public class PostConvoSceneMenuManager : MonoBehaviour
{
public void CheckSceneMenuDisplayRequest()
{
if (GlobalVariables.GetVariable(49).BooleanValue == false)
{
Menu menu;
// turn on the Scene Menu
menu = PlayerMenus.GetMenuWithName("Scene Menu");
menu.TurnOn(menu);
Debug.Log(" Tryin' to load that "+menu.name+". How's it going?");
}
}
}
Somehow the script triggers after a game save w/ a conversation is loaded.
You save a game while a conversation is active. The Conversation State Saver records that a conversation is active.
Then you're playing the game and a conversation is active when you try to load a saved game. The Conversation State Saver will see that a conversation was active in the saved game. So it will end the currently-active conversation and start the conversation from the saved game. When the currently-active conversation ends, it will trigger that event that you set up to load the Scene Menu.
That's perfectly logical, which makes it weird that the bug only happens when you load a save with a conversation and there wasn't already a conversation running in the game previously.
Still, It sounds like loading conversations is pretty much an inherently spooky situation . I should probably look for a different condition to test for activating Scene Menu.
I love a solid lead!
Thank you, Tony!
Thank you so much for your help.
Oh! My stats!
Unity 2020.1.10f1
Adventure Creator 1.72.2
Dialogue System for Unity 2.2.12