void inventoryButton() { if (Time.timeScale > 0.0f) // This just checks if the game is paused { if (inventory.activeSelf) // if inventory is active when the button is pressed { Cursor.lockState = CursorLockMode.Locked; inventory.SetActive(false); //deactivate it in game cam.isCamMovementAllowed = true; // allow camera movement if (playa != null) { playa.menuEnabled(false); } } else //if inventory is not active when button is pressed { Cursor.lockState = CursorLockMode.None; inventory.SetActive(true); //activate it in game cam.isCamMovementAllowed = false; //disallow camera movement EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(firstSelectedSlot); if (playa != null) { playa.menuEnabled(true); } } } }
public void Resume() { Cursor.lockState = CursorLockMode.Locked; infoPanel.SetActive(false); // assert info panel inactive just in case PauseMenuUI.SetActive(false); Time.timeScale = 1f; IsGamePaused = false; if (playa != null) { playa.menuEnabled(false); } if (music != null) { music.Play(); } }