Preventing user clicking on screen during dialogue
Posted: Mon Jan 23, 2017 8:48 am
Hi, I am trying to do something a little tricky.
I have a screen full of buttons, which I want to still show in the background during a particular dialogue.
But I do not want the player to be able to click on the screen buttons while the dialogue is playing.
To achieve this, I have covered the button screen with another screen which has some opacity and activates at the start of the dialogue (to indicate to the player that the background screen is unavailable), and I have made that screen modal.
However, because of the modal screen, it is now impossible to advance through the game. The dialogue just stays stuck at the first sentence.
I tried putting the 'say' window on a high zorder, but it doesn't help. I'm guessing the 'click-to-advance' behavior is happening on a low layer.
What would be the best way to approach this particular problem? Thanks a lot!
I have a screen full of buttons, which I want to still show in the background during a particular dialogue.
But I do not want the player to be able to click on the screen buttons while the dialogue is playing.
To achieve this, I have covered the button screen with another screen which has some opacity and activates at the start of the dialogue (to indicate to the player that the background screen is unavailable), and I have made that screen modal.
However, because of the modal screen, it is now impossible to advance through the game. The dialogue just stays stuck at the first sentence.
I tried putting the 'say' window on a high zorder, but it doesn't help. I'm guessing the 'click-to-advance' behavior is happening on a low layer.
What would be the best way to approach this particular problem? Thanks a lot!
