public void PauseMenu()
 {
     pauseMenu.SetActive(true);
     mapPreview.SetActive(false);
     Time.timeScale  = 0;
     changeMenuState = ContinueGame;
 }
 public void DeathScreen()
 {
     changeMenuState = null;
     changeMapState  = null;
     deathScreen.SetActive(true);
     //pauseMenu.SetActive(false);
     Time.timeScale = 0;
 }
 public void ContinueGame()
 {
     pauseMenu.SetActive(false);
     mapPreview.SetActive(false);
     Time.timeScale  = 1;
     changeMenuState = PauseMenu;
     changeMapState  = MapPreview;
 }
        public async Task <Menu> ChangeMenuStateAsync(ChangeMenuState model, string sOperator)
        {
            Menu entityMenu = new Menu();

            if (model.Id > 0)
            {
                entityMenu = await _menuRepository.SelectAsync(model.Id);

                if (entityMenu != null)
                {
                    entityMenu = _mapper.Map(model, entityMenu);
                    if (entityMenu.Sname == "菜单管理")
                    {
                        throw new System.Exception("此菜单不能隐藏!");
                    }
                    _menuRepository.Update(entityMenu, sOperator);
                }
            }
            return(entityMenu);
        }
        public async Task <BaseResult> ChangeMenuState(ChangeMenuState model)
        {
            BaseResult baseResult = new BaseResult();

            try
            {
                if (await _menuService.ChangeMenuStateAsync(model, User.Identity.Name) != null)
                {
                    baseResult.Code = 0;
                    baseResult.Msg  = "修改成功!";
                }
                else
                {
                    baseResult.Code = 2;
                    baseResult.Msg  = "修改失败!";
                }
            }
            catch (Exception ex)
            {
                baseResult.Code = 3;
                baseResult.Msg  = ex.Message;
            }
            return(baseResult);
        }
 public void MapPreview()
 {
     mapPreview.SetActive(true);
     Time.timeScale = 0;
     changeMapState = ContinueGame;
 }
 // Start is called before the first frame update
 void Start()
 {
     changeMenuState = PauseMenu;
     changeMapState  = MapPreview;
 }