I have a problem where when I click the dialogue while passing through an NPC or while moving, the character will continue moving in the direction of the joystick before it is set active to false.
I have tried setting the horizontal and vertical input to zero and even the movement direction which is the calculated horizontal and vertical input, but the character still moves in the last direction it was moving. I'm not sure if the if statement that I created is correct but that was the idea that came to mind.
This is the script for the movement of the player:
using UnityEngine;
using UnityEngine.EventSystems;
public class PlayerMovement : MonoBehaviour
{
[SerializeField] private GameObject interactButton;
public float speed, rotationSpeed, ySpeed, originalStepOffset;
public Joystick joystick;
private Animator animator;
private CharacterController characterController;
void Start()
{
animator = GetComponent<Animator>();
characterController = GetComponent<CharacterController>();
originalStepOffset = characterController.stepOffset;
}
// Update is called once per frame
void FixedUpdate()
{
float horizontalInput = joystick.Horizontal;
float verticalInput = joystick.Vertical;
Vector3 movementDirection = new Vector3(horizontalInput, 0, verticalInput);
movementDirection = Quaternion.Euler(0, 45f, 0) * movementDirection;
float magnitude = Mathf.Clamp01(movementDirection.magnitude) * speed;
movementDirection.Normalize();
ySpeed += Physics.gravity.y * Time.deltaTime;
if(characterController.isGrounded)
{
characterController.stepOffset = originalStepOffset;
ySpeed = -0.5f;
}
else
{
characterController.stepOffset = 0;
}
Vector3 velocity = movementDirection * magnitude;
velocity = AdjustVelocityToSlope(velocity);
velocity.y += ySpeed;
//transform.Translate(movementDirection * speed * Time.deltaTime, Space.World);
characterController.Move(velocity * Time.deltaTime);
if (movementDirection != Vector3.zero)
{
if(EventSystem.current.currentSelectedGameObject != null)
{
if (EventSystem.current.currentSelectedGameObject.name == "InteractButton")
{
horizontalInput = 0f;
verticalInput = 0f;
movementDirection = Vector3.zero;
animator.SetBool("IsMoving", false);
}
else
{
//transform.forward = movementDirection;
animator.SetBool("IsMoving", true);
Quaternion toRotation = Quaternion.LookRotation(movementDirection, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
}
}else
{
animator.SetBool("IsMoving", true);
Quaternion toRotation = Quaternion.LookRotation(movementDirection, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, rotationSpeed * Time.deltaTime);
}
} else
{
animator.SetBool("IsMoving", false);
}
}
private Vector3 AdjustVelocityToSlope(Vector3 velocity)
{
var ray = new Ray(transform.position, Vector3.down);
if(Physics.Raycast(ray, out RaycastHit hitInfo, 0.2f))
{
var slopeRotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal);
var adjustedVelocity = slopeRotation * velocity;
if(adjustedVelocity.y < 0)
{
return adjustedVelocity;
}
}
return velocity;
}
}
The function that will make the button to set active to true and add its onclick listeners is a trigger enter function and a trigger exit for setting it active to false and removing the onclick listeners. It is attached to multiple NPC whenever I go near them, the button will appear. In case someone needs to see the script for the button here it is, but I'm gonna paste only until the related part:
using System;
using System.Collections;
using System.Drawing;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[System.Serializable]
public class DialogueManager : MonoBehaviour
{
/*
// NPC INTERACTION
private static DialogueManager buttonOwner;
private Camera mainCamera;
*/
// NPC DATA
private Character characterJson;
// FOR DIALOG FLOW
private int multiDialogCycle;
public static int dialogId;
// GAME OBJECTS REFERENCE
[SerializeField] private GameObject dialogBox, addPanel, m1, id, darkPanel;
