inventoryinputmanager is disabled when conversation start
Posted: Wed Oct 09, 2024 5:35 pm
Hi , I meet a problem. Can anyone help me plz? I use both dialogue system and mmtopdownenging.
A "Pause TopDownDuring Conversations component" was added to my Dialogue Manager, and I set "Pause During Conversations" true, "Disable Input During Conversation" false. But I found my inputmanager is still disabled during the conversation.
Seems the problem is in the TDEPauseUtility.cs. The line "GameManager.Instance.Pause(PauseMethods.PauseMenu, false); " use gamemanager. And the gamemanger has following scripts:
protected virtual void SetActiveInventoryInputManager(bool status)
{
_inventoryInputManager = GameObject.FindObjectOfType<InventoryInputManager>();
if (_inventoryInputManager != null)
{
_inventoryInputManager.enabled = status;
}
}
And the InventoryInputManager is disabled.
How can I fix this? I want to trigger shop inventory right after the conversation. So I let shopinputmanager listen to event sent by the dialogue system. Since it's diabled ,it cannt listen to my event.
A "Pause TopDownDuring Conversations component" was added to my Dialogue Manager, and I set "Pause During Conversations" true, "Disable Input During Conversation" false. But I found my inputmanager is still disabled during the conversation.
Seems the problem is in the TDEPauseUtility.cs. The line "GameManager.Instance.Pause(PauseMethods.PauseMenu, false); " use gamemanager. And the gamemanger has following scripts:
protected virtual void SetActiveInventoryInputManager(bool status)
{
_inventoryInputManager = GameObject.FindObjectOfType<InventoryInputManager>();
if (_inventoryInputManager != null)
{
_inventoryInputManager.enabled = status;
}
}
And the InventoryInputManager is disabled.
How can I fix this? I want to trigger shop inventory right after the conversation. So I let shopinputmanager listen to event sent by the dialogue system. Since it's diabled ,it cannt listen to my event.