Prompt deactivate

Reply by k3kalinix | 2024-09-03 08:21:14

no True

Reply by georgelia | 2024-09-03 08:21:30

cool let me check

Reply by georgelia | 2024-09-03 08:21:57

Images:
image.png

Reply by k3kalinix | 2024-09-03 08:23:21

okay i understand our fault

Reply by k3kalinix | 2024-09-03 08:23:24

can you please share the code.

Reply by georgelia | 2024-09-03 08:23:26

wrong name

Reply by georgelia | 2024-09-03 08:23:28

?

Reply by k3kalinix | 2024-09-03 08:23:33

yes

Reply by k3kalinix | 2024-09-03 08:23:41

don’t use currentinputfield

Reply by k3kalinix | 2024-09-03 08:23:46

use inputfieldinscene

Reply by k3kalinix | 2024-09-03 08:23:59

and you don’t need to use set active methods.

Reply by georgelia | 2024-09-03 08:24:11

yep but now the setactive false is not working again :rofl::sob:

Reply by georgelia | 2024-09-03 08:24:13

i dont know why

Reply by georgelia | 2024-09-03 08:24:38

why not just hide the ui? :stuck_out_tongue:

Reply by georgelia | 2024-09-03 08:25:06

i thinkthey ara called multiple times because i still look at the NPC and it breaks

Reply by k3kalinix | 2024-09-03 08:25:15

please share the code

Reply by georgelia | 2024-09-03 08:25:36

Images:

Reply by k3kalinix | 2024-09-03 08:27:35

Please share as text.

Reply by georgelia | 2024-09-03 08:27:49

private void HandleToggleInput()
{

        TMP_InputField inputFieldInScene = FindActiveInputField();           
        if (!inputFieldInScene.isFocused && _convaiNPC.isCharacterActive)
        {
            inputFieldInScene.gameObject.SetActive(true);
            inputFieldInScene.ActivateInputField();
            return;
        }else{              
                if (_currentInputField != null)
                {
                   _currentInputField.text = string.Empty;
                   _currentInputField.DeactivateInputField();
                _currentInputField.gameObject.SetActive(false);
                }
        }

    }

Reply by k3kalinix | 2024-09-03 08:28:29

private void HandleToggleInput()
        {

            TMP_InputField inputFieldInScene = FindActiveInputField();
            if (!inputFieldInScene.isFocused && _convaiNPC.isCharacterActive)

                inputFieldInScene.ActivateInputField();
                return;
            }else{
                    if (inputFieldInScene != null)
                    {
                       inputFieldInScene.text = string.Empty;
                       inputFieldInScene.DeactivateInputField();
                    }
            }

        }