Hi, I'm wondering if there's a way to minimize (or maybe turn the alpha to 0) the pause menu once you've hit load game. What's happening is the Load screen is overlapping the Pause menu, but both are clearly visible.
I've tried adding a new method to On Open() in the LoadGamePanel by adding the Pause panel and utilizing UIPanel ->Close(). That works for closing the Pausepanel, but unpauses the game while I'm in the load screen. I've tried other methods as well, but I didn't see a clear answer.
Thanks!
Pausing and Loading GUI overlap
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Re: Pausing and Loading GUI overlap
One other issue I'd like a little more detail about - I'm trying to add the scene name details (and time/date) to my load game summary, and I'm having a bit of a hard time following your documentation on that specific portion. If you don't mind providing a little guidance I'd appreciate that. Thanks!
Edit: It should be mentioned that I've swapped text for textmeshpro, if that makes any difference
Edit: It should be mentioned that I've swapped text for textmeshpro, if that makes any difference
Re: Pausing and Loading GUI overlap
Hi,
1. Make a copy of the LoadGamePanel for use in gameplay scenes (i.e., from the PausePanel). Continue using the original LoadGamePanel for the TitleMenu.
2. Configure the PausePanel's LoadButton OnClick() with 2 event handlers:
where "my scene name" is the name of the scene. The value of this variable will be included in the saved game summary info.
Alternatively, you can a subclass of SaveHelper and override the GetCurrentDetails(slot#) method return whatever string you want. This string will be used for the saved game summary info.
Here's one way:chrislow19 wrote: ↑Sat Jan 11, 2020 4:13 pmHi, I'm wondering if there's a way to minimize (or maybe turn the alpha to 0) the pause menu once you've hit load game. What's happening is the Load screen is overlapping the Pause menu, but both are clearly visible.
1. Make a copy of the LoadGamePanel for use in gameplay scenes (i.e., from the PausePanel). Continue using the original LoadGamePanel for the TitleMenu.
2. Configure the PausePanel's LoadButton OnClick() with 2 event handlers:
- LoadGamePanel (the new copy): UIPanel.Open
- PausePanel: Animator.SetTrigger(Hide)
- PausePanel: Animator.SetTrigger(Hide)
- LoadGamePanel: UIPanel.Close
Set a Dialogue System variable named "CurrentStage" whenever you enter a scene. For example, you can add an empty GameObject with a Dialogue System Trigger to each scene. Set the trigger to OnStart. Select Action > Run Lua Code. Configure the Lua code to set "CurrentStage":chrislow19 wrote: ↑Sat Jan 11, 2020 6:40 pmOne other issue I'd like a little more detail about - I'm trying to add the scene name details (and time/date) to my load game summary, and I'm having a bit of a hard time following your documentation on that specific portion. If you don't mind providing a little guidance I'd appreciate that.
Code: Select all
Variable["CurrentStage"] = "my scene name"
Alternatively, you can a subclass of SaveHelper and override the GetCurrentDetails(slot#) method return whatever string you want. This string will be used for the saved game summary info.
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- Posts: 34
- Joined: Mon Dec 30, 2019 4:26 pm
Re: Pausing and Loading GUI overlap
I didn't get your first method to work, but I was able to work around in the Title screen by setting PausePanel: Animator.SetTrigger(Hide) in the areas I needed, and PausePanel: Animator.SetTrigger(Show) on the back buttons. I'll apply these to the save panels and quit to menu panels as well. Hopefully there shouldn't be any snags, since I don't run the Menu system in any other scenes.
Thank you so much, everything is looking good!
Thank you so much, everything is looking good!
Re: Pausing and Loading GUI overlap
Glad it's working now. BTW, my suggestion above was a 2-step process. You'd need to do both of them to make the suggestion work.