/// <summary> /// Toggles a menu /// <para>Requires a CanvasGroup on the object</para> /// </summary> /// <param name="menuObject"></param> public void toggleMenu(GameObject menuObject) { CanvasGroup menu = menuObject.GetComponent <CanvasGroup>(); pickupText.text = null; weapon.stopShooting(); sway.MenuOpen(!menu.interactable); if (menuObject == inventory) { menuObject.transform.GetChild(0).gameObject.SetActive(!menu.interactable); menuObject.transform.GetChild(1).gameObject.SetActive(!menu.interactable); menuObject.transform.GetChild(2).gameObject.SetActive(true); menuObject.transform.GetChild(3).gameObject.SetActive(!menu.interactable); menuObject.transform.GetChild(4).gameObject.SetActive(!menu.interactable); menuObject.transform.GetChild(5).GetComponent <Image>().enabled = !menu.interactable; menuObject.transform.GetChild(5).transform.GetChild(0).gameObject.SetActive(true); menuObject.transform.GetChild(5).transform.GetChild(1).gameObject.SetActive(!menu.interactable); menuObject.transform.GetChild(5).transform.GetChild(2).gameObject.SetActive(!menu.interactable); } if (menuObject == pauseMenu) { inventory.GetComponent <CanvasGroup>().alpha = Math.Abs(inventory.GetComponent <CanvasGroup>().alpha - 1); menu.alpha = Math.Abs(menu.alpha - 1); } menu.blocksRaycasts = !menu.blocksRaycasts; menu.interactable = !menu.interactable; crosshair.SetActive(!menu.interactable); for (int i = 0; i < disableOnToggle.Length; i++) { disableOnToggle[i].enabled = !menu.interactable; } }
void toggle(GameObject menuToToggle) { weapon.stopShooting(); sway.MenuOpen(!menuToToggle.activeSelf); menuToToggle.SetActive(!menuToToggle.activeSelf); crosshair.SetActive(!menuToToggle.activeSelf); //inventory.active = !inventory.active; //crosshair.active = !inventory.active; for (int i = 0; i < disableOnToggle.Length; i++) { disableOnToggle[i].enabled = !menuToToggle.activeSelf; } }