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Question by
CRISTALSONIC · Apr 02, 2017 at 10:07 AM ·
pause game
how to pause a dialogue in unity with out time scale?
ok so I have a simple scripts to play out little story bits, but I plan to use audio clips kinda like what you see in a fire emblem game. so I don't want time scale due to the audio. so here is what a got
public void play_skit()
{
//Time.timeScale = 0;
play_M = true;
switch (skit_count)
{
case 0:
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
break;
case 1:
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
chat.speek("orin", "hello world", 3, -1);
break;
}
play_M = false;
// Time.timeScale = 1;
skit_count++;
}
my script is simple it sets a static bool to pause everything. then calls the chat function. passing in who will speek what they say ect.
so is there a way to stop and continue the script in between function calls? I know that in c++ I could use system("PAUSE"); but does c# have any thing like that?
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