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Question by 10lion2 · Jun 14, 2017 at 09:37 PM · rpgdialoguenpcs

dialog on second object is partial. Why?

alt text Code:

       int diagIndex = 0;
       int sizeofDialouge = 0;
       npcControl npcProp = interObj.GetComponent<npcControl>(); // this retrieves a script from the object

       nameTxt.text = npcProp.namez; // this is the name property of the object. 
       diagTxt.text = npcProp.diaglist[diagIndex]; // this sets a dialog window to the first element contained in the list of dialog within the dialog list
       sizeofDialouge = npcProp.diaglist.Count;

       // display
       dialougeContainer.SetActive(true);

       // increment dialouge
         continueBtn.onClick.AddListener(delegate {
             Debug.Log(sizeofDialouge);
             if (diagIndex < sizeofDialouge - 1) // if current index is less than total, show dialouge
             {
                 diagIndex++;
                 diagTxt.text = npcProp.diaglist[diagIndex];
             }
             else // if current index exceeds the last index of list, then disable and reset everything
             {
                 dialougeContainer.SetActive(false);
                 diagIndex = 0;
             }
         });


Script below contains the dialog info.

public class npcControl : MonoBehaviour

{

 public string namez = "Bob";

 public List<string> diaglist = new List<string>();

}

[1] has size 3 (diaglist: x, y, z)

[2] has size 4 (diaglist: a,b,c,d)

At start of game, clicking on [1] object reports Count correctly as 3. Then clicking on [2], reports Count as 3 and 4 (it should only show 4). The [1] object works fine and the dialog window shows x,y,z. [2] object shows a,b,c but not d.

unitypic.jpg (4.3 kB)
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