Difference between revisions of "IsInMenuMode - Utility"
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imported>Catwheezle (Added "see also" to isTimePassing, partly for clarity, partly on the offchance that it does something in future versions.) |
imported>Cipscis m (Added space between two links) |
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== Notes == | == Notes == | ||
*Dialogue, because the game isn't paused, will not put the game into "menu mode". | *Dialogue, because the game isn't paused, will not put the game into "menu mode". This state appears to be undetectable by any simple means, but possibly may be worked around with things like [[IsTalking]], [[IsInDialogueWithPlayer_-_ObjectReference|IsInDialogueWithPlayer]], etc. | ||
*Crafting happens in game mode, use [[IsFurnitureInUse - ObjectReference]] to determine if the player is currently in a crafting menu. | |||
== See Also == | == See Also == | ||
*[[Utility Script]] | *[[Utility Script]] | ||
*[[IsTimePassing | *[[IsTimePassing]] |
Latest revision as of 20:25, 14 February 2012
Member of: Utility Script
Obtains whether the game is currently in "menu mode" or not. Menu mode is basically defined as whenever the game is paused, usually because some menu is showing. Dialogue does not pause the game, and so does not put the game into "menu mode".
Syntax[edit | edit source]
bool Function IsInMenuMode() native
Parameters[edit | edit source]
None.
Return Value[edit | edit source]
Whether the game is currently in "menu mode" or not.
Examples[edit | edit source]
if (!Utility.IsInMenuMode())
; do game stuff! we aren't in a menu
endIf
Notes[edit | edit source]
- Dialogue, because the game isn't paused, will not put the game into "menu mode". This state appears to be undetectable by any simple means, but possibly may be worked around with things like IsTalking, IsInDialogueWithPlayer, etc.
- Crafting happens in game mode, use IsFurnitureInUse - ObjectReference to determine if the player is currently in a crafting menu.