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Question by Mergster · May 24, 2017 at 05:56 PM · c#uiguiimagerpg

Change UI image in a conversation

Hey there!

I'm making a 2d RPG and I've just finished getting a conversation system to display properly. So the text and all displays when I want it to and it's all good. However, I'd like the character's face to appear beside my text but I don't know how I'd do that. I've tried to have an empty image and change it in script but nothing is working. Please help :)

My conversation script that goes on the Canvas:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ConversationManager : MonoBehaviour {
 
     public GameObject dBox;
     public Text dText;
 
     public bool dialougeActive;
 
     public string[] dialougeLines;
     public int currentLine;
 
     void Start(){
 
     }
 
     void Update(){
         if (dialougeActive && Input.GetKeyDown (KeyCode.Space)) {
 
             currentLine++;
         }
         if (currentLine >= dialougeLines.Length) {
             dBox.SetActive (false);
             dialougeActive = false;
 
             currentLine = 0;
 
         }
         dText.text = dialougeLines [currentLine];
     }
 
     public void ShowDialouge(){
         dialougeActive = true;
         dBox.SetActive (true);
 
     }
 }

Other script that goes on the NPC:

 using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
 
 public class NPConversation : MonoBehaviour {          public string dialouge;
 
     public string[] dialougeLines;
 
     private ConversationManager cm;
 
 
     // Use this for initialization     void Start () {
 
         cm = FindObjectOfType<ConversationManager> ();
              }          // Update is called once per frame     void Update () {
              }     void OnCollisionStay2D(Collision2D other){         if(other.gameObject.tag == "Player" && Input.GetKey(KeyCode.Space)){
 
             if (!cm.dialougeActive) {
 
                 cm.dialougeLines = dialougeLines;
                 cm.currentLine = 0;
                 cm.ShowDialouge();
 
 
             }
 
         }     }          }




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Answer by Zoogyburger · May 26, 2017 at 06:27 PM

Why don't you try doing the same things with handling the text as the images also? So, something like:

     public GameObject dBox;
     public Image Portrait;
     public bool dialougeActive;
 
     public Sprite newSprite;
 
     public Sprite[] Portraits;
     public int currentLine;
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
 
 
         if (dialougeActive && Input.GetKeyDown (KeyCode.Space)) {
 
             currentLine++;
         }
         if (currentLine >= Portraits.Length) {
             dialougeActive = false;
             dBox.SetActive (false);
             currentLine = 0;
 
         }
         //Image img = GetComponent<Image>();
         Portrait.sprite = newSprite;
         newSprite = Portraits [currentLine];
         
     }
     public void ShowDialouge(){
         dialougeActive = true;
         dBox.SetActive (true);
 
     }
 }
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avatar image Mergster · May 26, 2017 at 06:41 PM 0
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Oh wow! Thank you. I gave it a go and it works! :)

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