目前我正在为我的游戏化项目开发测验类游戏。当玩家达到某个分数并且出现问题时,我冻结实际游戏。如果答案是正确的,它会提高玩家的速度,并且会在一个循环中发生。如何在不重复统一的情况下生成随机数据C#
在这里,我使用的是loadscene来加载索引场景,以避免重复问题。这里的问题是当场景加载时重新加载整个游戏而不是重新加载测验部分。有什么办法可以做到吗?
public class GameManager : MonoBehaviour
{
public Question[] facts;
private static List<Question> unansweredfacts;
private Question currentfacts;
[SerializeField]
private Text FactText;
[SerializeField]
private float TimeBetweenFacts = 3f;
[SerializeField]
private Text TrueAnswerText;
[SerializeField]
private Text FalseAnswerText;
[SerializeField]
private Animator animator;
[SerializeField]
public GameObject canvasquiz;
void Start()
{
if (unansweredfacts == null || unansweredfacts.Count == 0)
{
unansweredfacts = facts.ToList<Question>();
}
SetCurrentfact();
Debug.Log(currentfacts.Fact + "is" + currentfacts.IsTrue);
}
void SetCurrentfact()
{
int RandomFactIndex = Random.Range(0, unansweredfacts.Count);
currentfacts = unansweredfacts[RandomFactIndex];
FactText.text = currentfacts.Fact;
if (currentfacts.IsTrue)
{
TrueAnswerText.text = "CORRECT !";
FalseAnswerText.text = "WRONG !";
}
else
{
TrueAnswerText.text = "WRONG !";
FalseAnswerText.text = "CORRECT !";
}
}
IEnumerator TransitionToNextFact()
{
unansweredfacts.Remove(currentfacts);
yield return new WaitForSeconds(TimeBetweenFacts);
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
public void UserSelectTrue()
{
animator.SetTrigger("True");
if (currentfacts.IsTrue)
{
Debug.Log("CORRECT !");
}
else
{
Debug.Log("WRONG !");
}
StartCoroutine(TransitionToNextFact());
}
public void UserSelectFalse()
{
animator.SetTrigger("False");
if (!currentfacts.IsTrue)
{
Debug.Log("CORRECT !");
}
else
{
Debug.Log("WRONG !");
}
StartCoroutine(TransitionToNextFact());
}
可能的重复[Randomize a List](http://stackoverflow.com/questions/273313/randomize-a-listt) –