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Stop other scripts doing things when AC has "paused" the game

I've constructed a system to make the characters blink their eyes randomly by lerping mesh blendshapes, and this side of things works just fine in AC - so far, so good. However, I noticed that when I'd opened the pause menu, the characters were still blinking their eyes every few seconds or so, as they had been before.

What can I point my blinking script towards to check whether the game should be paused by AC?

Comments

  • I'd have thought this could all be done within the Animator system - IIRC you can animate blendshapes as part of an AnimationClip asset.

    To answer your question, though:

    if (KickStarter.stateHandler.gameState == GameState.Paused) {}
    
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