now randomizes dialoguebeginoptions corectly

This commit is contained in:
2023-02-04 22:13:03 +01:00
parent 2be8c5a85e
commit d517aa5846

View File

@@ -68,14 +68,15 @@ public partial class dialog_bubble : CanvasLayer
} }
public void MakeAnswerBox(string[] dialogOptions) public void MakeAnswerBox(string[] dialogOptions)
{ {
var button = GD.Load<PackedScene>("res://scenes/gui/dlg_answer_button.tscn");
var parent = GetNode("box/panel_container/margin_container/v_box_container"); var parent = GetNode("box/panel_container/margin_container/v_box_container");
GD.Print(dialogOptions);
for (int i = 0; parent.GetChildCount() < dialogOptions.Length; i++) for (int i = 0; parent.GetChildCount() < dialogOptions.Length; i++)
{ {
//remove button nodes for randomizing GD.Print(parent.GetChildren());
parent.AddChild(button.Instantiate()); parent.AddChild(GD.Load<PackedScene>("res://scenes/gui/dlg_answer_button.tscn").Instantiate());
parent.GetChild<Button>(i).Text = dialogOptions[i];
} }
for (int i = 0; i < dialogOptions.Length; i++)
parent.GetChild<Button>(i).Text = dialogOptions[i];
dialogOptionsLength = dialogOptions.Length; dialogOptionsLength = dialogOptions.Length;
} }
} }