<修改excel問題2、4、14、16>

This commit is contained in:
yentong 2025-11-18 19:55:44 +08:00
parent 2b9e24bafc
commit 1e145f4ca9
45 changed files with 51803 additions and 3154 deletions

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@ -5456,7 +5456,7 @@ MonoBehaviour:
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@ -100,7 +100,7 @@ public class ServerWorkMessagePanel : MonoBehaviour
}
if (presentText)
{
presentText.text = workPresent;
presentText.text = "獻上:" + workPresent;
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class StarRating : MonoBehaviour
{
[Header("星星設定")]
public Button[] stars;
public Sprite starGray;
public Sprite starYellow;
private int currentRating = 0;
void Start()
{
Debug.Log("=== " + gameObject.name + " 開始初始化 ===");
// 檢查 EventSystem
EventSystem eventSystem = FindObjectOfType<EventSystem>();
if (eventSystem == null)
{
Debug.LogError("場景中沒有 EventSystem");
}
else
{
Debug.Log("EventSystem 存在: " + eventSystem.name);
}
// 檢查圖片
if (starGray == null)
{
Debug.LogError(gameObject.name + ": 灰色星星圖片沒有指派!");
}
else
{
Debug.Log("灰色星星圖片已指派");
}
if (starYellow == null)
{
Debug.LogError(gameObject.name + ": 黃色星星圖片沒有指派!");
}
else
{
Debug.Log("黃色星星圖片已指派");
}
Debug.Log("星星陣列大小: " + stars.Length);
// 初始化每顆星星
for (int i = 0; i < stars.Length; i++)
{
if (stars[i] == null)
{
Debug.LogError("星星 " + i + " 沒有被指派!");
continue;
}
int starIndex = i + 1;
// 設定初始圖片
Image starImage = stars[i].GetComponent<Image>();
if (starImage != null && starGray != null)
{
starImage.sprite = starGray;
starImage.raycastTarget = true;
Debug.Log("星星 " + starIndex + " 圖片設定完成Raycast Target = " + starImage.raycastTarget);
}
// 檢查 Button
Button button = stars[i].GetComponent<Button>();
if (button != null)
{
button.interactable = true;
Debug.Log("星星 " + starIndex + " Button 檢查:");
Debug.Log(" - Interactable: " + button.interactable);
Debug.Log(" - GameObject active: " + stars[i].gameObject.activeInHierarchy);
// 清除舊的監聽器
button.onClick.RemoveAllListeners();
// 添加新的監聽器
int clickedIndex = starIndex;
// 使用 Lambda 表達式確保正確傳遞索引值
button.onClick.AddListener(() => { OnStarClicked(clickedIndex); });
Debug.Log("星星 " + starIndex + " 點擊事件已綁定");
}
else
{
Debug.LogError("星星 " + starIndex + " 沒有 Button 組件!");
}
}
Debug.Log("=== " + gameObject.name + " 初始化結束 ===");
}
// *** 移除的 Update 函數原本在這裡,它導致了 InvalidOperationException 錯誤 ***
// 因為按鈕的點擊事件已經在 Start() 中綁定,故此 Update 函數不需要。
void OnStarClicked(int starIndex)
{
Debug.Log("========================================");
Debug.Log("!!! " + gameObject.name + " 的星星 " + starIndex + " 被點擊 !!!");
Debug.Log("========================================");
SetRating(starIndex);
}
public void SetRating(int rating)
{
Debug.Log(">>> 設定評分: " + rating + " 顆星");
currentRating = rating;
UpdateStarDisplay();
}
void UpdateStarDisplay()
{
Debug.Log(">>> 開始更新星星顯示,目標評分: " + currentRating);
for (int i = 0; i < stars.Length; i++)
{
if (stars[i] == null) continue;
Image starImage = stars[i].GetComponent<Image>();
if (starImage != null)
{
if (i < currentRating)
{
if (starYellow != null)
{
starImage.sprite = starYellow;
Debug.Log(">>> 星星 " + (i+1) + " 更換為黃色圖片");
}
else
{
Debug.LogError("黃色星星圖片是 null");
}
}
else
{
if (starGray != null)
{
starImage.sprite = starGray;
Debug.Log(">>> 星星 " + (i+1) + " 保持灰色圖片");
}
else
{
Debug.LogError("灰色星星圖片是 null");
}
}
}
}
Debug.Log(">>> 星星顯示更新完成!");
}
public int GetRating()
{
return currentRating;
}
public void ResetRating()
{
currentRating = 0;
UpdateStarDisplay();
}
}

