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Question by lilwolfgamer212 · Jun 14, 2021 at 07:21 PM · c#dialoguesimplify

help simplifying my dialouge script

so, i made a diolouge script aand it works but it's a pain to work with so i was wondering if there was some way to simplify it so that way instead of having 4 arrays we can have less using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement;

 public class DiolougeManager : MonoBehaviour
 {
     public string[] diolouge;
     public string[] name;
     public Sprite[] icon;
     public bool[] isPlayer;
 
     public Text talkArea;
     public Text nameArea;
     public Image characterOne;
     public GameObject characterOneRoot;
     public Image characterTwo;
     public GameObject characterTwoRoot;
 
     public int diolougeCurrentlyOn;
     public string sceneToChangeTo;
     public AudioSource audio;
     // Start is called before the first frame update
     void Start()
     {
          diolougeCurrentlyOn = 0;
          audio.Play();
         talkArea.text = diolouge[diolougeCurrentlyOn];
         nameArea.text = name[diolougeCurrentlyOn];
         if(isPlayer[diolougeCurrentlyOn]){
             characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(false);
             characterOne.sprite = icon[diolougeCurrentlyOn];
         }else{
             characterOneRoot.SetActive(false);
             characterTwoRoot.SetActive(true);
             characterTwo.sprite = icon[diolougeCurrentlyOn];
         }
       
     }
 
     public void NextTalk(){
         if(diolougeCurrentlyOn >= (diolouge.Length - 1)){
             SceneManager.LoadScene(sceneToChangeTo, LoadSceneMode.Single);
         }else{
             diolougeCurrentlyOn++;
             audio.Play();
             talkArea.text = diolouge[diolougeCurrentlyOn];
                   nameArea.text = name[diolougeCurrentlyOn];
         if(isPlayer[diolougeCurrentlyOn]){
             characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(true);
             characterOne.sprite = icon[diolougeCurrentlyOn];
         }else{
            characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(true);
             characterTwo.sprite = icon[diolougeCurrentlyOn];
         }
         }
     }
     // Update is called once per frame
     void Update()
     {
           if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Return))
         {
             NextTalk();
         }
     }
 }
 
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Answer by Llama_w_2Ls · Jun 14, 2021 at 07:48 PM

Use an object that stores all these fields, for example:

  [System.Serializable]
 public class Dialogue
 {
      public string diolouge;
      public string name;
      public Sprite icon;
      public bool isPlayer;
 }

Then, instead of having to create arrays of fields:

      public string[] diolouge;
      public string[] name;
      public Sprite[] icon;
      public bool[] isPlayer;

Just use a:

 public Dialogue[] Dialogues;

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avatar image lilwolfgamer212 · Jun 14, 2021 at 08:41 PM 0
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so I tried this and messed around with it but now its at a point where its wanting object references for: defaultIcon, Dialogue.diolouge, Dialogue.name, Dialogue.isPlayer, Dialogue.icon, my new code:

 public class DiolougeManager : MonoBehaviour
 {
   
     [System.Serializable]
  public class Dialogue
  {
       public string diolouge;
       public string name;
       public Sprite icon;
       public bool isPlayer;
       public Dialogue(){
           diolouge = "hello";
           name = "Tomotale:";
           icon = defaultIcon;
           isPlayer = true;
 
       }
  }
 
     public Dialogue[] Dialogues;
     public Sprite defaultIcon;
 
     public Text talkArea;
     public Text nameArea;
     public Image characterOne;
     public GameObject characterOneRoot;
     public Image characterTwo;
     public GameObject characterTwoRoot;
 
     public int diolougeCurrentlyOn;
     public string sceneToChangeTo;
     public AudioSource audio;
     // Start is called before the first frame update
     void Start()
     {
          diolougeCurrentlyOn = 0;
          audio.Play();
         talkArea.text = Dialogue.diolouge[diolougeCurrentlyOn];
         nameArea.text = Dialogue.name[diolougeCurrentlyOn];
         if(Dialogue.isPlayer[diolougeCurrentlyOn]){
             characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(false);
             characterOne.sprite = Dialogue.icon[diolougeCurrentlyOn];
         }else{
             characterOneRoot.SetActive(false);
             characterTwoRoot.SetActive(true);
             characterTwo.sprite = Dialogue.icon[diolougeCurrentlyOn];
         }
       
     }
 
     public void NextTalk(){
         if(diolougeCurrentlyOn >= (Dialogues.Length - 1)){
             SceneManager.LoadScene(sceneToChangeTo, LoadSceneMode.Single);
         }else{
             diolougeCurrentlyOn++;
             audio.Play();
             talkArea.text = Dialogue.diolouge[diolougeCurrentlyOn];
                   nameArea.text = Dialogue.name[diolougeCurrentlyOn];
         if(Dialogue.isPlayer[diolougeCurrentlyOn]){
             characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(true);
             characterOne.sprite = Dialogue.icon[diolougeCurrentlyOn];
         }else{
            characterOneRoot.SetActive(true);
             characterTwoRoot.SetActive(true);
             characterTwo.sprite = Dialogue.icon[diolougeCurrentlyOn];
         }
         }
     }
     // Update is called once per frame
     void Update()
     {
           if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Return))
         {
             NextTalk();
         }
     }
 }
 




avatar image Llama_w_2Ls lilwolfgamer212 · Jun 15, 2021 at 08:46 AM 0
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Here's how you would use the array of Dialogues. Instead of: talkArea.text = Dialogue.diolouge[diolougeCurrentlyOn] it should be:

 talkArea.text = Dialogues[diolougeCurrentlyOn].diolouge;


Same for name, icon and other fields.

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