Looking for suggestions on pausing the Selector

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
JeremyLullaby
Posts: 11
Joined: Fri Jun 21, 2019 7:57 pm

Looking for suggestions on pausing the Selector

Post by JeremyLullaby »

I am attempting to integrate two UI menu's (pause and inventory). The issue I'm facing is if the player is still within a Usable's range the selector component is still in effect. So for example choosing a button from within the pause menu activates the conversation in the background, which also steals the event navigation input so I can't close the pause ui until the conversation is over.

I know this can be handled many ways but I'm looking for the best recommendation that would integrate smoothly with the pixelcrushers library. I tried calling the player's Selector SetCurrentUsable(null) when the menu opens, but looks like that will only work for one frame. I also tried to implement this in a way that would clear the current usable for each frame the ui is open, and this did clear the selector, but the conversation still starts.

I also don't want to disable/enable the selector component while the menu's are open because it seems to cause a lot of problems/confusion. And the way my project is set up I am avoiding the traditional use of Time.timeScale adjustment for pausing the game.

I almost feel like I'm looking for some kind of global dialogue trigger condition that would check if I have any of my menu's open before allowing the conversation to start, but I couldn't find anywhere for this to fit.

Any suggestions for me?
User avatar
Tony Li
Posts: 21962
Joined: Thu Jul 18, 2013 1:27 pm

Re: Looking for suggestions on pausing the Selector

Post by Tony Li »

Hi,

You could disable the Selector when the pause menu is open.
Post Reply