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Question by KBTB · Aug 18, 2016 at 05:13 AM · 2duitextpanelinstantiation

UI: Creating UI based on many strings

Hello,

I am building a game currently which heavily relies on text and dealing with individual words. Specifically, I have created text documents that contain text passages that I need, then I have parsed and splitted these strings into arrays with individual words, but currently I do not know how to proceed in order to actually use these strings for gameplay.

Right now the setup is that I have a bunch of different panels that represent each a level or a part of a level, and I switch between them in code with the SetActive method. However, because in the final version I will have quite a lot of text, I would face a problem as right now almost everything is hardcoded, like creating a bunch of serialized fields and assigning each and every panel, button, text etc. individually to them. Especially the gameplay portion itself would be problematic, as my approach would require huge amounts of redundant code in order to check that for example "this one string is the same as this other string". Therefore, as I have hundreds of words in these arrays, that would become quite problematic.

So, my question is if somebody could help me understand how the general method is to take an array of strings for example, and then distributing these strings into individual buttons or panels, which again are part of different panels and a canvas, while at the same time also being able to keep track of them and to check if they have been used in the way that the gameplay requires.

I hope my question is clear, and thank you in advance for any help.

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