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Argument error when doing repaint

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Hai guys, I have one box in the scene and when the box is trigger by the player, I want to add a text to the `GUILayout.Label`. But I got this following error: `ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint`. Here is the code that I am using: using UnityEngine; using System.Collections; using System.Collections.Generic; public class QuestManager : MonoBehaviour { public static bool acceptedChiefQuest = false; private List someTexts = new List(); private Vector2 scrollPosition = Vector2.zero; private Rect windowRect = new Rect(); private GUIStyle style = null; public AudioClip audioSEClip = null; private void Start() { windowRect = GameManager.WindowScreen(Screen.width - 350, 365); AddingQuest("Talk to the chief"); } private void SetStyle() { // Set the style style = new GUIStyle(GUI.skin.label); // Set the text alignment style.alignment = TextAnchor.MiddleLeft; // Set the word wrap style.wordWrap = true; // Set the font style style.fontStyle = FontStyle.BoldAndItalic; // Set the font size style.fontSize = 11; } private void OnGUI() { SetStyle(); if (!CheckPlayer.isOnChat) { windowRect = GUILayout.Window(2, windowRect, ConsoleWindow, string.Empty, style); } if (acceptedChiefQuest) { RemovingQuest("Talk to the chief"); AddingQuest("Accepted the quest from the chief"); // Argument Error in this line } } private void ConsoleWindow(int id) { scrollPosition = GUILayout.BeginScrollView(scrollPosition); for (int i = 0; i < someTexts.Count; i++) { GUILayout.Label("Quest Description: " + someTexts[i], style); } GUILayout.EndScrollView(); } private void AddingQuest(string message) { someTexts.Add(message); audio.PlayOneShot(audioSEClip); } private void RemovingQuest(string message) { someTexts.Remove(message); } } And here is the script when the box is triggered by the player: using UnityEngine; using System.Collections; public class Dialog : MonoBehaviour { private void OnTriggerEnter(Collider obj) { if (obj.gameObject.tag == "Portal Chief") { QuestManager.acceptedChiefQuest = true; } } } How can I fix this? Your answer much appreciated! Thank you very much!

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