Well right now keeping it is giving me a significantly bigger problem… My game is FROZEN (that’s not an in-engine pause button click, the game is literally frozen as if ‘Time.TimeScale = 0f;’ was launched from somewhere). I can’t even get to the dialogue to begin with
I’m guessing it’s because I didn’t implement Chapter 27: Control Issues yet…?!
(Anyway, yup… I saw the glaring problem … and then I saw the updated line you added, which fixed the problem )
Frankly speaking though, I still want my personal approach of getting the player into Targeting State, and focusing on the enemy, if he’s attacked midway through a conversation (so we are cancelling the Conversation, if he’s under attack… like we used to do with the old system), so that he kills the enemy first, and then he wants to return to the conversation. It just adds to that sense of realism in my opinion (I’m not going for AAA here, but I don’t want it to seem off-realism either), because you have to take care of your surroundings as well… Which is something I want in my game, that it doesn’t feel off tbh
Basically, I want to unfreeze time for all UI except the pause menu, and when we want to open up any of them, freeze the camera movement (by reducing it’s axis speed to zero, in the Cinemachine UI)
A new bug I just noticed, is when my player dies, his movement controls get deactivated… how do we fix that?