
    //得分面板
    public GameObject scorePanel;
    // Start is called before the first frame update
    void Start()
    {
        //Application.dataPath这个只对PC有效
        string path = Application.dataPath + "/DataTest/MyData.json";
        string str = File.ReadAllText(path);
        data = JsonUtility.FromJson<Selections>(str);
        //记录题库中的所有答案
        for (int i = 0; i < data.selects.Count; i++)
        {
            allAnswers.Add(data.selects[i].answer);
        }
        for (int i = 0; i < allAnswers.Count; i++)
        {
            answers.Add(null);
        }
        ShowSelect(currentIndex);
    }
    //加载题目
    public void ShowSelect(int index)
    {    
        //显示题目
        titleText.text = data.selects[index].title;
        //显示题目
        for (int i = 0; i < toggles.Length; i++)
        {
            toggles[i].transform.GetChild(1).GetComponent<Text>().text = data.selects[index].selectAnswer[i];
        }
    }
    //检测选项是否点击
    public void At(bool isSelect)
    {
        if (isSelect)
            ans.Add("A");
        else
            ans.Remove("A");
    }
    public void Bt(bool isSelect)
    {
        if (isSelect)
            ans.Add("B");
        else
            ans.Remove("B");
    }
    public void Ct(bool isSelect)
    {
        if (isSelect)
            ans.Add("C");
        else
            ans.Remove("C");
    }
    public void Dt(bool isSelect)
    {
        if (isSelect)
            ans.Add("D");
        else
            ans.Remove("D");
    }
    //整理每道题的答案
    public string GetAnswer(List<string> DA)
    {
        DA.Sort();
        string str="";
        for(int i = 0; i < DA.Count; i++)
        {
            str+=DA[i];
        }
        return str;
    }
    //下一题
    public void NextSelect()
    {   
        answers.RemoveAt(currentIndex);
        answers.Insert(currentIndex, GetAnswer(ans));
        currentIndex++;
        ans.Clear();
        if (currentIndex < allAnswers.Count)
        {
            ShowSelect(currentIndex);
            ShowAnswer(currentIndex);
        }
        else
        {
            for (int i = 0; i < allAnswers.Count; i++)
            {
                if (allAnswers[i].Equals(answers[i]))
                {
                    score += 20;
                }
            }
            scorePanel.SetActive(true);
            scorePanel.transform.GetChild(0).GetComponent<Text>().text = "得分:" + score;
        }
    }
    //上一题
    public void LastSelect()
    {
        currentIndex--;
        ans.Clear();
        ShowSelect(currentIndex);
        ShowAnswer(currentIndex);
    }
    //显示当前题目是否已经作答
    public void ShowAnswer(int index)
    {
        for (int i = 0; i < toggles.Length; i++)
        {
            toggles[i].isOn = false;
        }
        string tempAns = answers[index];
        if(tempAns != null)
        {
            for (int i = 0; i < tempAns.Length; i++)
            {
                switch (tempAns[i])
                {
                    case 'A':
                        toggles[0].isOn = true;
                        break;
                    case 'B':
                        toggles[1].isOn = true;
                        break;
                    case 'C':
                        toggles[2].isOn = true;
                        break;
                    case 'D':
                        toggles[3].isOn = true;
                        break;
                    default:
                        break;
                }
            }
        }
    }
    //再次答题按钮
    public void AgainSelect()
    {
        answers.Clear();
        for (int i = 0; i < allAnswers.Count; i++)
        {
            answers.Add(null);
        }
        score = 0;
        currentIndex = 0;
        ShowSelect(currentIndex);
        ShowAnswer(currentIndex);
        scorePanel.SetActive(false);
    }
    // Update is called once per frame
    void Update()
    {
        //隐藏和显示上一题的按钮
        if (currentIndex > 0)
        {
            last.gameObject.SetActive(true);
        }
        else
        {
            last.gameObject.SetActive(false);
        }
        if (currentIndex < allAnswers.Count-1)
        {
            next.transform.GetChild(0).GetComponent<Text>().text = "下一题";
        }
        else
        {
            next.transform.GetChild(0).GetComponent<Text>().text = "结束答题";
        }
    }
}
[System.Serializable]
public class SelectSingle
{
    //名称要和SelectData.json中selects中的属性名中的一一对应
    public string title;
    public List<string> selectAnswer = new List<string>();
    public string answer;
}
[System.Serializable]
public class Selections
{
    //这里的selects必须和SelectData.json中的selects中一样才行
    public List<SelectSingle> selects = new List<SelectSingle>();
}


unity3D答题系统 unity制作答题系统_游戏程序_05


5.为不同的toggle和按钮添加脚本中对应的方法

toggle


unity3D答题系统 unity制作答题系统_unity3D答题系统_06


button


unity3D答题系统 unity制作答题系统_json_07


6.运行unity即可

注:如有bug,欢迎指正

结语:合抱之木,生于毫末;九层之台,起于累土;千里之行,始于足下。