public void ResumeGame() { paused = false; OnResumed?.Invoke(); SlingSystem.pauseShooting = false; Time.timeScale = 1.0f; }
public void OnResume() { if (logging) { Debug.Log("[SensoManager] OnResume"); } OnResumed?.Invoke(); }
public void Resume() { if (!_paused) { return; } OnResumed?.Invoke(); _paused = false; }
public void OnResume() { _suspended = false; if (logging) { Debug.Log("[SensoManager] OnResume"); } OnResumed?.Invoke(); }
private void Window_KeyPressed(object sender, KeyEventArgs e) { // Handle pause if (e.Code.Equals(SFML.Window.Keyboard.Key.Escape)) { IsPaused = true; DrawPause(); Console.WriteLine("Set paused = {0}", true); WaitForResumed(); Console.WriteLine("Set paused = {0}", false); IsPaused = false; OnResumed?.Invoke(); } }
/// <summary> /// Triggers when the game is resumed. /// </summary> private void TriggerGameResumed() { OnResumed?.Invoke(gameData); }
/// <summary> /// Appから呼び出します /// 他の場所からは呼ばないようにしてください /// </summary> public void Resumed() { OnResumed?.Invoke(); }
protected override void OnResume() { App.DebugLog("1"); OnResumed?.Invoke(); App.DebugLog("2"); }
/// <summary> /// Triggers when the game is resumed. /// </summary> private void TriggerGameResumed() { print("[TEST] TriggerGameResumed"); OnResumed?.Invoke(gameData); SceneActivationBehaviour <BoardUIActivator> .Instance.QuixelController.ShowHideCharacter(true); }