But i cannot initialize it in Start, since then i cannot use it in the "ShowKeysDossier" void later on... And isn't "bool WeMetKeys = AC.GlobalVariables.GetBooleanValue (1);" initializing the var? If not, i cannot just tell the s…
Huh, i just cannot figure out why it doesn't like my code.. I initalize the GlobalVar first, and the script itself is ONLY executed when you press the Unity UI button..
Here's the script, perhaps there really is something wrong with it.. http://past…
I have checked everything, and the variable definitely exists and it's the right type..
Do i need to initialize the variable anywhere the script?
I tried putting "bool WeMetGoal = AC.GlobalVariables.GetBooleanValue (0);" right after the &…
Alright, but when i move everything into Start(), it only checks the variables at start of the game, but i need to have the check happen everytime i open the map UI in this case, since they become available over the course of the game
Ahaa, this helped me a lot! :D
I can then just do "if (AC.GlobalVariables.GetBooleanValue(0) == false)" and it works perfectly! Thanks a lot!
There is one more thing i noticed, and it's that Unity always spits out a debug message, saying …
I have already studied that page, and it made a lot of things clearer, but i am a little puzzled how i would use "AC.GlobalVariables.GetBooleanValue (int _id);" inside of an if function.
Basically i want to do this if check, and if it is …
The basic rundown of this minigame is that you have to determine how much an item costs. You can set the stone quality, quantitiy and a few more. These are then set in individual variables and on the bottom of the GUI is a field that shows you the f…
klarax and ezsilman, thanks for your help!! <3
Sadly i haven't gotten it to work with that yet. The v3 variable just stays empty.
Does that code go into Start()?
It should since i need to initiate those variables first, right?
Alrighty, but Unity UI Dropdowns are not buttons, are they? At least i don't see them that way, since i cannot pick the individual buttons in the editor window, only the the dropdown itself
After i have had a little conversation with the creator of RTV, the issue of the double-voiced lines is now fixed! :)
He also fixed the asset so now the speech boxes ARE going away, but have a heavy delay in some cases. For example, a simple line s…
I did try that just now. However, theres a split second where the UI disapears and it spits out a lot of warnings in the console with this method (Cannot turn on menu Menu 2 as it is locked.)
Might Dialogue System be a better option for this sort o…
I had it set to Mixed. Just compared a few files associated with the button, and the script itself.. Nothing changes from what i can see.. Although i'm not an expert at this..
Little update: I just started Unity again, after pushing the project to the repo last night. I have NOT Pulled it again, just pushed it.
As i started Unity just now, the "Got It!" Button lost its script again. It's there, but not attached…
Here's two screenshots of the button and the script attached to it. This is the last incident where the button would not have the script attached after pushing and pulling the project.
(Image)
It's completely random.. So far it has been on the Quit Game button in the main menu, and another Exit button that closes a custom GUI. Maybe i'm pushing something to the Repo the wrong way, not sure..