public void toggleMenu() { memoryPairing.PlayBackToMenu(); if (menuPanel.activeSelf) { menuPanel.SetActive(false); eventSystem.SetSelectedGameObject(lastselect); } else { //Release cursor Cursor.lockState = CursorLockMode.None; //Change cursor to visible again Cursor.visible = true; menuPanel.SetActive(true); lastselect = eventSystem.currentSelectedGameObject; eventSystem.SetSelectedGameObject(GameObject.Find("Continuar")); } }
// Update is called once per frame void Update() { //Store the selected card if something is selected if (eventSystem.currentSelectedGameObject != null) { lastselect = eventSystem.currentSelectedGameObject; } if (Input.GetKeyDown(KeyCode.RightArrow)) //Moving { MoveRight(); } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { MoveLeft(); } else if (Input.GetKeyDown(KeyCode.UpArrow)) { MoveUp(); } else if (Input.GetKeyDown(KeyCode.DownArrow)) { MoveDown(); } else if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Return)) //Submit { Submit(); } else if (Input.GetMouseButtonDown(0)) //To not bug the selection system { eventSystem.SetSelectedGameObject(lastselect); } else if (Input.GetKeyDown(KeyCode.Q)) //Direct access { Access(0, 0); } else if (Input.GetKeyDown(KeyCode.W)) { Access(0, 1); } else if (Input.GetKeyDown(KeyCode.E)) { Access(0, 2); } else if (Input.GetKeyDown(KeyCode.R)) { Access(0, 3); } else if (Input.GetKeyDown(KeyCode.A)) { Access(1, 0); } else if (Input.GetKeyDown(KeyCode.S)) { Access(1, 1); } else if (Input.GetKeyDown(KeyCode.D)) { Access(1, 2); } else if (Input.GetKeyDown(KeyCode.F)) { Access(1, 3); } else if (Input.GetKeyDown(KeyCode.Z)) { Access(2, 0); } else if (Input.GetKeyDown(KeyCode.X)) { Access(2, 1); } else if (Input.GetKeyDown(KeyCode.C)) { Access(2, 2); } else if (Input.GetKeyDown(KeyCode.V)) { Access(2, 3); } else if (Input.GetKeyDown(KeyCode.J)) { PlayerLocation(); } else if (Input.GetKeyDown(KeyCode.Escape)) { memoryPairing.PlayBackToMenu(); //Release cursor Cursor.lockState = CursorLockMode.None; //Change cursor to visible again Cursor.visible = true; SceneManager.LoadScene(0); } }