//It tooks us from Option to Pause panel. public void OptionToPause() { optionPanel.SetActive(false); pausePanel.SetActive(true); EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(GameObject.Find("ResumeButton")); ConfigSaveSystem.Save(); }
//It tooks us from Option to Menu panel. public void OptionToMenu() { ConfigSaveSystem.Save(); optionPanel.SetActive(false); menuPanel.SetActive(true); EventSystem.current.SetSelectedGameObject(null); EventSystem.current.SetSelectedGameObject(GameObject.Find("OptionButton")); }
//Pausing the menu, the time will be setted to 1 and the player can move again. public void Unpause() { unpauseClip.Play(); pausePanel.gameObject.SetActive(false); optionPanel.gameObject.SetActive(false); controlsPanel.gameObject.SetActive(false); Time.timeScale = 1f; Messenger <bool> .Broadcast(GlobalVariables.ENABLE_INPUT, true); Messenger <bool> .Broadcast(GlobalVariables.TOGGLE_AUDIO_ON_OFF, true, MessengerMode.DONT_REQUIRE_LISTENER); GlobalVariables.isPaused = false; ConfigSaveSystem.Save(); // save configs because the player could modify volumes Cursor.visible = false; }
private void Start() { //Load the config file. ConfigSaveSystem.Load(); Cursor.visible = true; //Set the values of the sliders basing on the values volume of the enitre. (Thomas) soundSlider.value = GlobalVariables.SoundVolume; musicSlider.value = GlobalVariables.MusicVolume; //If a save file doesn't exists, the Load Button will be interactable. (Thomas) if (!File.Exists(Application.dataPath + "/player.txt")) { loadGameButton.interactable = false; } }