void OnContinueClicked(ClickedAction action) { // Make time flow again Time.timeScale = 1; // Lock the cursor Cursor.lockState = lockModeOnResume; // Hide the panel pausePanel.SetActive(false); // Indicate change if (onVisibleChanged != null) { onVisibleChanged(action); onVisibleChanged = null; } }
public void OnContinueClicked(ClickedAction action) { // Reset the default button UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(null, null); // Make time flow again Time.timeScale = 1; // Lock the cursor Screen.lockCursor = true; // Hide the panel pausePanel.SetActive(false); // Indicate change if (msInstance.onVisibleChanged != null) { msInstance.onVisibleChanged(action); } }
void mapControl1_MouseUp(object sender, MouseEventArgs e) { if (e.Button != MouseButtons.Left) { return; } MapHitInfo hitInfo = MapControl.CalcHitInfo(e.Location); MapOverlayItemBase clickedItem = MapOverlayUtils.GetClickedOverlayItem(hitInfo); if (clickedItem == null) { return; } ClickedAction action = OverlayManager.GetClickedAction(clickedItem); switch (action) { case ClickedAction.NewGame: MapInteractiveEnabling(false); OverlayManager.ShowNewGameOverlay(); break; case ClickedAction.StartGame: GameInit(OverlayManager.GetSelectedLevel()); break; case ClickedAction.FinishGame: this.gameCore.FinishGame(); break; case ClickedAction.ShowCountry: this.gameCore.ShowCountry(); break; case ClickedAction.SkipCountry: this.gameCore.SkipCountry(); break; } }
public void Show(System.Action <PauseMenu> visibleChanged = null) { // Store function pointer onVisibleChanged = visibleChanged; // Unlock the cursor Cursor.lockState = CursorLockMode.None; // Make the game object active pausePanel.SetActive(true); // Stop time Time.timeScale = 0; // Indicate we paused lastClickedAction = ClickedAction.Paused; // Indicate change if (onVisibleChanged != null) { onVisibleChanged(this); } }