tel
New vMember
Posts: 16
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Post by tel on Mar 27, 2020 12:00:07 GMT
When I put my own window up, Invector is getting all the mouse movement and clicks.
I know about SetLockAllInput() but what's the best way to access this from the player GameObject, (bearing in mind that its a different Clone after death). Some of the solutions from 2017 don't seem to fit anymore.
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Post by Invector on Mar 27, 2020 15:05:31 GMT
You can simply display the cursor and unlock the cursor when you open your new window
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telgo
New vMember
Posts: 17
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Post by telgo on Mar 27, 2020 16:10:20 GMT
Thanks. The cursor fix is good. But I still need to stop input going to the ThirdPerson Controller. Best way?
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Post by Invector on Mar 28, 2020 1:07:44 GMT
You could search for any vThirdPersonInput in the scene, get component and SetLockAllInput(true) if your window is open.
To increase performance, you could do the search in the Start method and updated every time you spawn a new character
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tel
New vMember
Posts: 16
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Post by tel on Apr 7, 2020 12:32:54 GMT
Thanks. That works if you do this...
using Invector.vCharacterController;
in Start() vShooterMeleeInput inputController;
then
public void ShowTaskList() { inputController.SetLockBasicInput(true); inputController.SetLockCameraInput(true); inputController.ShowCursor(true); TaskList.SetActive(true); }
public void CloseTaskList() { inputController.SetLockBasicInput(false); inputController.SetLockCameraInput(false); inputController.ShowCursor(false); TaskList.SetActive(false); }
But then clicks do not register on the Tasklist Canvas.
How do I get that to happen?
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