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Question by MrYadaization · Nov 15, 2015 at 10:17 AM · c#scripting problemtext

Continuous autotype script?

I'm looking for something to what I am using below (You've all probably seen the below code before), but that waits for a button press to continue to a line if the text is too long, and a way to recognize when all text has been displayed.

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class AutoType : MonoBehaviour {
 
     public float letterPause = 0.2f;
     
     private Text text;
 
     string message;
 
     void Start()
     {
         text = GetComponent<Text>();
 
         message = text.text;
         text.text = "";
         StartCoroutine(TypeText());
     }
 
     IEnumerator TypeText()
     {
         foreach (char letter in message.ToCharArray())
         {
             text.text += letter;
             gameObject.GetComponent<AudioSource>().Play();
             yield return 0;
             yield return new WaitForSeconds(letterPause);
         }
     }
 }

This is my first time posting here so sorry if I've done something wrong.

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Answer by Jessespike · Nov 15, 2015 at 12:28 PM

There might be a way to check if the message doesn't fit in the UI.Text, but I'm not sure how. So here I'm simply counting the number of chars in the message.

  • I changed the foreach-loop to a for-loop.

  • Created a function that determines if the message being displayed is full, you'll want to rewrite or expand on this.

  • Also created a coroutine that will wait for user input.

         // A coroutine that will loop until a key is pressed
         IEnumerator WaitForInput() {
             while (!Input.anyKey)
             {
                 yield return null;
             }
             yield return null;
         }
     
         //Determines if message will fit 
         //TODO: return true if last word in message exceeds limit
         bool IsDisplayMessageFull(int i) {
             int maxLettersToShow = 8;
             
             if (i != 0 && i % maxLettersToShow == 0) return true;
     
             return false;
         }
     
         IEnumerator TypeText() {
            for (int i = 0;  i < message.ToCharArray().Length; i++)
             {
                 if (IsDisplayMessageFull(i))
                 {
                     yield return StartCoroutine(WaitForInput());
                     text.text = "";
                 }
     
                 text.text += message.ToCharArray()[i];
                 gameObject.GetComponent<AudioSource>().Play();
                 yield return new WaitForSeconds(letterPause);
             }
         }
    
    
    
    
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