void OnPauseRoutineEnd(bool isPaused, float routineTime) { if (isPaused) { UIManager.ShowUI(mainMenuBasePage, true, true); } else { UIManager.HideUI(mainMenuBasePage); } }
void InitializeCallbacksForUIs(bool isRadial, UIType type, System.Action <GameObject[], object[], Vector2Int> onSubmit) { for (int i = 0; i < currentPaginatedOffsets.Length; i++) { currentPaginatedOffsets[i] = 0; } UIElementHolder uiHolder = Type2UI(type); UIManager.ShowUI(uiHolder, true, !isRadial); uiHolder.onSubmitEvent += onSubmit; // // quick inventory doesnt need alternative inputs, just the one submit // if (type != UIType.QuickInventory) { // } uiHolder.alternativeSubmit += callbackToGetAlternativeSubmit(type); if (!isRadial) { uiHolder.onSelectEvent += OnPaginatedUISelect; } }