Finally some more MonoAGS!
I found a slight quirk (using the latest master branch, but could be the issue existed before):
I change to my main room using
Code: ags
In the room, OnAfterFadeIn, I start a cutscene
Code: ags
Now, when I click somewhere on the screen while the cat is talking, it will immediately slide to the clicked position without walk animation being played.
And another question: You probably have told me already, but how does setting an object's baseline work? I didn't find a baseline property.
I found a slight quirk (using the latest master branch, but could be the issue existed before):
I change to my main room using
await game.State.Player.ChangeRoomAsync(Rooms.Stage, 2300, 100);
In the room, OnAfterFadeIn, I start a cutscene
private void OnAfterFadeIn()
{
PlayIntroCutscene();
}
private async void PlayIntroCutscene()
{
Characters.Cornelius.PlaceOnWalkableArea();
await Characters.Cornelius.SayAsync("Hello, here I am.");
await Characters.Mortimer.SayAsync("* squeak *");
FollowCat();
}
Now, when I click somewhere on the screen while the cat is talking, it will immediately slide to the clicked position without walk animation being played.
And another question: You probably have told me already, but how does setting an object's baseline work? I didn't find a baseline property.