private void HandleEscapeInput() { //Get the selected layer's index. int selectedLayerIndex = GetSelectedLayerIndex(); //Check if the UI manager controls the pause manager. if (controlsGamePause) { //Check if the game is paused. if (pause.isPaused) { //If the selected layer is not the base layer, descend one layer. if (selectedLayerIndex > 0) { AudioManager.Instance.PlayUISound(submitSound, submitVolume); MoveToPreviousLayer(); return; } //If the selected layer is the base layer, continue the game. else if (selectedLayerIndex == 0) { pause.ContinueGame(); return; } } //Check if the game is not paused. else { //Prevent game from being paused after player died. if (PlayerManager.Instance.isDead && levelManager.isLoading) { return; } //Pause the game and move to base layer. pause.PauseGame(); MoveToLayer(0); } } //The UI manager doesn't control the pause manager. else { //If the selected layer is not the base layer, descend one layer. if (selectedLayerIndex > 0) { AudioManager.Instance.PlayUISound(submitSound, submitVolume); MoveToPreviousLayer(); return; } } }
private void HideExitScreen() { PauseManager.ContinueGame(); ExitScreen.SetActive(false); _exitScreenIsVisible = false; }