public void Pause() { AudioController.PlaySFX("Pause"); PauseMenuUI.SetActive(true); Time.timeScale = 0f; GameIsPaused = true; }
public override void Update() { if (Input.GetKey(KeyCode.UpArrow)) { ClientController.CameraController.Move(new Vector2(0, 1)); } if (Input.GetKey(KeyCode.RightArrow)) { ClientController.CameraController.Move(new Vector2(1, 0)); } if (Input.GetKey(KeyCode.DownArrow)) { ClientController.CameraController.Move(new Vector2(0, -1)); } if (Input.GetKey(KeyCode.LeftArrow)) { ClientController.CameraController.Move(new Vector2(-1, 0)); } if (Input.GetKey(KeyCode.Escape)) { PauseMenuUI.Show(); } ClientController.CameraController.Zoom(Input.GetAxis("Mouse ScrollWheel")); }
void Awake() { if (instance == null) { instance = this; } }
private void Awake() { Time.timeScale = 1f; planetArray = GetComponentsInChildren <Planet>(); foreach (Planet p in planetArray) { if (p.faction.ToLower() == "player") { friendlyPlanetTotal += 1; } else if (p.faction.ToLower() == "enemy") { enemyPlanetTotal += 1; } else if (p.faction.ToLower() == "neutral") { neutralPlanetTotal += 1; } } pauseMenuScript = pauseMenuUI.GetComponent <PauseMenuUI>(); DebugDisplayCameraInfo(); // Uncomment below to use the one that starts in MainMenu // MakeSingleton(); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); }
// Update is called once per frame void Update() { //KEY INPUT SECTION if (EndScreenScript.gameEnd == false) { if (Input.GetKeyDown(KeyCode.Escape) && PauseMenuUI.canPause == true) //Checks to see if the player has pressed down Escape and if the Pause UI is OFF { PauseMenuUI.OpenPauseMenu(); //Opens the Pause Menu } else if (Input.GetKeyDown(KeyCode.Escape) && PauseMenuUI.canPause == false) //Checks to see if the player has pressed down Escape and if the Pause UI is ON { PauseMenuUI.ContinueGame(); //Continues the Game } } /* * if (Input.GetKeyDown(KeyCode.P)) //USED FOR DEBUGGING PURPOSES ONLY, REMOVE LINE OF CODE ONCE PROPER SYSTEM IS IMPLEMENTED AND HAVE THIS RUN IN EndScreenScript.cs * { * UIInitialiserScript.GetEndScreenObj.SetActive(true); //Sets the End Screen to True * UIInitialiserScript.GetPauseMenuObj.SetActive(false); //Turns off Pause Menu if it's on * UIInitialiserScript.GetPlayerUI.SetActive(false); //Sets the Pause Menu object to active so it can be interacted with * * EndScreenScript.gameEnd = true; * PauseMenuUI.canPause = false; //Stops the player from being able to pause * Time.timeScale = 0; //Freezes time so game freezes * * Cursor.lockState = CursorLockMode.Confined; //Locks cursor to the game view (Cannot move mouse outside of it, only works in BUILD, not EDITOR) * Cursor.visible = true; //Shows Cursor * }*/ //INPUT SECTION Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Keyboard Inputs Vector2 inputDir = input.normalized; //Takes input Vector2 and turns it into a direction bool running = Input.GetKey(KeyCode.LeftShift); //Will only turn running bool to True if Key is being pressed Move(inputDir, running); //Calls the Move fucntion to let the player move (Passes in inputDir and running) if (Input.GetKeyDown(KeyCode.Space)) //Checks to see if the Space Key has been pushed down { Jump(); } //ANIMATION SECTION //ADD ANIMATION CONTROL HERE ONCE ANIMATIONS ARE IMPLEMENTED }
private void Awake() { Instance = this; m_input = InputHandler.Instance; }
private void Awake() { instance = this; gameObject.SetActive(false); }
public PauseMenuCommand() { this.pauseMenuUI = GameObject.Find("PauseMenu").GetComponent <PauseMenuUI> (); }
public void OnClickMenuButton() { PauseMenuUI.ToggleOn(); }
static private PauseMenuUI setInstance() { instance = HUDManager.Instance.GetComponentInChildren <PauseMenuUI>(true); return(instance); }
public void ContinueGame() { PauseMenuUI.SetActive(false); Time.timeScale = 1f; IsPaused = false; }
public void Update(double deltaTime, double totalTime, long count) { foreach (Quest quest in Quests) { quest.OnQuestTick(this); } if (!IsWalking) { if (InputMap.FindMapping(InputAction.Inventory).Pressed(World.Input)) { InventoryUI.Show(World, this); return; } if (InputMap.FindMapping(InputAction.Spells).Pressed(World.Input)) { SpellsUI.Show(World); return; } if (InputMap.FindMapping(InputAction.Player).Pressed(World.Input)) { PlayerUI.Show(World); return; } if (InputMap.FindMapping(InputAction.Menu).Pressed(World.Input)) { PauseMenuUI.Show(World); return; } Direction _lastHeading = Heading; if (InputMap.FindMapping(InputAction.Up).Held(World.Input)) { if (Heading != Direction.Up) { Heading = Direction.Up; } else if (_keyHeld == 0) { _keyHeld = 0.1; } _keyHeld += deltaTime; } else if (InputMap.FindMapping(InputAction.Down).Held(World.Input)) { if (Heading != Direction.Down) { Heading = Direction.Down; } else if (_keyHeld == 0) { _keyHeld = 0.1; } _keyHeld += deltaTime; } else if (InputMap.FindMapping(InputAction.Left).Held(World.Input)) { if (Heading != Direction.Left) { Heading = Direction.Left; } else if (_keyHeld == 0) { _keyHeld = 0.1; } _keyHeld += deltaTime; } else if (InputMap.FindMapping(InputAction.Right).Held(World.Input)) { if (Heading != Direction.Right) { Heading = Direction.Right; } else if (_keyHeld == 0) { _keyHeld = 0.1; } _keyHeld += deltaTime; } else { _keyHeld -= deltaTime * 2; } _keyHeld = MathHelper.Clamp((float)_keyHeld, 0.0f, 0.1f); if (_keyQueued != Keys.None) { if (_keyQueued == Keys.Up) { Heading = Direction.Up; } if (_keyQueued == Keys.Down) { Heading = Direction.Down; } if (_keyQueued == Keys.Left) { Heading = Direction.Left; } if (_keyQueued == Keys.Right) { Heading = Direction.Right; } _keyHeld = 0.1f; _keyQueued = Keys.None; } if (_lastHeading != Heading && _keyHeld < 0.1) { _landWhen = World.Game.Time + 0.1; } if (_keyHeld >= 0.1) { if (!World.IsPointBlocked(Position + Heading.ToPoint())) { MoveTo(Position + Heading.ToPoint()); } } if (InputMap.FindMapping(InputAction.Action).Pressed(World.Input)) { Point interactionPoint = Position + Heading.ToPoint(); interactionPoint.X = (int)MathHelper.Clamp(interactionPoint.X, 0, World.Map.Width - 1); interactionPoint.Y = (int)MathHelper.Clamp(interactionPoint.Y, 0, World.Map.Height - 1); foreach (Tile.MapLayer layer in Tile.CachedAllMapLayers) { TileEventBase events = World.Map[layer, interactionPoint.X, interactionPoint.Y].Events; events?.OnInteract(World.Map.GetMetadata(layer, interactionPoint.X, interactionPoint.Y), World, interactionPoint); } foreach (NPC npc in World.NPCs) { if (npc.Position == interactionPoint) { bool isFacingPlayer = Heading == Direction.Left && npc.Heading == Direction.Right || Heading == Direction.Right && npc.Heading == Direction.Left || Heading == Direction.Up && npc.Heading == Direction.Down || Heading == Direction.Down && npc.Heading == Direction.Up; npc.Template.Behavior.OnInteract(npc, this, isFacingPlayer); } } } } }
private void Awake() { pMenuUI = GameObject.Find("PauseMenuUI").GetComponent <PauseMenuUI>(); }
void Awake() { instance = this; canvas = GetComponentInParent <Canvas>(); }
public void ButtonSettings() { if (PauseMenuUI.activeSelf == false) { PauseMenuUI.SetActive(true); settingsOutline.SetActive(true); vjMove.SetActive(false); viFight.SetActive(false); bInteractA.SetActive(false); bGatherB.SetActive(false); bHide.SetActive(false); SetTools(false); bMainWeapon.SetActive(false); bSwap.SetActive(false); SetQuickAccessSlots(false); bInventory.SetActive(false); if (isInventoryOpen == true) { InventoryUI.SetActive(false); } if (isChestOpen == true) { ChestUI.SetActive(false); } if (isBuildModeOn == true || isRemoveModeOn == true) { bCancel.SetActive(false); bRotate.SetActive(false); stateText.SetActive(false); } Time.timeScale = 0f; } else { settingsOutline.SetActive(false); Time.timeScale = 1f; PauseMenuUI.SetActive(false); vjMove.SetActive(true); bGatherB.SetActive(true); bHide.SetActive(true); // Check if we was in remove mode if (isRemoveModeOn == false) { bInventory.SetActive(true); bInteractA.SetActive(true); } // Check if we was on Items and the tool bar wasn't hidden, also if we wasn't in build or remove mode if (isQuickAccessSlotsSwapped == true && isShown != false && isBuildModeOn != true && isRemoveModeOn != true) { SetTools(true); bMainWeapon.SetActive(true); bSwap.SetActive(true); } // Check if we was on QASlots and the tool bar wasn't hidden, also if we wasn't in build or remove mode else if (isQuickAccessSlotsSwapped == false && isShown != false && isBuildModeOn != true && isRemoveModeOn != true) { SetQuickAccessSlots(true); bMainWeapon.SetActive(true); bSwap.SetActive(true); } // Check if inventory was open if (isInventoryOpen == true) { InventoryUI.SetActive(true); viFight.SetActive(false); bInteractA.SetActive(false); bGatherB.SetActive(false); } // Check if we was in build or remove mode if (isBuildModeOn == true || isRemoveModeOn == true) { bCancel.SetActive(true); bRotate.SetActive(true); stateText.SetActive(true); } // Check if tools for build mode was hidden if (isShownBuildTools == false) { bCancel.SetActive(false); bRotate.SetActive(false); } // Check if we wasn't in build or remove mode and inventory closed to show Visual Icon for Fight mode if (isBuildModeOn == false && isRemoveModeOn == false && isInventoryOpen != true) { viFight.SetActive(true); } } }
public void PauseButton() { Time.timeScale = 0; InGamesScreen.SetActive(false); PauseMenuUI.SetActive(true); }
public void resume() { PauseMenuUI.SetActive(false); Time.timeScale = 1f; GameIsPaused = false; }