public void Click() { if (OptionMenuClick.isPaused() == false) { SceneManager.LoadSceneAsync("Bridge", LoadSceneMode.Single); } }
public void Click(string sceneToLoad) { if (OptionMenuClick.isPaused() == false) { FindObjectOfType <ShipStats>().origin = ShipStats.Origin.Base; SceneManager.LoadScene(sceneToLoad, LoadSceneMode.Single); } }
private void OnTriggerStay(Collider other) { if (Input.GetAxis("Submit") > 0 && OptionMenuClick.isPaused() == false) { Cursor.visible = true; GameObject.Find("Data").GetComponentInChildren <QuestProgress>().StopTimer(); SceneManager.LoadSceneAsync(sceneToAccessName, LoadSceneMode.Single); } }
public void onClick() { if (inv.activeSelf == false) { OptionMenuClick.PauseGame(); inv.SetActive(true); } else { OptionMenuClick.UnPauseGame(); inv.SetActive(false); } }
/// <summary> /// Use when the user open the in game menu. /// Open the menu, pause the game. Unlock the cursor. /// </summary> public void OnClickMenu() { if (gameObject.activeInHierarchy) { //The Menu is open, so we want to close it gameObject.SetActive(false); OptionMenuClick.UnPauseGame(); } else { //The Menu is close, so we want to open it gameObject.SetActive(true); OptionMenuClick.PauseGame(); } //TODO : Pause game, unlock cursor }
/// <summary> /// Use when the user open the in game inventory. /// </summary> public void OnLaunch() { if (gameObject.activeInHierarchy) { //The inventory is open, so we want to close it //GameObject inv = GameObject.Find ("Inventory"); Tooltip tooltip = gameObject.transform.parent.gameObject.GetComponentInChildren <Tooltip> (); tooltip.Deactivate(); gameObject.SetActive(false); OptionMenuClick.UnPauseGame(); } else { //The inventory is close, so we want to open it gameObject.SetActive(true); OptionMenuClick.PauseGame(); } //TODO : unlock cursor }
public void validate() { OptionMenuClick.UnPauseGame(); gameObject.SetActive(false); }
public void prontBox() { OptionMenuClick.PauseGame(); gameObject.SetActive(true); }