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Question by unity_19leistv · Apr 12, 2019 at 06:00 PM · uibuttonscripting beginnerstatestate-machine

Making a button appear on a specific state?

I am working on a text-based choose your own adventure game where I use states (borrowed from the Unity 2D course on Udemy) to make text appear in the game.

Code to make the states:

using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "State")] public class State : ScriptableObject {

 [TextArea(10, 14)][SerializeField] string storyText;
 [SerializeField] State[] nextStates;

 public string GetStateStory(){
     return storyText;   
 }

 public State[] GetNextState(){
     return nextStates;
 }

}

Code for changing text:

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class StoryText : MonoBehaviour {

 [SerializeField] Text textComponent;
 [SerializeField] State startingState;


 State state;


 // Use this for initialization
 void Start()
 {
     state = startingState;
     textComponent.text = state.GetStateStory();
 }

 // Update is called once per frame
 void Update()
 {
     ManageState();
 }

 private void ManageState()
 {
     var nextStates = state.GetNextState();
     if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Alpha1))
     {
         state = nextStates[0];
         textComponent.text = state.GetStateStory();
     }
 }

}

This is the current code I have trying to make a button appear on a specific state:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement;

public class ShowButton : MonoBehaviour {

 [SerializeField] Button buttonOne;
 [SerializeField] Button buttonTwo;
 State state;
 // Use this for initialization
 void Start()
     {
     var nextState = state.GetNextState();
         buttonOne.gameObject.SetActive(false);
         buttonTwo.gameObject.SetActive(false);
     if (state = nextState[0])
         {
             buttonOne.gameObject.SetActive(true);
             buttonTwo.gameObject.SetActive(true);
         }
     }

}

Any help would be greatly appreciated.

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Answer by highpockets · Apr 12, 2019 at 07:27 PM

You are missing 1 “=“ in the if statement that checks the state in the last script.

 if(state == nextState[0])
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