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Question by Ejpj123 · Jul 14, 2016 at 03:09 AM · errortopdownrpgerror-messagedialogue

Errors, Errors, and more Errors?

Hi, I am making a top down RPG and I am having these errors. It is a script for dialogue:

alt text

Here is a script version:

 using UnityEngine;
 using System.Collections;
 
 public class Dialogue : MonoBehaviour {
 
 
     public bool Talk;
     public bool TextOpt;
     public bool LargeOpt;
     public int MaxOpt;
     public int SelectedOpt;
     public int Box;
     public int TalkingTarget;
     public string Text;
     public bool Restart;
 
     void Awake; {
 
     if (Restart) { //If restarting
         Box = 0; //put the box to 0
     }
     DialogBox.Visible = True; //Shows the box (YOU WILL PROBABLY HAVE TO CHANGE)
     if (Talk = False Or Dialog <> CurrentDialog) { //If not continuing a dialog
         Talk = True; //Then start one
         Box = 0; //from the beginning
         CurrentDialog = Dialog; //and record what dialog is being started
     } ElseIf (Restart = False) { //Otherwise (if continuing)
         Box += 1 //Progress a box 
     }
     if (TextOpt = False) { //If it's not a choice,
         OptionBox.Visible = False; //Don't show the options.
     }
 
     }
 
     //. . . Code to put the correct text into the “text” variable . . .
     //I don’t know how you want to do this, maybe from text resource file or a select case?
     //You mentioned audio. That would probably have to be controlled in this chunk too then, as well as anything that may change on a box-by-box basis.
 
     DialogBox.Text = Text; //Display the text!
     if (Talk = False) { //If no longer talking,
         txtDialog.Visible = False; //close the box
     }
     if (TextOpt = False) { //If there isn't a choice,
         txtOption.Visible = False; //Don't show the options
     }
screenshot-2016-07-13-220403.png (167.4 kB)
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Answer by Anas173 · Jul 14, 2016 at 05:12 PM

You have a serious brackers and semicolon issues.. i fixed them now fix your if statements..

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class Dialogue : MonoBehaviour {
 
 
     public bool Talk;
     public bool TextOpt;
     public bool LargeOpt;
     public int MaxOpt;
     public int SelectedOpt;
     public int Box;
     public int TalkingTarget;
     public string Text;
     public bool Restart;
 
     void Awake()
     {
 
         if (Restart) 
         { //If restarting
             Box = 0; //put the box to 0
         }
     
         DialogBox.Visible = True; //Shows the box (YOU WILL PROBABLY HAVE TO CHANGE)
         if (Talk == False) 
         { //If not continuing a dialog
             Talk = True; //Then start one
             Box = 0; //from the beginning
             CurrentDialog = Dialog; //and record what dialog is being started
         } 
 
          If (!Restart)
             Box += 1; //Progress a box 
 
 
         if (TextOpt == False) 
             
         { //If it's not a choice,
             OptionBox.Visible = False; //Don't show the options.
         }
 
 
         DialogBox.Text = Text; //Display the text!
         if (!Talk)
         { //If no longer talking,
             txtDialog.Visible = False; //close the box
         }
         if (!TextOpt) 
         { //If there isn't a choice,
             txtOption.Visible = False; //Don't show the options
         }
 
     }
 }
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avatar image Ejpj123 · Jul 17, 2016 at 05:22 AM 0
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Thank you, if feel dumb. :O

avatar image Anas173 · Jul 17, 2016 at 07:47 AM 0
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If it helped please vote up

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Answer by ClearRoseOfWar · Jul 14, 2016 at 05:24 AM

you have a semicolon after awake....

void Awake; {

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