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Question by JayFitz91 · Dec 20, 2014 at 08:20 PM · updateefficient

Help with code efficiency

I am trying to create a conversation system between a player object and another NPC object. So far it works. When i enter the NPC trigger and press the mouse button down, it will scroll through the dialogue i've assigned in the inputField array, the biggest issue I potentially see with this is the following line:

 NPCtext.text = inputField[conversation]; 

I am performing this code in the update function, so i'm not sure if this is performing unnecessary calculations. So my question is, is there a more efficient way to put my code? Or am I on the right track with this? Regards

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class showText : MonoBehaviour 
 {
 
     
 
     void Update () 
     {
         if (Input.GetButtonDown("Fire1"))
         {
             conversation+=1;
         }
         NPCtext.text = inputField[conversation];
     } 
 
     void OnTriggerEnter(Collider collide)
     {
         input.active = true;
         cam.active = true;
     }
 
     void OnTriggerExit()
     {
         NPCtext.text = "";
         input.active = false;
         cam.active = false;
     }
 
 }

 
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Answer by Kona · Dec 20, 2014 at 09:09 PM

You could make use of IEnumerator that toggles active as the player enters and leaves the NPC's trigger zone. That way Unity won't make the if( Input.GetButtonDown() ) check all the time even if not necessary.

 private bool _isTalking;
 
 private IEnumerator Speaking() {
      while( _isTalking ) {
         if( Input.GetButtonDown( "Fire1" )) {
         conversation++;
         NPCtext.text = inputField[ conversation ];
      }
      yield return null;
      }
 } 
 
 public void OnTriggerEnter( Collider other ){
      //Make sure to identify what collider entered
      //else we will trigger for any collider
      if( other.CompareTag( "Player" )) {
         cam.active = true;
 
         if( !_isTalking ) {
              _isTalking = true;
              StartCoroutine( Speaking() );
         }
      }
 }
 
 public void OnTriggerExit( Collider other ) {
      if( other.CompareTag( "Player" )) {
           if( _isTalking) {
                NPCtext.text = "";
 
                cam.active = false;
                _isTalking= false;
                StopCoroutine( Speaking() );
           }
      }
 }

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avatar image JayFitz91 · Dec 20, 2014 at 09:19 PM 0
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Hey this is great, easy to understand too, thanks very much for your help :)

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