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Question by Felipe_Schluepmann · Mar 09, 2021 at 12:28 AM · scripting problemraycastingdialoguecharacters

Dialogue System only plays the same words

Hi, I'm trying to modify brackeys dialogue system using raycast in an interactableOjects Script so that I can talk with multiple characters, however, when I talk to Character A it appears Characters B text and if I go to Character B the same text shows up (which in character B's Case wouldn't be a problem haha). is there a way that I can tell my script to identify both different objects and play different script (I mean without having to create different layers or tags)

InteractableObjects Script:

 public void PersonInteract()
     {
         int layer_mask = LayerMask.GetMask("Person");
 
         RaycastHit hit;
         if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range, layer_mask))
         {
             Debug.Log("Speak");
 
             FindObjectOfType<DialogueTrigger>().TriggerDialogue();
 
         }   
     }

DialogueTrigger Script(the one that is attached to the NPC's:

 public class DialogueTrigger : MonoBehaviour
 {
 public Dialogue dialogue;

 public Image faceChange;

 public void TriggerDialogue()
 {
     faceChange.sprite = dialogue.Face;

     Debug.Log("Talk");
     FindObjectOfType<DialogueManager>().StartDialogue(dialogue);
         
 }

 }
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Answer by Felipe_Schluepmann · Mar 09, 2021 at 01:14 PM

someone on stack exchange helped me figure this out

this is what he sent me:

FindObjectOfType searches your entire scene for the first GameObject with a component matching the type you asked for, even if that object has nothing whatsoever to do with the object you hit with the raycast.

If you want a DialogueTrigger on the object your raycast hit, then you should ask that object for its DialogueTrigger component:

 public void PersonInteract()
 {
     int layer_mask = LayerMask.GetMask("Person");
 
     RaycastHit hit;
     if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range, layer_mask))
     {
         if (hit.transform.TryGetComponent(out DialogueTrigger trigger)) {
             trigger.TriggerDialogue();
         }
     }   
 }

If your DialogueTrigger component sits at a different level of the hierarchy from the object that has the collider your raycast hits (ie. a child or parent object), then you might want GetComponentInChildren or GetComponentInParent instead.

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