I am making multiplication sum where int a and int b both are getting values from random.range(1,11). and there are 4 buttons to click correct answer. when correct answer button is clicked i am calling sum creator function again so next sum will appear. My problem is some times i get same question next time. for example first time 2 X 5 and when i recall sum creator again i get 2 x 5. i tried adding value of b to a list then comparing if the value is used earlier if yes then again randomize it.( i am trying to control only duplication of b) But as per my understanding I am assigning single value to b when i call sum creator function. there is no loop because i want only one question at a time. and when i recall the same function it does not remember which value was used previously. How do i solve this? please help.
void SumCreator()
{
// we do multiplication here
bool reloop;
bool[] numbers = new bool[301];
List<int> usedValues = new List<int>();
a = Random.Range(1, 11);
b = Random.Range(1, 11);
while (usedValues.Contains(b))
{
b = Random.Range(1, 11);
}
locationOfAnswer = Random.Range(0, ansButtons.Length);
answer = a * b;
numbers[answer] = true;
if (valueA != null && valueB != null)
{
valueA.text = a.ToString();
valueB.text = b.ToString();
}
// mathSymbolObject.sprite = mathSymbols[0];
for (int i = 0; i < ansButtons.Length; i++)
{
if (i == locationOfAnswer)
{
ansButtons[i].GetComponentInChildren<TextMeshProUGUI>().text = "" + answer;
}
else
{
// the below code make sure that all the values assigned to the ans button are within the range
int value = 0;
do
{
reloop = false;
if (answer <= 10)
{
value = Random.Range(0, 15);
}
else if (answer <= 30 & answer >= 11)
{
value = Random.Range(10, 45);
}
else if (answer <= 60 & answer >= 31)
{
value = Random.Range(25, 75);
}
else if (answer <= 90 & answer >= 61)
{
value = Random.Range(55, 105);
}
else if (answer <= 120 & answer >= 91)
{
value = Random.Range(85, 135);
}
if (numbers[value]) //already select?
{
reloop = true;
}
} while (reloop);
numbers[value] = true;
ansButtons[i].GetComponentInChildren<TextMeshProUGUI>().text = "" + value;
}
}//for loop
}
Button Script.cs
//method whihc help us to identify if player has pressed correct or wrong answer
public void checkTheTextofButton()
{
if (gameObject.CompareTag( MathsAndAnswerScript.instance.tagOfButton))
{
// do something
}
else
{
//do something else
}
// if question is answered correct, call the sum creator method to create new question
MathsAndAnswerScript.instance.SumCreator();
}
u use Round Robin algo to achieve what u want here. but understanding round robin can be time-consuming.
u can achieve the same using the code attached below.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomQuestionGentrator : MonoBehaviour {
List<int> All_possible_values_of_b = new List<int>(); //List to store all possible value that b can hold;
void Start ()
{
int minRange = 1;
int MaxRange = 11;
for (int i = minRange; i <= MaxRange; i++) //inserting all possible value of b in list
{
All_possible_values_of_b.Add(i);
}
}
void Update ()
{
if(Input.GetKeyDown("a")) //call GenrateNewRandomQuestion when user press correect answer button;
{
GenrateNewRandomQuestion();
}
}
void GenrateNewRandomQuestion()
{
int a = Random.RandomRange(1, 11); //a can remain random;
if(All_possible_values_of_b.Count <= 0) // changing range when all values of b has been used;
{
setnewrange();
}
int UsedValueOf_b_InList = Random.Range(0, All_possible_values_of_b.Count); //accessing remaining values of b in list;
int b = All_possible_values_of_b[UsedValueOf_b_InList]; //b = some value in list;
All_possible_values_of_b.RemoveAt(UsedValueOf_b_InList); //dropping the value of b that is used
Debug.Log(a + "x" + b);
}
void setnewrange() //setting new range
{
int minRange = 12;
int MaxRange = 30;
for (int i = minRange; i <= MaxRange; i++)
{
All_possible_values_of_b.Add(i);
}
}
}