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@ -0,0 +1,327 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class SurveyManager : MonoBehaviour
{
[Header("UI 元件")]
public StarRating question1Stars;
public StarRating question2Stars;
public StarRating question3Stars;
public InputField commentInputField;
public TMP_InputField commentInputFieldTMP;
public Button submitButton;
public GameObject warningText;
[Header("計時器")]
public Text timerText;
public TMP_Text timerTextTMP;
public float countdownTime = 30f;
private float currentTime;
private bool isGameRunning = false;
void Start()
{
if (warningText != null)
{
warningText.SetActive(false);
}
if (submitButton != null)
{
submitButton.onClick.AddListener(OnSubmitButtonClicked);
}
currentTime = countdownTime;
StartGame();
}
void Update()
{
if (isGameRunning)
{
if (currentTime > 0)
{
currentTime -= Time.deltaTime;
int seconds = Mathf.CeilToInt(currentTime);
string timeText = "時間倒數 " + seconds + " 秒";
if (timerText != null)
{
timerText.text = timeText;
timerText.color = Color.red;
}
if (timerTextTMP != null)
{
timerTextTMP.text = timeText;
timerTextTMP.color = Color.red;
}
}
else
{
currentTime = 0;
string timeUpText = "時間到!";
if (timerText != null)
{
timerText.text = timeUpText;
timerText.color = Color.red;
}
if (timerTextTMP != null)
{
timerTextTMP.text = timeUpText;
timerTextTMP.color = Color.red;
}
isGameRunning = false;
}
}
}
public void StartGame()
{
Debug.Log("遊戲開始!");
isGameRunning = true;
currentTime = countdownTime;
string startText = "時間倒數 " + Mathf.CeilToInt(currentTime) + " 秒";
if (timerText != null)
{
timerText.color = Color.red;
timerText.text = startText;
}
if (timerTextTMP != null)
{
timerTextTMP.color = Color.red;
timerTextTMP.text = startText;
}
if (question1Stars != null) question1Stars.ResetRating();
if (question2Stars != null) question2Stars.ResetRating();
if (question3Stars != null) question3Stars.ResetRating();
if (commentInputField != null)
{
commentInputField.text = "";
}
if (commentInputFieldTMP != null)
{
commentInputFieldTMP.text = "";
}
}
void OnSubmitButtonClicked()
{
Debug.Log(">>> 點擊送出按鈕");
// 取得三題的評分
int rating1 = 0;
int rating2 = 0;
int rating3 = 0;
if (question1Stars != null) rating1 = question1Stars.GetRating();
if (question2Stars != null) rating2 = question2Stars.GetRating();
if (question3Stars != null) rating3 = question3Stars.GetRating();
// 檢查是否至少填寫了一個星星評分
if (rating1 == 0 && rating2 == 0 && rating3 == 0)
{
ShowWarning();
return;
}
// 取得自行填寫的文字
string userComment = "";
if (commentInputField != null && !string.IsNullOrEmpty(commentInputField.text))
{
userComment = commentInputField.text;
}
else if (commentInputFieldTMP != null && !string.IsNullOrEmpty(commentInputFieldTMP.text))
{
userComment = commentInputFieldTMP.text;
}
// 送出資料
SubmitSurvey(rating1, rating2, rating3, userComment);
}
void ShowWarning()
{
if (warningText != null)
{
warningText.SetActive(true);
Invoke("HideWarning", 2f);
}
Debug.Log("⚠️ 警告:請至少填寫一個問題的評分!");
}
void HideWarning()
{
if (warningText != null)
{
warningText.SetActive(false);
}
}
void SubmitSurvey(int rating1, int rating2, int rating3, string comment)
{
isGameRunning = false;
// ====== 清楚的資料統整顯示 ======
Debug.Log("╔══════════════════════════════════════╗");
Debug.Log("║ 問卷結果統整 ║");
