Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Checking a paused string vs a completed string

A topic by KevRevDev created Aug 11, 2022 Views: 164 Replies: 2
Viewing posts 1 to 2

Is there a good way to differentiate between a paused string (via the <pause> tag) and an actual completed string? Maybe I'm missing something obvious, but since both situations call OnCompleteEvent() I can't tell if the string is just paused (and thus should continue) or if it's complete (and should close the window).

Developer

For this situation, what to do is... when you call Continue(), if it returns true, the text mesh still has text to display, and if it returns false, there's none left with pause tags. I hope this helps!

Ah, I see. I didn't realize Continue() had a return. That works great, thanks!