Json单选题:https://blog.csdn.net/falsedewuxin/article/details/129651872?spm=1001.2014.3001.5502

Json多选题:https://blog.csdn.net/falsedewuxin/article/details/129653639?spm=1001.2014.3001.5502

1.做一个简单的UI答题面板和得分面板

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

3.将题目数据放入json中(题目和答案是乱写的)

{
  "selects": [
    {
      "title": "1.c#的数据类型有",
      "selectAnswer": [ "T", "F"],
      "answer": "F"
    },
    {
      "title": "2.下列描述错误的是",
      "selectAnswer": [ "T", "F"],
      "answer": "T"
    },
    {
      "title": "3.下列关于构造函数的描述正确的是",
      "selectAnswer": [ "T", "F"],
      "answer": "T"
    },
    {
      "title": "4.装箱、拆箱操作发生在",
      "selectAnswer": [ "T", "F" ],
      "answer": "F"
    },
    {
      "title": "5.下列选项中可以被渲染的纹理是",
      "selectAnswer": [ "T", "F" ],
      "answer": "T"
    }
  ]
}

检验json格式是否正确:https://www.bejson.com/

4.给Canvas添加Toggle Group组件,勾选Allow Switch Off属性,选中四个toggle,将Canvas拖到四个toggle的toggle组件的Group属性

5.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[2];
    //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
    string ans = null;
    //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 Tt(bool isSelect)
    {
        if (isSelect)
            ans = "T";
        else
            ans=null;
    }
    public void Ft(bool isSelect)
    {
        if (isSelect)
            ans = "F";
        else
            ans = null;
    }
    //下一题
    public void NextSelect()
    {   
        answers.RemoveAt(currentIndex);
        answers.Insert(currentIndex, ans);
        currentIndex++;
        ans = null;
        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 = null;
        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;
        }
        switch (answers[index])
        {
            case "T":
                toggles[0].isOn = true;
                break;
            case "F":
                toggles[1].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>();
}

6.为不同的toggle和按钮添加脚本中对应的方法

toggle

button

7.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。

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