#the thing is it will have hundreds of
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alright, create a class not deriving from monobehaviour called question or something like that
in that class, have some variables like
string question, string[] answers
then in another script deriving from monobehaviour and that has references to the question text object and the answer buttons, store a bunch of questions in an array
if your questions class is Question
then Question[] questions;
if you make it public, then you can set all the questions in the inspector
if this is confusing, i recommend https://www.youtube.com/playlist?list=PLPV2KyIb3jR7ucA2yo5pjvKY0cJmNTq2L
ty
i wanted to make something like this
and each button sending you to a scene with the question
and by pressing the correct answer, chosing either to go to the menu or to the next question
but I guess it will take a lot of space
ooh i see
alright
i'm still thinking something similar to what i mentioned earlier
so having an overall array of questions
and then getting the correct question from the array based on the the button clicked
I will try as in the video you sent
It will be a little harder, as my game has 4 answers and it's not just a good answer and a bad one
yep it will be a little harder
but the overall idea is the same
i actually made something like your idea right now, just without the question select
here's a screenshot of how i set it up
so on the right hand side
you can see how i'm making questions in the inspector
granted
my version is probably more complicated than you want yours to be
because i have multiple select, so multiple correct answers
yeah that shouldnt be a problem
my problem is i dont want it to be random, and choose what questions you want to answer
yep completely understood, i'm thinking you have two scenes: one for question selection, and then one for the actual gameplay
i already have 2 menus, one for the set of questions, and one with the levels from the sets
great
now in the one for the questions, set up an array of questions the way i did
and in the one for the question select
make a parent gameobject for all your buttons
now attach a script to that parent gameobject
let me make the scene
of course, i'll first type out my ideas
Actually I dont even need a questions yet, most of the question sets are either images or audio
now thinking about it it's the same thing
yep, the main problem here is we want to connect the buttons somehow to a question in the array
so like button[0] = question[0]
hmm i'm thinking of something like
having a parent object with all the buttons as children
then in a script on the parent object
have an array of gameobjects for your buttons, you can name it anything you want
then at start, have a for loop that loops through transform.childCount
I've done something fast, i will change the design when I make this think work
it's for phone btw
oh cool!
in which I can check whether the question was answered or not
List<GameObject> buttons = new List<GameObject>();
for (int i = 0; i < transform.childCount; i++) {
buttons.Add(transform.GetChilld(i));
}
so now you have all the buttons in your scene in an array
now whenever a button is pressed
hook it up to this parent script
and call some function like LoadScene
public void LoadQuestion(GameObject button) {
int questionIndex = buttons.IndexOf(button);
}
so now you have the index of the question you want to load
however, the issue is that we need to find a way to send that questionIndex to the next scene, which tbh at the moment i'm not sure how to do
but i hope you get the general idea
you have two arrays, one of your buttons and one of your questions
you're essentially trying to hook the two up, even though they're in different scenes
I can use playerprefs