public void OnItemsClick() { currentState = PauseMenuStates.ItemMenu; itemPanel.SetActive(true); item0.Select(); item0.OnSelect(null); }
public void OnNevermindClick() { currentState = PauseMenuStates.SelectMenu; menuOptions.SetActive(true); resumeButton.Select(); resumeButton.OnSelect(null); }
public void OnResumeClick() { currentState = PauseMenuStates.NoMenu; this.GetComponent <AudioSource>().clip = unpause; this.GetComponent <AudioSource>().Play(); GameControl.control.Unpause(); }
void UnPause() { state = PauseMenuStates.Unpaused; transition.UnPause(); Time.timeScale = 1f; cursorManager.SetCursorToCrosshair(); }
void Pause() { state = PauseMenuStates.PauseMain; transition.Pause(); Time.timeScale = 0f; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; }
void UnPause() { state = PauseMenuStates.Unpaused; transition.UnPause(); Time.timeScale = 1f; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
public void OnQuitClick() { currentState = PauseMenuStates.QuitPanel; quitPanel.SetActive(true); desktopButton.Select(); desktopButton.OnSelect(null); Destroy(GameObject.Find("player(Clone)")); }
public void Pause() { sfxManager.SpawnUI_1_Click(); state = PauseMenuStates.PauseMain; transition.Pause(); Time.timeScale = 0f; cursorManager.SetCursorToNormalArrow(); }
void OptionsToPauseMain() { state = PauseMenuStates.PauseMain; transition.OptionsToPauseMain(); }
void PauseMainToOptions() { state = PauseMenuStates.OptionsMenu; transition.PauseMainToOptions(); }
// Update is called once per frame void Update() { switch (currentState) { case PauseMenuStates.NoMenu: statusPanel.SetActive(false); menuOptions.SetActive(false); playerPanel.SetActive(false); pausedPanel.SetActive(false); moneyPanel.SetActive(false); itemPanel.SetActive(false); quitPanel.SetActive(false); break; case PauseMenuStates.SelectMenu: statusPanel.SetActive(true); SetVisibleLens(); menuOptions.SetActive(true); playerPanel.SetActive(true); SetPlayerName(); SetHP(); SetPlaytime(); pausedPanel.SetActive(true); moneyPanel.SetActive(true); SetMoney(); itemPanel.SetActive(false); quitPanel.SetActive(false); break; case PauseMenuStates.ItemMenu: statusPanel.SetActive(false); menuOptions.SetActive(true); playerPanel.SetActive(true); SetPlayerName(); SetHP(); SetPlaytime(); pausedPanel.SetActive(true); moneyPanel.SetActive(true); SetMoney(); itemPanel.SetActive(true); quitPanel.SetActive(false); break; case PauseMenuStates.QuitPanel: statusPanel.SetActive(false); menuOptions.SetActive(false); playerPanel.SetActive(false); pausedPanel.SetActive(false); moneyPanel.SetActive(false); itemPanel.SetActive(false); quitPanel.SetActive(true); break; } if (Input.GetButtonDown("Pause") && !GameControl.control.frozen) { switch (currentState) { case PauseMenuStates.NoMenu: if (!GameControl.control.frozen) { this.GetComponent <AudioSource>().clip = pause; this.GetComponent <AudioSource>().Play(); GameControl.control.Pause(); menuOptions.SetActive(true); resumeButton.Select(); resumeButton.OnSelect(null); currentState = PauseMenuStates.SelectMenu; } break; default: this.GetComponent <AudioSource>().clip = unpause; this.GetComponent <AudioSource>().Play(); GameControl.control.Unpause(); currentState = PauseMenuStates.NoMenu; break; } } if (Input.GetButtonDown("Cancel")) { switch (currentState) { case PauseMenuStates.SelectMenu: GameControl.control.Unpause(); this.GetComponent <AudioSource>().clip = unpause; this.GetComponent <AudioSource>().Play(); currentState = PauseMenuStates.NoMenu; break; case PauseMenuStates.ItemMenu: currentState = PauseMenuStates.SelectMenu; resumeButton.Select(); resumeButton.OnSelect(null); break; case PauseMenuStates.QuitPanel: menuOptions.SetActive(true); resumeButton.Select(); resumeButton.OnSelect(null); currentState = PauseMenuStates.SelectMenu; break; } } }
// Use this for initialization void Awake() { SceneManager.sceneLoaded += OnSceneLoaded; currentState = PauseMenuStates.NoMenu; }
public void OnMainMenuClick() { currentState = PauseMenuStates.NoMenu; SceneManager.LoadScene("MainMenu", LoadSceneMode.Single); }