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Question by El Maxo · Mar 21, 2014 at 02:39 PM · javascriptguitext

GUI Text from script Java

Hi I am trying to get my randomly generated to names to appear on some GUI in game. For this it would be the Name1. I have tryed as seen below in my code. (Nameone is the name of the gui in game,)

 #pragma strict
 
 #pragma strict
  
 var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
 var spawnPoints : Transform[];  // Array of spawn points to be used.
 var Name1Choices : String[] = ["Bob", "Mary", "Maxo"];
 var Name2Choices : String[] = ["Berry", "Richards", "Stephens"];
 var Backstory1Choices : String[];
 var Backstory2Choices : String[];
 var Backstory3Choices : String[];
 var Name1;
 var Name2;
 var Backstory1;
 var Backstory2;
 var Backstory3;
  
 var mission : boolean = false;
 var money : float;
  
 function Start () 
 {
     MissionGen();
 }
  
 function MissionGen () 
 {
     if( !mission )
     {
        var pos :  Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.
        var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];
        Instantiate(obj, pos.position, pos.rotation); 
  
            Name1 = Name1Choices[ Random.Range( 0, Name1Choices.length ) ]; //Randomly Generated Name
           Name2 = Name2Choices[ Random.Range( 0, Name2Choices.length ) ]; //Randomly Generated Name Part 2
            Backstory1 = Backstory1Choices[ Random.Range( 0, Backstory1Choices.length ) ]; //Randomly Generated BackStory Part 1
            Backstory2 = Backstory2Choices[ Random.Range( 0, Backstory2Choices.length ) ]; //Randomly Generated Backstroy Part 2
           Backstory3 = Backstory3Choices[ Random.Range( 0, Backstory3Choices.length ) ]; //Randomly Generated Backstory Part 3
            mission = true;
            // GameObject.Find("Nameone").guiText.text = Name1; my feeble attempt at getting the gui to work
     }
     else
     {
        Invoke( "MissionGen", 30.0f );
     }
 }
  
 function Check () 
 {
     var BadGuyCheck : GameObject = GameObject.FindGameObjectWithTag( "BadGuy" );
     if ( BadGuyCheck == null )
     {
        mission = false;
        money += Random.Range(1000,10000);
        yield WaitForSeconds (30);
        Invoke( "MissionGen", 30.0f );
     }
 }
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avatar image El Maxo · Mar 21, 2014 at 04:07 PM 0
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Any help would be very kind :D

avatar image Destran · Mar 21, 2014 at 05:03 PM 1
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Try this //Declare at the top
var guiText : GUIText;

And replace

// GameObject.Find("Nameone").guiText.text = Name1;

with

guiText.text = Name1;

avatar image El Maxo · Mar 22, 2014 at 11:08 AM 0
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I now get this error pop up any help?

Assets/Scripts/$$anonymous$$ission.js(41,9): BCE0004: Ambiguous reference 'guiText': $$anonymous$$ission.guiText, UnityEngine.Component.guiText.

avatar image Destran · Mar 22, 2014 at 12:05 PM 1
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haha never$$anonymous$$d, the comment i posted earlier was actually bad, and the reason you get the error is my fault.

"guiText" is already a variable used by GameObject to refer to the guiText component. So change the name of you GUIText and it should work

avatar image Destran · Mar 22, 2014 at 12:29 PM 1
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so at the start do

var ExampleName : GUIText; //choose anything but guiText

then on line 41

ExampleName.text = Name1;

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Best Answer

Answer by El Maxo · Mar 22, 2014 at 11:55 AM

 #pragma strict
 
 #pragma strict
  
 var enemyPrefabs : GameObject[]; // Array of different Enemies that are used.
 var spawnPoints : Transform[];  // Array of spawn points to be used.
 var Name1Choices : String[] = ["Bob", "Mary", "Maxo","Phil","Noobas","Hervard","Dan","Daniel","Johnathan"];
 var Name2Choices : String[] = ["Berry", "Richards", "Stephens"];
 var Backstory1Choices : String[];
 var Backstory2Choices : String[];
 var Backstory3Choices : String[];
 var Name1;
 var Name2;
 var Backstory1;
 var Backstory2;
 var Backstory3;
 var guiText : GUIText;
  
 var mission : boolean = false;
 var money : float;
  
 function Start () 
 {
     MissionGen();
 }
  
 function MissionGen () 
 {
     if( !mission )
     {
        var pos :  Transform = spawnPoints[Random.Range(0, spawnPoints.length)];  // Randomize the spawnPoints to instantiate enemy at next.
        var obj : GameObject = enemyPrefabs[Random.Range(0, enemyPrefabs.length)];
        Instantiate(obj, pos.position, pos.rotation); 
  
            Name1 = Name1Choices[ Random.Range( 0, Name1Choices.length ) ]; //Randomly Generated Name
           Name2 = Name2Choices[ Random.Range( 0, Name2Choices.length ) ]; //Randomly Generated Name Part 2
            Backstory1 = Backstory1Choices[ Random.Range( 0, Backstory1Choices.length ) ]; //Randomly Generated BackStory Part 1
            Backstory2 = Backstory2Choices[ Random.Range( 0, Backstory2Choices.length ) ]; //Randomly Generated Backstroy Part 2
           Backstory3 = Backstory3Choices[ Random.Range( 0, Backstory3Choices.length ) ]; //Randomly Generated Backstory Part 3
            mission = true;
            guiText.text = Name1;
     }
     else
     {
        Invoke( "MissionGen", 30.0f );
     }
 }
  
 function Check () 
 {
     var BadGuyCheck : GameObject = GameObject.FindGameObjectWithTag( "BadGuy" );
     if ( BadGuyCheck == null )
     {
        mission = false;
        money += Random.Range(1000,10000);
        yield WaitForSeconds (30);
        Invoke( "MissionGen", 30.0f );
     }
 }
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