From 54863c52a0ac1d95d5304b5c8100d8a0796f8f6d Mon Sep 17 00:00:00 2001 From: RhenaudTheLukark Date: Sat, 4 May 2024 23:00:40 +0200 Subject: [PATCH] [Fix] Monster objects with one line skipping even if the text can't be skipped --- Assets/Scripts/Battle/UIController.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Scripts/Battle/UIController.cs b/Assets/Scripts/Battle/UIController.cs index 3b9cb958e..84d57ac58 100644 --- a/Assets/Scripts/Battle/UIController.cs +++ b/Assets/Scripts/Battle/UIController.cs @@ -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()); @@ -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":