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Question by hywelbarness · Dec 15, 2017 at 05:45 AM · androidtouch controlsbutton trigger eventsdialogue

Mobile dialogue system help

Hey all,

I'm pretty new in all honesty but ive managed to ALMOST make a game following tutorials and findin answers online, but i'm just stuck on one last hurdle. I'm trying to get my Player to enter into a dialogue with an NPC by pressing the on screen Jump key. The problem is it doesn't work no matter what I try. The problem lies somewhere in these three codes:

TextBoxManager:

 public class TextBoxManager : MonoBehaviour {
 
     public GameObject textBox;
     public Text theText;
 
     public TextAsset textFile;
     public string[] textLines;
 
     public int currentLine;
     public int endAtLine;
 
     public PlayerController player;
 
     public bool isActive;
 
     public bool stopPlayerMovement;
 
     // Use this for initialization
     void Start () 
     {
 
         player = FindObjectOfType<PlayerController> ();
 
         if (textFile != null) 
         {
             textLines = (textFile.text.Split ('\n'));
 
         }
 
         if (endAtLine == 0) 
         {
             endAtLine = textLines.Length - 1;
         }
 
         if (isActive) 
         {
             EnableTextBox ();
         } 
         else 
         {
             DisableTextBox ();
         }
     }
 
     void Update()
     {
 
         if (!isActive) {
             return;
         }
 
         theText.text = textLines [currentLine];
 
         if (Input.GetMouseButtonDown(0)) 
         {
             currentLine += 1;
         }
 
         if (currentLine > endAtLine) 
         {
             DisableTextBox ();
         }
     }
 
     public void EnableTextBox()
     {
         textBox.SetActive (true);
         isActive = true;
 
         if (stopPlayerMovement) 
         {
             player.canMove = false;
         }
     }
 
     public void DisableTextBox()
     {
         textBox.SetActive (false);
         isActive = false;
 
         player.canMove = true;
     }
 
     public void ReloadScript(TextAsset theText)
     {
         if (theText != null) 
         {
             textLines = new string[1];
             textLines = (theText.text.Split ('\n'));
         }
     }
 
 }
 

ActivateTextAtLines:

 public class ActivateTextAtLine : MonoBehaviour {
 
     public TextAsset theText;
 
     public int startLine;
     public int endLine;
 
     public TextBoxManager theTextBox;
 
     public bool destroyWhenActivated;
 
     public bool requireButtonPress;
     private bool waitForPress;
 
 
     // Use this for initialization
     void Start () {
 
         theTextBox = FindObjectOfType<TextBoxManager> ();
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if (waitForPress && Input.GetKeyDown(KeyCode.J)) 
         {
             theTextBox.ReloadScript (theText);
             theTextBox.currentLine = startLine;
             theTextBox.endAtLine = endLine;
             theTextBox.EnableTextBox ();
 
             if (destroyWhenActivated) 
             {
                 Destroy (gameObject);
             }
         }
 
     }
 
     public void JumpTalk()
     {
         if (waitForPress) 
         {
             theTextBox.ReloadScript (theText);
             theTextBox.currentLine = startLine;
             theTextBox.endAtLine = endLine;
             theTextBox.EnableTextBox ();
 
             if (destroyWhenActivated) {
                 Destroy (gameObject);
             }
         }
     }
 
     void OnTriggerEnter2D (Collider2D other)
     {
         if (other.name == "Player") 
         {
             if (requireButtonPress) 
             {
                 waitForPress = true;
                 return;
             }
 
             theTextBox.ReloadScript (theText);
             theTextBox.currentLine = startLine;
             theTextBox.endAtLine = endLine;
             theTextBox.EnableTextBox ();
 
             if (destroyWhenActivated) 
             {
                 Destroy (gameObject);
             }
         }
     }
 
     void OnTriggerExit2D(Collider2D other)
     {
         if (other.name == "Player") 
         {
             waitForPress = false;
         }
     }
 
 
 }
 


or finally TouchControls:

public class TouchControls : MonoBehaviour {

 private PlayerController thePlayer;

 public ActivateTextAtLine textEnter;

 private LevelLoader levelExit;

 private PauseMenu thePauseMenu;

 // Use this for initialization
 void Start () 
 {
     thePlayer = FindObjectOfType<PlayerController>();

     levelExit = FindObjectOfType<LevelLoader>();

     thePauseMenu = FindObjectOfType<PauseMenu>();
 }
 
 public void LeftArrow()
 {
     thePlayer.Move(-1);
 }

 public void RightArrow()
 {
     thePlayer.Move(1);
 }

 public void UnpressedArrow()
 {
     thePlayer.Move(0);
 }

 public void Sword()
 {
     thePlayer.Sword();
 }

 public void ResetSword()
 {
     thePlayer.ResetSword();
 }

 public void Star()
 {
     thePlayer.FireStar();
 }

 public void Jump()
 {
     thePlayer.Jump ();

     if(levelExit.playerInZone)
     {
         levelExit.LoadLevel();
     }
 }

 public void JumpTalk()
 {
     textEnter.JumpTalk ();
 }

 public void Pause()
 {
     thePauseMenu.PauseUnpause();
 }

}

Sorry for the long (and probably stupid) question, but if you could solve it you would literally be my hero. Thank you

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