public void OpenMenu() { Menu.SetActive(true); //pause all game content (ghosts, pets) PetUtility.PauseGame(); }
public void levelLost() { loseScreen.SetActive(true); toTown.gameObject.SetActive(true); retry.gameObject.SetActive(true); nightTime.SetActive(false); dayTime.SetActive(true); PetUtility.PauseGame(); }
public void levelWon() { if (levelNumber < 6) { winScreen.SetActive(true); toTown.gameObject.SetActive(true); nextLvl.gameObject.SetActive(true); nightTime.SetActive(false); dayTime.SetActive(true); PetUtility.PauseGame(); } else { //all levels are finished winScreen.SetActive(true); resetButton.SetActive(true); nightTime.SetActive(false); dayTime.SetActive(true); PetUtility.PauseGame(); } }
private bool btnLastState = false; //the last state of the toggle, so we don't repeatly continue the game public void Update() { if (toggle.isOn == true) { background.sprite = pauseImage; pauseCentreText.SetActive(false); FadePanel.SetActive(false); //resume all game content (ghosts, pets) (same as a method in the MenuPopup script) if (!btnLastState) { PetUtility.ContinueGame(); } btnLastState = true; menuB.enabled = true; } if (toggle.isOn == false) { background.sprite = playImage; FadePanel.SetActive(true); pauseCentreText.SetActive(true); //pause all game content (ghosts, pets) (same as a method in the MenuPopup script) PetUtility.PauseGame(); if (btnLastState) { PetUtility.PauseGame(); } btnLastState = false; menuB.enabled = false; } }