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[Fix] Monster objects with one line skipping even if the text can't b…
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…e skipped
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RhenaudTheLukark committed May 4, 2024
1 parent a18fbf0 commit 54863c5
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion Assets/Scripts/Battle/UIController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -494,7 +494,6 @@ public void SwitchState(string newState, bool first = false) {
return;
monsterDialogues = new LuaTextManager[encounter.EnabledEnemies.Length];
monsterDialogueEnemy = new EnemyController[encounter.EnabledEnemies.Length];
readyToNextLine = encounter.enemies.Select(e => !monsterDialogueEnemy.Contains(e)).ToArray();
messages.Clear();
for (int i = 0; i < encounter.EnabledEnemies.Length; i++) {
messages.Add(encounter.EnabledEnemies[i].GetDefenseDialog());
Expand Down Expand Up @@ -523,6 +522,7 @@ public void SwitchState(string newState, bool first = false) {
sbTextMan.SetTextQueue(monsterMessages);
encounter.EnabledEnemies[i].UpdateBubble(i);
}
readyToNextLine = encounter.enemies.Select(e => !monsterDialogueEnemy.Contains(e)).ToArray();
break;

case "DONE":
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