game(scripts): freeze player input when paused
so the camera doesnt move alongside the cursor
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@ -122,6 +122,7 @@ private void PauseGameHelper(DisplayState incomingState)
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Time.timeScale = 0f;
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Time.timeScale = 0f;
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Cursor.lockState = CursorLockMode.None;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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Cursor.visible = true;
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}
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}
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// or if the incoming state is the main menu, we should probably free the cursor
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// or if the incoming state is the main menu, we should probably free the cursor
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else if (incomingState == DisplayState.ScreenMainMenu)
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else if (incomingState == DisplayState.ScreenMainMenu)
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@ -129,10 +130,13 @@ private void PauseGameHelper(DisplayState incomingState)
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Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
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Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
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Cursor.lockState = CursorLockMode.None;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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Cursor.visible = true;
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}
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// freeze player input/control if we're not transitioning to a game state
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if (incomingState != DisplayState.Game)
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{
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Debug.Log(GameObject.FindGameObjectWithTag("Player"));
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Debug.Log(GameObject.FindGameObjectWithTag("Player"));
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var playerInput = GameObject.Find("PlayerArmature")?.GetComponent<PlayerInput>();
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var playerInput = GameObject.Find("PlayerArmature")?.GetComponent<PlayerInput>();
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Debug.Log($"playerController={playerInput}");
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if (playerInput != null)
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if (playerInput != null)
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{
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{
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Debug.Log("GameManager.PauseGameHelper: sentencing player input/control to a ball and chain boowomp");
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Debug.Log("GameManager.PauseGameHelper: sentencing player input/control to a ball and chain boowomp");
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