// Deal with GUI components bool checkTouch(Vector3 pos) { Vector3 wp = Camera.main.ScreenToWorldPoint(pos); Vector2 touchPos = new Vector2(wp.x, wp.y); Collider2D hit = Physics2D.OverlapPoint(touchPos); if (hit != null && hit.transform.gameObject.tag == "GUI") { // Pause if (hit.transform.gameObject == pauseButton) { pauseScript.TogglePause(); } // Resume from pause menu else if (hit.transform.gameObject == resumeButton) { pauseScript.Unpause(); } else if (hit.transform.gameObject == restartButton) { // Unpause game pauseScript.Unpause(); // Reload level SceneManager.LoadScene("Bruno"); } else if (hit.transform.gameObject == mainMenuButton) { SceneManager.LoadScene("MainMenu"); } return(true); } return(false); }
void Update() { if (InputManager.ActiveDevice.MenuWasPressed && pauseMenu.activeInHierarchy) { if (pauseScript.Unpause()) { pauseMenu.SetActive(false); } } else if (InputManager.ActiveDevice.MenuWasPressed) { pauseMenu.SetActive(true); pauseScript.Pause(); } switch (state) { case update_status.REGULAR_UPDATE: lag = Time.deltaTime; break; case update_status.UPDATE_REQUESTED: doUpdate = true; state = update_status.UPDATING; break; case update_status.UPDATING: doUpdate = false; state = update_status.WAITING; break; } }
public void Reset(int level) { pauseScript.Unpause(); Application.LoadLevel(level); }