Boom. Apparently there is a...
void Pause ()Pauses the ActionList once it has finished running it's current Action.
...in the scripting guide. Something to play around with tonight!
The problem won't be exclusive to conversations and dialogue. There could be other action lists which are doing other things which would be better to pause upon inventory activation.
Hello @Escara. I'm trying to honour player actions as they happen. So if the inventory is opened, that should take priority. At the moment the player can activate the inventory menu at any time.
@ChrisIceBox Like you say, I BET the prefab version was the problem. I'm going to leave this for now as the custom actions I wrote basically do a simple search through the scene hierarchy to grab the runtime instance of the player. It works (for now…
It seems that the conversation variable is always reading null, when the Action List starts, and when conversation options appear on screen. That being the case, I don't see a way of using it to help ascertain if the action list has truly finished.
In the meantime I've had a go at creating a Custom Action to directly disable / enable the Firing component on the player.
Already getting much better results. Also great to learn more about AC! Such a great bit of kit.
Hi Chris,
IsPointerOverSlot is sort of what I need, but, in this case it will say true for any slot of the InventoryBox element the mouse cursor is over. In my case, I only care about slots that are showing something in them.
Also IsPointerOverSlo…
I think I figured out why it was closing initially; my right mouse button was also hooked up to inventory toggle in Unity's input manager, but also used for examining. So it makes perfect sense why the inventory was closing down on examine.
The joy…
I've switched to Unity timelines which, I have to say, are amazing and are perfect for the type of introduction scene I'm doing.
Still curious about if it's possibe to prevent the player object being created on a per-scene basis though!
Hello @ChrisIceBox.
You are indeed right sir, switching back to Context Sensitive made the labels reappear.
At the moment all the custom code I have is about verbs hitting hotspots. I'm not sure how I'd make that label reappear on having the hotsp…
@ChrisIceBox Thanks. I love how quick it is to concept menus and UI using AC. I've yet to transition anything over to Unity UI. Sounds like the next thing to learn!