The Second Conversation's First DialogueText wouled run 2 times in TextMeshProTypewriterEffect>().onEnd
Posted: Fri Jan 08, 2021 1:06 am
I wrote a auto play function,so I added the OnContinueConversation() in the TextMeshProTypewriterEffect>().onEnd.
I had a problem is why when I played the second conversation's first dialogueText, it would run two times in TextMeshProTypewriterEffect>().onEnd.
There is no problem in the vision(means the dialoueText player just see one time,but script use debug.Log in the end would see two times).
The first time showed when the start node begin,I used Debug.Log(DialogueManager.currentConversationState.subtitle.dialogueEntry.currentDialogueText); ,it would show the dilaougueText when the Start Node run but the dialogueText is not played end.(and then the text ended,the debug.Log will show,so it run two times)
and this problem just after second conversation .The first conversation would not happend.
And it also just happened in the first node'(Means next the START's node).
I treied to add a count to skip the first conversation end.but I think it is not a good way.
I had a problem is why when I played the second conversation's first dialogueText, it would run two times in TextMeshProTypewriterEffect>().onEnd.
There is no problem in the vision(means the dialoueText player just see one time,but script use debug.Log in the end would see two times).
The first time showed when the start node begin,I used Debug.Log(DialogueManager.currentConversationState.subtitle.dialogueEntry.currentDialogueText); ,it would show the dilaougueText when the Start Node run but the dialogueText is not played end.(and then the text ended,the debug.Log will show,so it run two times)
and this problem just after second conversation .The first conversation would not happend.
And it also just happened in the first node'(Means next the START's node).
I treied to add a count to skip the first conversation end.but I think it is not a good way.