Multiple conversations pause game issue
Posted: Thu Jun 03, 2021 2:40 am
Hi,
sorry to write again so soon, but it's a few hours that I am stuck on a most bizzarre issue. I have 2 conversations in a platform-like game, both supposed to pause the game. I tried this both on the default DialogueSystemTrigger and on an extended version of it (that overrides DoConversation, OnConversationStartAnywhere and OnConversationEndAnywhere with slight changes) but the result is identical, so it shouldn't come from my extended version.
What happens is that the first conversation works as expected, I added a few debugs and it calls DoConversationAction, registers the two OnConversationStartAnywhere and OnConversationEndAnywhere and prints a debug on pause and unpause correctly.
The second conversation, is firing the Fire(Transform actor), but going through none of the method inside it, and not calling DoConversationAction either. The game unexpectedly is paused anyway, but if between the two conversations i have a fight (that due to the hit frame freeze does modify temporarily Time.timeScale), the second conversation doesn't pause the game at all.
I tried going back and forth the two trigger areas, and sometimes I get the full stack of debugs, sometimes i get the short one , something i even seem to get none.I confess being completely baffled. Is there something I am understanding completely wrong or I am doing wrong? In the picture you can see some of my debugging.
The two trigger zones are identical if not for the fact that they start 2 different conversations (each very short, without answers, just linear click-to-continue). I tried inverting the position (so that i activate first the 2nd one and then the 1st one) and the results are identical, so it doesn't depend neither on the trigger nor on the conversation apparently.
Thanks in advance for your help!
H
sorry to write again so soon, but it's a few hours that I am stuck on a most bizzarre issue. I have 2 conversations in a platform-like game, both supposed to pause the game. I tried this both on the default DialogueSystemTrigger and on an extended version of it (that overrides DoConversation, OnConversationStartAnywhere and OnConversationEndAnywhere with slight changes) but the result is identical, so it shouldn't come from my extended version.
What happens is that the first conversation works as expected, I added a few debugs and it calls DoConversationAction, registers the two OnConversationStartAnywhere and OnConversationEndAnywhere and prints a debug on pause and unpause correctly.
The second conversation, is firing the Fire(Transform actor), but going through none of the method inside it, and not calling DoConversationAction either. The game unexpectedly is paused anyway, but if between the two conversations i have a fight (that due to the hit frame freeze does modify temporarily Time.timeScale), the second conversation doesn't pause the game at all.
I tried going back and forth the two trigger areas, and sometimes I get the full stack of debugs, sometimes i get the short one , something i even seem to get none.I confess being completely baffled. Is there something I am understanding completely wrong or I am doing wrong? In the picture you can see some of my debugging.
The two trigger zones are identical if not for the fact that they start 2 different conversations (each very short, without answers, just linear click-to-continue). I tried inverting the position (so that i activate first the 2nd one and then the 1st one) and the results are identical, so it doesn't depend neither on the trigger nor on the conversation apparently.
Thanks in advance for your help!
H