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Attention |
Topic was automatically imported from the old Question2Answer platform. |
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Asked By |
Kohl |
Why pause mode, (get_tree ().paused = true), ignore the clicks? When I pause the game, I click on an object, and I leave the pause, it calls the method click?
I followed the suggestion of the post below. But it did not work!
https://forum.godotengine.org/11921/set_pause-does-not-work-on-input_event?show=11921#q11921
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Reply From: |
2D |
I assume that you are using control nodes for your objects? If so, This is the behavior of the controls nodes.
Try putting an empty control node (input_blocker) the size of your window at the bottom of your scene tree, but above your unpause stuff as shown in the hierarchy below. Make sure the input_blocker is hidden when the game is not paused. It should mainly just be below other control nodes.
-main
–stuff
–more stuff
–input_blocker
–pause_popup
—label
—unpause_button
Let me know if this works for you.
The click is on a RigidBody object, which is destroyed when it is clicked, with
connect ("input_event", self, "click_event")
func click_event( camera, event, click_pos, click_normal, shape_idx ):
if event is InputEventMouseButton and event.pressed:
queue_free()
I made a video that shows the moment I clicked on RigidBody, with the game in pause mode. >>link to the video