public void Update() { if (Input.GetMouseButtonUp(0)) { if (selected) { Debug.Log(selected.title + " was selected!"); //para saber si detecta la opción// myAgent = GameObject.FindGameObjectWithTag("Prota").GetComponent <AgentScript>(); Debug.Log(myAgent); myAgent.MoverPersonaje(); if (selected.title == "talk") { Debug.Log(selected.title + " VAMOS PROGRESANDO COÑO!"); //para saber si detecta la opción// // VIDE_Assign assigned; // assigned = GameObject.Find("ElaineMenu").AddComponent<VIDE_Assign>(); // Debug.Log("ASSIGNED: " + assigned); // diagUI.Begin(assigned); // GameObject x = GameObject.Find("NPC_Charlie"); // dialogue2 = x.AddComponent<VIDE_Data>(); // Debug.Log("DIALOGUE: " + assigned); //myAgent.TryInteract(assigned); // dialogue.BeginDialogue(GetComponent<VIDE_Assign>()); // Debug.Log("ASSIGNED2: " + assigned); //myAgent.OnGUI(dialogue); myAgent.TryInteract(/*dialogue.GetComponent<VIDE_Assign>()*/); /* assigned = GameObject.Find("NPC_Charlie").GetComponent<VIDE_Assign>(); * * if (!diagUI.dialogue.isLoaded) * { * * //... and use it to begin the conversation * diagUI.Begin(assigned); * while (diagUI.dialogue.isLoaded) * { * * * if (Input.GetMouseButtonDown(0)) * { * * diagUI.NextNode(); * * } * } * } * else * { * //If conversation already began, let's just progress through it * diagUI.NextNode(); * }*/ } } Destroy(gameObject); } }