Player Moves During Dialogue (but scripted not to...)
Background: I use the same player scripts and dialogue scripts for each scene for the most part. When the dialogue box is on the screen, it is coded so the player cannot move during dialogue. In one particular scene, however, you can still move in dialogue, but it is oddly conditionally.
In this scene, the player has a separate dialogue box from the other internal monologues to allow a choice to pick up or kick away a seed to progress.
Before going to the seed, there are two other potential dialogue options the player can activate by pressing a button. One is near the entrance and the other is near a shadow of sorts. When first entering this scene, you can still move in dialogue. When activating the seed dialogue, you cannot move.
After dealing with the seed (and it does not matter whether it is picked up or kicked away as the seed disappears and adds a value to the player) you can still go back to the other 2 dialogue options.
The extremely odd thing I find about it is that if, after dealing with the seed, if you select the shadow dialogue first you can still move. The code to stop movement is not activated until you open the dialogue near the entrance. It is important to note that this does not happen if you haven't dealt with the seed.
So, in order to stop dialogue movement in this particular scene, you must first deal with the seed and then activate the dialogue near the entrance FIRST. From then on you cannot move in those 2 dialogues.
I really want the character's movement to be restricted during ALL dialogue without the player having to do weird things. I used the same code for all of my other scenes and do not have this issue in them.
I hope I explained this well. If not I can post scripts (I am a novice though and code in C#) or even make a video showing the issues. Any help or advice is truly appreciated. This has stumped me for a long time.