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Question by Hakaysha · Jan 29, 2016 at 10:43 PM · 2dsidescroller

Dialogue & stop walking

I'm making a dialog script and I've made it instantiate, dialogue boxes and animations using a ++ system, and in the end the NPC is supposed to follow me (my grab function) which is not happening. Unity keeps saying I don't have the game object associated, which is probably the reason, but I deleted and put it again and it still does not work

     void Update () {
 
         if (Input.GetKeyUp(KeyCode.E) && isPressed) {
             isPressed = false;
             step++;
         }
         
         if(walking = false)
         {
             player.GetComponent<Walking>().enabled = false;
         }
     
     }
     
     void OnTriggerStay2D (Collider2D other) {
 
         if (grab==false) {
             
             if (Input.GetKeyDown(KeyCode.E)  && step==0)
             {
                 player.GetComponent<Animator>().Play("bribe");
                 isPressed = true;
             }
             if (Input.GetKeyDown(KeyCode.E)  && step==1)
             {
                 coworker.GetComponent<Animator>().Play("cowAccept");
                 if (dialog==null) dialog = (GameObject) Instantiate(bubbleStory, new Vector3(20.71044f, 1.192236f, 0), Quaternion.identity);
                 Vector3 V4 = coworker.transform.position;
                 V4.x += 0.0f;
                 V4.y += 0.5f;
                 coworker.transform.position = V4;
                 isPressed = true;
             }
             if (Input.GetKeyDown(KeyCode.E)  && step==2)
             {
                 Destroy(dialog);
                 dialog = null;
                 coworker.GetComponent<Animator>().Play("cowWalk");
                 grab = true;
                 isPressed = true;
             }
         } else  {
             
             if (Input.GetButton("Jump"))
             {
                 Vector3 V4 = player.transform.position;
                 V4.x += 1f;
                 V4.y += -0.5f;
                 coworker.transform.position = V4;
                 coworker.GetComponent<Animator>().Play("shieldBanker");
                 walking = false; //STOP WALKING
 
             }
             else if (Input.GetButtonUp("Jump"))
             {
                 Destroy(coworker);
             }
         }
     }
     
     
     void OnTriggerExit2D(Collider2D other)
     {
         if (grab==true){
             if (coworker!=null) {
                 //Debug.Log(coworker.transform.position);
                 Vector3 V4 = player.transform.position;
                 V4.x += -0.5f;
                 V4.y += 0.0f;
                 coworker.transform.position = V4;
             }
             
         }
     }
 }


besides that I'm also trying to make the player not being able to walk when using the shield so I used the

  if(walking = false)
          {
              player.GetComponent<Walking>().enabled = false;
          }



and then call it false at the right time?

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Answer by Hakaysha · Jan 30, 2016 at 09:54 PM

If someone is having this stupid problem, which apparently was unity's fault as it wasn't identifying the player in the scene, instead of directly referencing it, like I was doing, with public GameObject player; just use player = GameObject.Find("player"); as it helped clean up a lot of bugs I was having because of "dragg and drop" referencing.

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