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Question by dragon6238 · Feb 25, 2019 at 01:25 PM · scripting problemui

UI Button doesn't change interactable to false

I can't seem to turn off the interactable to false. Weirdly enough the button itself gets detected and if i try to deactivate it and activate it later, the console tells me the object is destroyed. I have this attached to one of the storyline scripts.

 using UnityEngine;
 using System.Collections;
 using System;
 
 public class Storyline2Actions
 {
     public static void HandleAction(int index, MonoBehaviour mb)
     {
         switch(index)
         {
             case 0:
                 TimeManager.SetTime(0);
                 string text = GameObject.FindObjectOfType<StoryHandler>().dialogs[1].textDialogContent.text;
                 GameObject.FindObjectOfType<StoryHandler>().dialogs[1].textDialogContent.text = text.Replace("INTERACTKEY",
                     SetupKeysDialog.GetKeyCode(SetupKeysDialog.INTERACT_KEY).ToString());
                 break;
             case 1:
                 mb.StartCoroutine(TeleportToTutorialPoint());
                 mb.StartCoroutine(NextMessageOnceDrain());
                 break;
             case 3:
                 mb.StartCoroutine(MoveDown());
                 break;
             case 4:
                 mb.StartCoroutine(NextMessageOnceThere());
                 break;
         }
     }
 
     private static IEnumerator NextMessageOnceDrain()
     {
         while (GameObject.Find("Tutorial Victim") != null)
         {
             yield return new WaitForSeconds(1);
         }
         StoryManager.storyline.storylineScript.SendMessage("ShowNextMessage");
     }
 
     static IEnumerator MoveDown()
     {
         characterManager.automated = true;
         characterManager.direction = Vector3.down;
         yield return new WaitForSeconds(1f);
         characterManager.frozen = true;
         characterManager.automated = false;
     }
 
     private static IEnumerator NextMessageOnceThere()
     {
         Vector3 location = new Vector3(0.8f , -1.5f, 0f);
         while ((location - characterManager.trans.position).magnitude > 0.2f)
         {
             yield return new WaitForSeconds(Time.deltaTime);
         }
         StoryManager.storyline.storylineScript.SendMessage("ShowNextMessage");
     }
 
     static IEnumerator TeleportToTutorialPoint()
     {
         SceneFader.sceneClear = false;
         GameObject.Find("ContinueButton").GetComponent<UnityEngine.UI.Button>().interactable = false;
         yield return new WaitForSeconds(1f);
         characterManager.trans.position = GameObject.Find("Tutorial point").transform.position;
         yield return new WaitForSeconds(1f);
         GameObject.Find("background_fader").GetComponent<SpriteRenderer>().color -= Color.black;
         SceneFader.sceneClear = true;
         characterManager.frozen = false;
     }
     
 }
 

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