質問編集履歴
3
コードの編集
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@@ -231,6 +231,39 @@
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void Update() { }
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}
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```
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```C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.IO;
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using System.Linq;
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public class Game1 : MonoBehaviour
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{
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public static int qCount;
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public void NextQuiz()
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{
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if (Application.loadedLevelName == "Result1")
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{
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if (qCount < 5)
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{
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qCount++;
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Application.LoadLevel("1F");
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}
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else
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{
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qCount = 0;
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Application.LoadLevel("Score1");
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}
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}
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}
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}
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```
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### 補足情報
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unityは2021.2.2f1です。
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2
コードの編集
title
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body
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@@ -80,37 +80,7 @@
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}
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}
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```
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```C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.IO;
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using System.Linq;
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83
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public class GameStart : MonoBehaviour
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{
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public static int qCount;
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-
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public void NextQuiz()
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{
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if (Application.loadedLevelName == "Result")
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{
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-
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if (qCount < 4)
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{
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qCount++;
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Application.LoadLevel("1F");
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}
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else
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{
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qCount = 0;
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Application.LoadLevel("Score");
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}
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}
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}
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}
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```
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```C#
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using System.Collections;
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using System.Collections.Generic;
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1
該当のコードの追加
title
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File without changes
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body
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@@ -131,6 +131,136 @@
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}
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}
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```
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```C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.IO;
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public class Judge1 : MonoBehaviour
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{
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QuizMgr quizMgr;
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string answerText;
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void Start()
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{
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quizMgr = GameObject.Find("Main Camera").GetComponent<QuizMgr>();
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answerText = quizMgr.AnswerText;
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}
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//選択したボタンのテキストラベルと正解のテキストを比較して正誤を判定
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public void Answer()
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{
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//選択したボタンのテキストを取得する
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Text selectedBtn = this.GetComponentInChildren<Text>();
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Debug.Log("セレクト'" + selectedBtn.text + "'");
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Debug.Log("アンサー'" + answerText + "'");
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if (answerText == selectedBtn.text){
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ResultMgr.SetJudgeData("正解");
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Debug.Log("正解");
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Application.LoadLevel("Result1");
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} else {
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ResultMgr.SetJudgeData("不正解");
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Debug.Log("不正解");
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Application.LoadLevel("Result1");
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}
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}
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}
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```
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```C#
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using System.Collections;
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using System.Collections.Generic;
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176
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using UnityEngine;
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177
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using UnityEngine.UI;
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using System.IO;
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using System.Linq;
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public class QuizMgr : MonoBehaviour
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{
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public string dataName;
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public string title;
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public TextAsset csvFile;
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public List<string[]> csvDatas = new List<string[]>();
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public int height = 0;
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public int i, j = 0;
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public int k = 0;
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internal Text ansLabel;
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public string AnswerText;
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public string Kaisetsubun;
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const int size = 5;
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void Start()
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{
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title = "theme_";
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csvFile = Resources.Load("CSV/" + title + dataName) as TextAsset;
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StringReader reader = new StringReader(csvFile.text);
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while (reader.Peek() > -1)
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{
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string line = reader.ReadLine();
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csvDatas.Add(line.Split(','));
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Debug.Log("reading:" + height);
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height++;
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}
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+
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210
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+
for (i = 0; i < height; i++)
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{
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for (j = 0; j < size; j++)
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{
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Debug.Log("csvDatas[" + i + "][" + j + "]:" + csvDatas[i][j]);
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}
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}
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QuestionLabelSet();
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AnswerLabelSet();
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AnswerSet();
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+
}
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+
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public void QuestionLabelSet()
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{
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csvDatas[k] = csvDatas[Random.Range(0, 9)];
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//特定の名前のオブジェクトを検索してアクセス
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Text qLabel = GameObject.Find("Quiz/Image/QLabel").GetComponentInChildren<Text>();
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//データをセットすることで、既存情報を上書きできる
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qLabel.text = csvDatas[k][0];
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232
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+
}
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233
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+
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234
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+
public void AnswerLabelSet()
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|
235
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+
{
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236
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+
//問題文に対応した答えをそれぞれのuGUIボタンにセット
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237
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+
string[] array = new string[] { csvDatas[k][1], csvDatas[k][2], csvDatas[k][3], csvDatas[k][4] };
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+
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+
//問題文をシャッフル
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240
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+
array = array.OrderBy(x => System.Guid.NewGuid()).ToArray();
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241
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+
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242
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+
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243
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+
//ボタンが4つあるのでそれぞれ代入
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244
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+
for (int i = 1; i <= 4; i++)
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245
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+
{
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246
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Text ansLabel = GameObject.Find("Quiz/AnsButton" + i).GetComponentInChildren<Text>();
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247
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+
ansLabel.text = array[i - 1];
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248
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+
}
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249
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+
}
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|
250
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+
|
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251
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+
public void AnswerSet()
|
|
252
|
+
{
|
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253
|
+
//答えとなるcsvデータを変数として型に代入する
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|
254
|
+
AnswerText = csvDatas[k][1];
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|
255
|
+
Debug.Log ("アンサーセット'" + AnswerText + "'");
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|
256
|
+
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257
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+
Kaisetsubun = csvDatas[k][5];
|
|
258
|
+
Debug.Log(Kaisetsubun);
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
void Update() { }
|
|
262
|
+
}
|
|
263
|
+
```
|
|
134
264
|
### 補足情報
|
|
135
265
|
|
|
136
266
|
unityは2021.2.2f1です。
|