Debug.Log("╚══════════════════════════════════════╝");
Debug.Log("");
// 問題 1
Debug.Log("【問題 1】覺得這個廟宇的神明有成功幫到你嗎");
if (rating1 > 0)
{
Debug.Log(" ⭐ 評分:" + rating1 + " 顆星");
Debug.Log(" " + GetStarDisplay(rating1));
}
else
{
Debug.Log(" ⚪ 未填寫");
}
Debug.Log("");
// 問題 2
Debug.Log("【問題 2】下次還會回訪嗎");
if (rating2 > 0)
{
Debug.Log(" ⭐ 評分:" + rating2 + " 顆星");
Debug.Log(" " + GetStarDisplay(rating2));
}
else
{
Debug.Log(" ⚪ 未填寫");
}
Debug.Log("");
// 問題 3
Debug.Log("【問題 3】有成功成為他的信眾嗎");
if (rating3 > 0)
{
Debug.Log(" ⭐ 評分:" + rating3 + " 顆星");
Debug.Log(" " + GetStarDisplay(rating3));
}
else
{
Debug.Log(" ⚪ 未填寫");
}
Debug.Log("");
// 自行填寫
Debug.Log("【自行填寫】");
if (!string.IsNullOrEmpty(comment))
{
Debug.Log(" 💬 內容:「" + comment + "」");
}
else
{
Debug.Log(" ⚪ 未填寫");
}
Debug.Log("");
// 統計資料
Debug.Log("─────────────────────────────────────");
Debug.Log("【統計資料】");
// 計算填寫問題數量
int answeredQuestions = 0;
if (rating1 > 0) answeredQuestions++;
if (rating2 > 0) answeredQuestions++;
if (rating3 > 0) answeredQuestions++;
Debug.Log(" 📊 填寫問題數:" + answeredQuestions + " / 3");
// 計算總星數和平均
int totalStars = rating1 + rating2 + rating3;
Debug.Log(" ⭐ 總星數:" + totalStars + " 顆星");
if (answeredQuestions > 0)
{
float averageRating = (float)totalStars / answeredQuestions;
Debug.Log(" 📈 平均評分:" + averageRating.ToString("F2") + " 顆星");
// 滿意度評價
string satisfaction = GetSatisfactionLevel(averageRating);
Debug.Log(" 😊 滿意度:" + satisfaction);
}
// 剩餘時間
int remainingTime = Mathf.CeilToInt(currentTime);
Debug.Log(" ⏱️ 剩餘時間:" + remainingTime + " 秒");
// 完成時間
int usedTime = Mathf.CeilToInt(countdownTime - currentTime);
Debug.Log(" ⏰ 完成時間:" + usedTime + " 秒");
Debug.Log("─────────────────────────────────────");
Debug.Log("✅ 問卷送出成功!");
Debug.Log("══════════════════════════════════════");
Debug.Log("");
// 更新計時器顯示
string successText = "問卷送出成功!";
if (timerText != null)
{
timerText.text = successText;
timerText.color = Color.green;
}
if (timerTextTMP != null)
{
timerTextTMP.text = successText;
timerTextTMP.color = Color.green;
}
}
// 顯示星星圖示
string GetStarDisplay(int rating)
{
string stars = "";
for (int i = 0; i < 5; i++)
{
if (i < rating)
{
stars += "★";
}
else
{
stars += "☆";
}
}
return stars;
}
// 取得滿意度評價
string GetSatisfactionLevel(float averageRating)
{
if (averageRating >= 4.5f)
{
return "非常滿意 🌟🌟🌟";
}
else if (averageRating >= 3.5f)
{
return "滿意 😊";
}
else if (averageRating >= 2.5f)
{
return "普通 😐";
}
else if (averageRating >= 1.5f)
{
return "不太滿意 😕";
}
else
{
return "非常不滿意 😞";
}
}
}

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@ -0,0 +1,24 @@
using UnityEngine;
using UnityEngine.UI;
public class WarningAnimation : MonoBehaviour
{
private Text warningText; // ©Î TMP_Text
void OnEnable()
{
// °{Ã{®ÄªG
InvokeRepeating("Blink", 0f, 0.5f);
}
void OnDisable()
{
CancelInvoke("Blink");
}
void Blink()
{
warningText = GetComponent<Text>();
warningText.enabled = !warningText.enabled;
}
}

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@ -714,7 +714,7 @@ PlayerSettings:
qnxGraphicConfPath:
apiCompatibilityLevel: 6
captureStartupLogs: {}
activeInputHandler: 1
activeInputHandler: 2
windowsGamepadBackendHint: 0
cloudProjectId:
framebufferDepthMemorylessMode: 0

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