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Question by deathloser · Dec 28, 2020 at 06:17 AM · c#dialogueoop

,C# question: how to add sentences via script

Brackeys taught me how to add dialogue via the inspector of a gameObject that has DialogueTrigger attached. The sentences are added to a dialogue objected which is sent to the Dialogue Manager.

However, I don't want to type my sentences in the inspector. I want to keep the array of sentences in the code. How do I add sentences to a dialogue object's array? How do I trigger it to "send" to the manager once a quest is complete? Thank you!!!

 [System.Serializable]
 public class Dialogue 
 {
 
     [TextArea(3,10)]
     public string[] sentences;
 
 }
 ---------
 public class DialogueTrigger : MonoBehaviour
 {
 
     public Dialogue dialogue;
 
     void Start() {
         TriggerDialogue(); {
 
         }
     }
 
     public void TriggerDialogue() {
         
         FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
         
     }
 
 }
 ----------
 public class DialogueManager : MonoBehaviour
 {
     public Text dialogueText;
     public GameObject dialogueBox;
     public Queue<string> sentences;
     public GameObject moveButton;
 
     void Start() {
         sentences = new Queue<string>();
         dialogueBox.SetActive(true);
         moveButton.SetActive(false);
 
     }
 
     public void StartDialogue(Dialogue dialogue) {
 
         sentences.Clear();
 
         foreach(string sentence in dialogue.sentences) {
             //fill the queue with the sentences[] array from dialogue
             sentences.Enqueue(sentence);
 
         }
         DisplayNextSentence();
 
     }
     public void DisplayNextSentence() {
         if (sentences.Count == 0 ) {
             EndDialogue();
             return;
         }
 
         string sentence = sentences.Dequeue();
         dialogueText.text = sentence;
 
     }
 
     public void EndDialogue() {
         Debug.Log("End of dialogue");
         dialogueBox.SetActive(false);
         moveButton.SetActive(true);
     }
 }


,So Brackeys showed me how to send dialogue to the UI Text component. This code allows me to add sentences in the inspector of a gameObject with DialogueTrigger attached. The sentences are sent to DialogueManager.

However, I don't want to type the sentences into the inspector. I want the code to hold the sentences. I want to "trigger" the sentences when a quest is complete. So when the quest is complete, the sentences in the code will be sent to Dialogue Manager.

My question is, how do I fill a dialogue object's array with sentences? How do I "send" the dialogue object to the manager when the quest is complete? Thank you so much!!!

 [System.Serializable]
 public class Dialogue 
 {
 
     [TextArea(3,10)]
     public string[] sentences;
 
 }
 ---------
 
 public class DialogueTrigger : MonoBehaviour
 {
     public Dialogue dialogue;
 
     void Start() {
         TriggerDialogue(); {
 
         }
     }
 
     public void TriggerDialogue() {
         
         FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
     }
 }
 -------
 
 public class DialogueManager : MonoBehaviour
 {
     public Text dialogueText;
     public GameObject dialogueBox;
     public Queue<string> sentences;
     public GameObject moveButton;
 
     void Start() {
         sentences = new Queue<string>();
         dialogueBox.SetActive(true);
         moveButton.SetActive(false);
 
     }
 
     public void StartDialogue(Dialogue dialogue) {
 
         sentences.Clear();
 
         foreach(string sentence in dialogue.sentences) {
             //fill the queue with the sentences[] array from dialogue
             sentences.Enqueue(sentence);
 
         }
         DisplayNextSentence();
 
     }
     public void DisplayNextSentence() {
         if (sentences.Count == 0 ) {
             EndDialogue();
             return;
         }
 
         string sentence = sentences.Dequeue();
         dialogueText.text = sentence;
 
     }
 
     public void EndDialogue() {
         Debug.Log("End of dialogue");
         dialogueBox.SetActive(false);
         moveButton.SetActive(true);
     }
 }
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Answer by jackmw94 · Dec 28, 2020 at 10:54 AM

Dialogue objects don’t have to be created in the inspector, you can create these where you want to show your hard coded dialogue.

Once you have a dialogue object, you already have the code to send this to the DialogueManager in the function TriggerDialogue in the class DialogueTrigger.

 public void TriggerPostLevelDialogue()
 {
     // create new dialogue object
     Dialogue dialogue = new Dialogue();
 
     // set the data
     dialogue.Sentences = new string[]{
         “Well done, you completed the level”,
         “I never doubted you!”
     };
 
     // trigger dialogue
     FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
 }
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avatar image sacredgeometry · Dec 28, 2020 at 07:03 PM 0
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This but I would stay clear of putting large amounts of text in your applications code. There are much better formants/ methods for storing and retrieving content than littering your code with constants and string literals. (i.e. serialised to files or a database)

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