public void UnpauseGame() { isPaused = false; gamePause.Value = false; OnUnpause?.Invoke(); Time.timeScale = 1; }
public override void EnterState() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; GameTime.timeScale = timeScale; OnUnpause?.Invoke(); Background.enabled = false; }
public void Unpause() { if (State == FallingDownGameState.Paused) { m_pauseObjectAnimatorInstance.SetBool("shouldExit", true); State = FallingDownGameState.InGame; OnUnpause?.Invoke(); } }
private void UpdateOnPause() { OnValueChanged?.Invoke(Mathf.Clamp01(_pauseTimer / pauseTime)); if (_pauseTimer.IsDone) { State = SystemState.Cooldown; _pauseTimer = cooldownTime; OnUnpause?.Invoke(); } }
protected void InvokeUnpause(float time) => OnUnpause?.Invoke(time);
private void UnpauseGameplayObjects() { OnUnpause?.Invoke(); }
private void _OnUnpause() { pause = false; OnUnpause?.Invoke(this, EventArgs.Empty); }
public void Unpause() => OnUnpause?.Invoke(CurrentTime);
/// <summary> /// Called on click on continue button /// </summary> public void Unpause() { OnUnpause?.Invoke(); }
public override void Exit() { OnUnpause?.Invoke(); }