I am developing some text events in my game right now that will update automatically and animate in/out while the player moves (for tutorials and narration purposes). I noticed whenever the AnimationPlayer runs, my input gets paused. Very strange, as it's not linked to the player at all. What noob thing am I missing? I am not using yields.

Here is my AutoTextEvent class which will have another class as child (TextBox):

extends Node2D


var _isFaded = false
var _textQueue = 1
export var _BF = 3
export var _textLine1 : String
export var _textLine2 : String
export var _textLine3 : String
export var _textLine4 : String
export var _autorun : bool
const _empty = ""

onready var _fade = $TextBox
onready var _text = $TextBox/TextLabel
onready var _timer = $Timer


func _ready():
	if _autorun == true:
		_textUpdate()


func _textUpdate():
	match _textQueue:
		1:
			_fade._update_(str(_textLine1))
			_fade._show_()
			_timer.start(_BF)
			_textQueue = _textQueue + 1
		2:
			if _textLine2 == _empty:
				_end_text()
			else:
				_textQueue = _textQueue + 1
				_fade._update_(str(_textLine2))
				_fade._show_()
				_timer.start(_BF)
		3:
			if _textLine3 == _empty:
				_end_text()
			else:
				_textQueue = _textQueue + 1
				_fade._update_(str(_textLine3))
				_fade._show_()
				_timer.start(_BF)
		4:
			if _textLine4 == _empty:
				_end_text()
			else:
				_textQueue = _textQueue + 1
				_fade._update_(str(_textLine4))
				_fade._show_()
				_timer.start(_BF)
		5:
			_end_text()


func _end_text():
	_fade._vanish_()
	self.queue_free()

func _on_Timer_timeout():
	_fade._vanish_()

func _on_TextBox_animation_finished(_anim_name):
	if _text.modulate.a == 1:
		_fade.stop()
	else:
		_textUpdate()

And here is the textbox object, pretty basic.

extends AnimationPlayer

class_name DialogueBox

## local variable showing text is 100%/idle
var _text_display = false
onready var _words = $TextLabel


## func to update text
func _update_(_string):
	_words.set_text(_string)


## func to show, with flag to stop player movement
func _show_():
	Director._eventFlag = true
	self.play("showText")
#	yield(self,"animation_finished")
	_text_display = true


## func to vanish and prevent double trigger, player movement unlocked
func _vanish_():
	if _text_display == true:
		self.play_backwards("showText")
		_text_display = false
		Director._eventFlag = false

    honestly a question/thought I've pulled out of thin air without dedicating any time to really thinking about this or reading your whole post...but the thing animated by animation player, might it be set to intercept/process/handle inputs?

      Megalomaniak shuffling through the documents and the editor and I can't seem to find this. Pardon the beginner question: where would I do this?

      SnapCracklins my input gets paused

      In the bottom panel, check Debugger >> Misc >> Clicked Control to see if the input is being intercepted by another control. I'm not sure if that's what Megalomaniak is referring to.

        DaveTheCoder nothing there so far. what's also strange is it seems only left and right are affected. Space bar and shift are still responding.