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.
inventoryinputmanager is disabled when conversation start
Re: inventoryinputmanager is disabled when conversation start
Hi,
That's the way TDE and Inventory Engine work together when you pause them. Can you UNtick Pause TopDown During Conversations and tick Disable Input During Conversations? This will prevent the player from moving around during conversations, but it won't pause TDE/Inventory Engine, so you can still use the inventory.
That's the way TDE and Inventory Engine work together when you pause them. Can you UNtick Pause TopDown During Conversations and tick Disable Input During Conversations? This will prevent the player from moving around during conversations, but it won't pause TDE/Inventory Engine, so you can still use the inventory.