internal void Pause(int currentPausePointIndex) { pauseController.Pause(); this.currentPausePointIndex = currentPausePointIndex; buttonAddsPoint = false; PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(nameof(AddRemovePointButtonText))); }
// Update is called once per frame void Update() { // Pause when the player click "Cancel" (by default, Esc) if (Input.GetButtonDown("Cancel") && !gameOver) { paused = !paused; pause.Pause(); } //made only to call the gameover if (Input.GetKeyDown(KeyCode.Q) && !gameOver) { GameOver(); } // Where the games go, only can call if isn't paused and isn't gameover if (!paused && !gameOver) { // do everythings here if (Input.GetKeyDown(KeyCode.E)) { score.AddScore(0); } } }
public IEnumerator PauseOnStart() { //If we've disabled pause, we need to reenable it so we can pause for stream sync if (Plugin.DisablePause) { //We know pausecontroller will be guaranteed true here since we've already waited for it when disabling pause var guaranteedPauseController = pauseController; guaranteedPauseController.canPauseEvent -= AntiPause.HandlePauseControllerCanPause_AlwaysFalse; guaranteedPauseController.canPauseEvent += standardLevelGameplayManager.HandlePauseControllerCanPause; } else { yield return(new WaitUntil(() => standardLevelGameplayManager.GetField <StandardLevelGameplayManager.GameState>("_gameState") == StandardLevelGameplayManager.GameState.Playing)); yield return(new WaitUntil(() => standardLevelGameplayManager.GetField <PauseController>("_pauseController").GetProperty <bool>("canPause"))); } //Prevent players from unpausing with their menu buttons pauseMenuManager.didPressContinueButtonEvent -= pauseController.HandlePauseMenuManagerDidPressContinueButton; pauseController.Pause(); //Wait for the pauseMenuManager to have started and set the pause menu text //The text we're checking for is the default text for that field yield return(new WaitUntil(() => pauseMenuManager.GetField <TextMeshProUGUI>("_levelNameText").text != @"Super Long Song Name\n<size=80%>ft great artist</size>")); pauseMenuManager.GetField <Button>("_restartButton").gameObject.SetActive(false); pauseMenuManager.GetField <Button>("_continueButton").gameObject.SetActive(false); pauseMenuManager.GetField <Button>("_backButton").gameObject.SetActive(false); pauseMenuManager.GetField <TextMeshProUGUI>("_beatmapDifficultyText").gameObject.SetActive(false); oldLevelText = pauseMenuManager.GetField <TextMeshProUGUI>("_levelNameText").text; pauseMenuManager.GetField <TextMeshProUGUI>("_levelNameText").text = "Please wait!\n<size=80%>Setting up synchronized streams!</size>"; }
public void Tick() { if (Input.GetKeyDown(_exitCode)) { _pauseController.HandlePauseMenuManagerDidPressMenuButton(); return; } if (Input.GetKeyDown(_restartCode)) { _pauseController.HandlePauseMenuManagerDidPressRestartButton(); return; } if (Input.GetKeyDown(_pauseToggleCode)) { if (_isPaused) { _pauseController.HandlePauseMenuManagerDidPressContinueButton(); } else { _pauseController.Pause(); } return; } }
private void Pause() { Plugin.Log.Debug("Pausing..."); activePause = false; isPaused = true; PauseController.Pause(); }
public override void DrawMe() { if (PauseButton.IsClicked()) { _maestro.PlayOneShot(ButtonSound); _controller.Pause(); } }
private IEnumerator GameOver() { deathMenu.SetActive(true); mainMenu.SetActive(false); yield return(new WaitForSeconds(2f)); PauseController.Pause(); }
private void Pause() { pauseController.Pause(); onPausePressed -= Pause; onPausePressed += Resume; onQuitPressed += Quit; onRestartPressed += Restart; }
private void Update() { Time.timeScale = timeFactor; if (Input.GetKeyDown(KeyCode.Space)) { pauseController.Pause(); } }
private void Show() { e_panel = PANEL.show; ShowPanel(); if (doPauseGame) { return; } PauseController.Pause(); }
public void PauseSwitch() { if (PauseController.is_paused) { PauseController.Resume(); } else { PauseController.Pause(); } }
public override void Interact() { if (PlayerCurrentState.CurrentPlayerState != PlayerState.Reading) { PlayerCurrentState.CurrentPlayerState = PlayerState.Reading; Read(); base.Interact(); } else { PlayerCurrentState.CurrentPlayerState = PlayerState.None; OnCancelRead?.Invoke(); } PauseController.Pause(); }
// Update is called once per frame void Update() { if (createMap.NumberOfGrass == 0 && canLose.IsFinished) { GameOver(); } // Pause when the player click "Cancel" (by default, Esc) if (Input.GetButtonDown("Cancel") && !gameOver) { paused = !paused; pause.Pause(); } // Where the games go, only can call if isn't paused and isn't gameover if (!paused && !gameOver) { horizontalMove = Input.GetAxisRaw("Horizontal"); verticalMove = Input.GetAxisRaw("Vertical"); } }
public IEnumerator PauseOnStart() { //If we've disabled pause, we need to reenable it so we can pause for stream sync if (Plugin.DisablePause) { //We know pausecontroller will be guaranteed true here since we've already waited for it when disabling pause var guaranteedPauseController = pauseController; guaranteedPauseController.canPauseEvent -= AntiPause.HandlePauseControllerCanPause_AlwaysFalse; guaranteedPauseController.canPauseEvent += standardLevelGameplayManager.HandlePauseControllerCanPause; } else { yield return(new WaitUntil(() => standardLevelGameplayManager.GetField <StandardLevelGameplayManager.GameState>("_gameState") == StandardLevelGameplayManager.GameState.Playing)); yield return(new WaitUntil(() => standardLevelGameplayManager.GetField <PauseController>("_pauseController").GetProperty <bool>("canPause"))); } //Prevent players from unpausing with their menu buttons pauseMenuManager.didPressContinueButtonEvent -= pauseController.HandlePauseMenuManagerDidPressContinueButton; pauseController.Pause(); var levelBar = pauseMenuManager.GetField <LevelBar>("_levelBar"); //Wait for the pauseMenuManager to have started and set the pause menu text //The text we're checking for is the default text for that field yield return(new WaitUntil(() => levelBar.GetField <TextMeshProUGUI>("_songNameText").text != "!Not Defined!")); pauseMenuManager.GetField <Button>("_restartButton").gameObject.SetActive(false); pauseMenuManager.GetField <Button>("_continueButton").gameObject.SetActive(false); pauseMenuManager.GetField <Button>("_backButton").gameObject.SetActive(false); levelBar.hide = false; levelBar.GetField <TextMeshProUGUI>("_difficultyText").gameObject.SetActive(false); oldLevelText = levelBar.GetField <TextMeshProUGUI>("_songNameText").text; oldAuthorText = levelBar.GetField <TextMeshProUGUI>("_authorNameText").text; levelBar.GetField <TextMeshProUGUI>("_songNameText").text = "请稍等"; levelBar.GetField <TextMeshProUGUI>("_authorNameText").text = "正在同步直播信号"; }