[SerializeField] private Button nameBtn, choiceOneBtn, choiceTwoBtn;
[SerializeField] private TextMeshProUGUI npcName, choiceOne, choiceTwo, dialogName, dialogMessage, addedText;
[SerializeField] private TextAsset characterData;
// FOR MULTIPLE DIALOGUES WITHOUT CHOICES
private bool clickEnable;
private string[] multiDialog;
// CHOICES STORAGE
private static Choice[] choices = new Choice[2];
//private TryInstantiate tryInstantiate = new TryInstantiate();
private GameData gameData;
private void Start()
{
// LOAD NPC DATA
characterJson = JsonUtility.FromJson<Character>(characterData.text);
// SET DEFAULT VALUE
//dialogId = 0;
multiDialogCycle = 0;
clickEnable = false;
// SET SCRIPTABLE OBJECT FOR DATA STORAGE
gameData = Resources.Load<GameData>("GameData/GameData");
}
private void Update()
{
if(nameBtn.gameObject.activeInHierarchy)
{
if(Input.GetKey(KeyCode.Space))
{
EventSystem.current.SetSelectedGameObject(nameBtn.gameObject);
}
}
// FOR ENDING DIALOGUES WITHOUT CHOICES
if (Input.GetMouseButtonDown(0) && clickEnable == true)
{
if (multiDialog.Length > 1 )
{
if(getDialog(dialogId).choices.Length == 0 && multiDialogCycle == multiDialog.Length - 1)
{
addArticles();
addObjectives();
addClues();
closeDialog();
Debug.Log(getDialog(dialogId).minigame);
}
else
{
if(getDialog(dialogId).minigame != "" && multiDialogCycle < multiDialog.Length - 1)
{
if(!gameData.idShown)
{
darkPanel.SetActive(true);
id.SetActive(true);
}
}else
{
multiDialogCycle++;
loadCharacterData();
}
}
}
else
{
if (getDialog(dialogId).minigame != "")
{
if(getDialog(dialogId).minigame == "spot_object")
{
m1.SetActive(true);
}
dialogBox.SetActive(false);
gameData.dialogActive = false;
}
else
{
addArticles();
addObjectives();
addClues();
closeDialog();
}
}
}
if(gameData.idShown)
{
multiDialogCycle++;
loadCharacterData();
gameData.idShown = false;
}
if (gameData.dialogActive && dialogId != 0 && getDialog(dialogId).minigame != "" && !gameData.loadedData)
{
updateID();
loadCharacterData();
}
// FOR NPC NAMES
/*
if (buttonOwner != this) return;
if (!mainCamera) mainCamera = Camera.main;
var position = mainCamera.WorldToScreenPoint(head.position + offset);
//uiUse.transform.position = position;
nameBtn.transform.position = position;
*/
}
private void OnTriggerEnter(Collider collisionInfo)
{
if (collisionInfo.CompareTag("Player"))
{
nameBtn.gameObject.SetActive(true);
nameBtn.GetComponent<Image>().sprite = Resources.Load<Sprite>("InteractionAsset/DIALOGUE");
nameBtn.transform.GetChild(0).GetComponent<TextMeshProUGUI>().color = new Color32(75,75,75,255);
//buttonOwner = this;
nameBtn.onClick.RemoveListener(onNameClick);
nameBtn.onClick.AddListener(onNameClick);
choiceOneBtn.onClick.RemoveListener(onChoiceClick);
choiceOneBtn.onClick.AddListener(onChoiceClick);
choiceTwoBtn.onClick.RemoveListener(onChoiceClick);
choiceTwoBtn.onClick.AddListener(onChoiceClick);
npcName.text = characterJson.name;
}
}
private void OnTriggerExit(Collider collisionInfo)
{
if (collisionInfo.CompareTag("Player"))
{
nameBtn.onClick.RemoveListener(onNameClick);
choiceOneBtn.onClick.RemoveListener(onChoiceClick);
choiceTwoBtn.onClick.RemoveListener(onChoiceClick);
nameBtn.gameObject.SetActive(false);
//buttonOwner = null;
}
}
// DIALOGUE SYSTEM
public void onNameClick()
{
nameBtn.gameObject.SetActive(false);
dialogBox.SetActive(true);
gameData.dialogActive = true;
FindObjectOfType<AudioManager>().Play("ButtonSound");
if (dialogBox.activeInHierarchy)
{
if (dialogMessage != null && dialogName != null)
{
loadCharacterData();
interactedNPC();
}
else
{
// Debug.Log("null dialog message");
}
}
}
public void updateID()
{
if (gameData.win && !gameData.loadedData)
{
dialogId = gameData.targetId_1;
gameData.loadedData = true;
}
else if (!gameData.win && !gameData.loadedData)
{
dialogId = gameData.targetId_2;
gameData.loadedData = true;
}
}
How can I atleast reset the Joystick's position. I am currently using the Joystick Pack from Unity Asset Store.