using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
[Serializable]
public class TVRepair {
[Header("Questions")]
[SerializeField] private int questionsPerQuiz;
[SerializeField] private TVRepairQuestion[] questions;
private TVRepairQuestion[] currQuestions;
public void Initialize() {
foreach (TVRepairQuestion question in questions)
question.Initialize();
if (questionsPerQuiz > questions.Length)
Debug.LogError("TVRepair:Initialize - Question per quiz exceeds total questions.");
}
public TVRepairQuestion[] GetRandomQuestions() {
List<TVRepairQuestion> availableQuestions = new List<TVRepairQuestion>(questions);
currQuestions = new TVRepairQuestion[questionsPerQuiz];
for (int i = 0; i < questionsPerQuiz; i++) {
int randIndex = UnityEngine.Random.Range(0, availableQuestions.Count);
currQuestions[i] = availableQuestions[randIndex];
availableQuestions.RemoveAt(randIndex);
}
return currQuestions;
}
public bool ValidateAnswers(List<TVRepairQuestionUI> questions, List<string> answers) {
// validate answers
for (int i = 0; i < questions.Count; i++)
if (!questions[i].GetQuestion().IsCorrect(answers[i]))
return false;
return true;
}
}