One tiny issue remains:
Keyboard numbers can still be used to choose an option, even if it's disabled. I'd like to preserve the number key functuality (I know I can uncheck it altogether) but maybe this is hard to work around?
Wait, now I'm getting super-weird effects whenever I have this attached to a conversation... everything gets really buggy, she gets stuck with her walkcycle looping, and the controls are all messed up...
Console is giving an InvalidCastException:
…
Thanks for the script.
Everything compiles nicely and I don't get any errors. However, there's no real difference when I try it out.
I also notice that even when I uncheck the 'interactable' box of each button in the Unity UI, they are still perfec…
Lol, my mistake. I even said it myself:
"Does it also have to be assigned in the container prefab's component somehow?"
But I just didn't look carefully enough, or the placement of the assignment box was a but unexpected.
Still a bit con…
The script has always worked before I started experimenting with the MyActionList stuff.
I currently have the action list assigned in the window in the script's inspector. Does it also have to be assigned in the container prefab's component somehow?
There's no issue when I comment out the new code, no, it's always been working perfectly.
But replacing the line with
if (containers != null && containers.Contains (container))
has no effect - if I take put back the new code it has the sa…
The script is attached to a prefab (the one with the containers, if you recall), maybe that's an issue?
Here are screenshots of the prefab, as well as the script attached to it:
https://imgur.com/nr2DspZ
https://imgur.com/VunrXbq
As can be seen in…
I'm struggling to show code properly, but hopefully this should be legible:
`using UnityEngine;
using System.Collections.Generic;
using AC;
public class StatUpdateExample : MonoBehaviour
{
[SerializeField] private List<Container> containers…
Ok, I found where to assign the ActionList.asset, but I can't drag my action list into the window. In fact, when I click the circle next to it there are no actionlist assets listed at all.
What am I doing wrong?
Update:
Ok, I solved the first part…
I'm trying to run an actionlist from a script, but I'm stuck here.
"This is more of a general C# question, but the most straightforward way is to create a public ActionList variable so that you can assign it in its Inspector:"
I copied y…
Great! I thought including Paused would counteract what I was going for, namely Preventing it from appearing during cut-scenes, but that was not the case.
Thanks!
I'm following these steps, as I don't want a certain menu to be available during cutscenes.
However, I need that menu to pause gameplay, and then I can't hide the menu again. **Menu:Change state -> turn off menu ** only works if I uncheck pause …
Version is 1.74.2... should probably update but have been postponing it...
This is what my settings look like:
(Image)
I don't see any option for "Play talking animations forever until user skips it?" but I would really like to uncheck …
Sorry, this is just me being silly again. There's indeed a "show cursor never" setting that I'd accidentally checked.
Never mind!
Edit:
Although it'd be nice if I could enable this together with the input method, so I don't need to have …
Ok turned out there was one more hurdle - when I test the game in the editor, everyhing works fine, but in the compiled game the cursor is not visible.
I haven't checked any "hide cursor" option or anything.
The mouse clicking itself work…