Closed zaphodb2002 closed 2 weeks ago
Well, maybe not at the node level. Let's see what we actually need to do here.
Basically, I guess, what we need is to classify things based on how and when they should be paused.
Okay, so 3 levels of pausing. Or, two levels of pausing with players and active enemies excepted on one.
So basically we can make it so that Entities can be paused and UIElements cannot. I will still need to account for exceptions in Entities but this is a good base anyway.
Actually, regarding the pausing, I can just change the process mode on the top level UI object and everything below will inherit that. For now that legitimately might fix 99% of the issue. Still will have to handle the combat pausing stuff but I can theoretically just change those things at runtime.
I've already had to write this bit of code a few times, so probably we need this as a superclass function.