#well i want to add messages to it when
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Then in that case, with the approach I suggested if the list already had 8 elements and new on is being added, you can remove it immediately
sorry here;s the updated script
Also i know what a struct is, but what do you mean by "wrapper"?
Wrapper is basically an object to used to bundle things together with a single reference, at a high level. You can wrap functionlity or objects.
In this case you actually already have one! The Message class is essentially a wrapper to bundle your text mesh object and the string containing the message.
If you add an additional variable to track time in some way, you can use that time to decide when you destroy the message instead of using the delayed Destroy call
Ahhh i see what you mean
essentially make my own little timer to have more control
exactly. That way if you need to immediately destroy the message, you can do that since you'll still have a reference to the object
hmmm
i think i actually just solved my issue lol
all i did was add this check to update:
//Make sure msgList is empty
if(msgList.Count > 0)
{
if(msgList[0].textObj == null)
msgList.Remove(msgList[0]);
}
and this to the end consoleMessage() func:
Destroy(msgList.Last().textObj.gameObject, 3);