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The code is working fine but with one litte misstake. When it ends it is not closing and it is repeating the same text.All i want is it to dissapear after there are no sentences and if the player wants to see the text again to press F key again

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;

public class Dialogue : MonoBehaviour
{
    public GameObject window;
    public GameObject indicator;
    public TMP_Text dialogueText;
    public List<string> dialogues;
    public float writingSpeed;
    private int index;
    private int charIndex;
    private bool started;
    private bool waitForNext;

    private void Awake()
    {
        ToggleIndicator(false);
        ToggleWindow(false);
    }

    public void ToggleWindow(bool show)
    {
        window.SetActive(show);
    }

    public void ToggleIndicator(bool show)
    {
        indicator.SetActive(show);
    }

    public void StartDialogue()
    {
        if (started)
            return;
        started = true;
        ToggleWindow(true);
        ToggleIndicator(false);
        GetDialogue(0);
    }
   
    private void GetDialogue(int i)
    {
        index = i;
        charIndex = 0;
        dialogueText.text = string.Empty;
        StartCoroutine(Writing());

    }

    public void EndDialogue()
    {
        started = false;
        waitForNext = false;
        StopAllCoroutines();
        ToggleWindow(false);
    }


    IEnumerator Writing()
    {
        yield return new WaitForSeconds(writingSpeed);

        string currentDialogue = dialogues[index];
        dialogueText.text += currentDialogue[charIndex];
        charIndex++;
        if (charIndex < currentDialogue.Length)
        {
            yield return new WaitForSeconds(writingSpeed);
            StartCoroutine(Writing());
        }
        else
        {
            waitForNext = true;
        }
    }
    void Update()
    { 
            if (!started)
                return;

        if (waitForNext && Input.GetKeyDown(KeyCode.F))
            {
                waitForNext = false;
                index++;
            if (index < dialogues.Count)
            {
                GetDialogue(index);
            }
            else
            {
                EndDialogue();
            }
        }
       
    }
}

So I copied your script.

  • I’ve set all the fields in the class to public to see what’s going on.
  • I put a script on the game object, which I used as a window to close. I didn’t just make an indicator.
  • Everything in the script works fine. That is, dialogue after dialogue is displayed, letter by letter, it reaches the last dialogue, and when you press F, the window closes.

The problem you are looking for lies elsewhere. Pay attention to these things.

  • In the EndDialogue function, you don’t reset the index, so it always starts from the last dialogue. Set it in the function to 0.

  • Check if the dialogue launcher works properly, i.e. if it does not loop. So even though the window is closed, it is restarted immediately.

1 Like

Wow, AngryProgrammer for the win! Nice work there…

As for OP, here are some ways you can follow up on the awesome list of suggestions by AP above:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

1 Like

can you tell me how to do it . i removed "started = false; from public void EndDialogue() and the window closed but i couldnt interact anymore. Also i set the index to 0 but it didnt do anything

Nvm i found the misstake in my indicator. Thanks for heping me