public static void TogglePause()
 {
     if (PauseState.IsPaused)
     {
         PauseState.Unpause();
     }
     else
     {
         PauseState.Pause();
     }
 }
    //$TODO - Figure out best way to implement the actual management screen, this is placeholder
    public static void LoadBoatManagementScreen(
        Floatilla floatilla,
        FloatillaControls normalFloatillaControls)
    {
        PauseState.Pause();

        // Pass control over to the Ship Management Controls
        normalFloatillaControls.GetComponent <PlayerInput>().SwitchCurrentActionMap("UI");

        //$TEMP - There was another idea I had to load a new scene, not sure if that's going to work the way I want.
        //SceneManager.LoadScene("Scenes/ShipManagement", LoadSceneMode.Additive);

        //var shipManagementScene = SceneManager.GetSceneByName("ShipManagement");

        // Marshall the Floatilla into the new scene
        //SceneManager.MoveGameObjectToScene(floatilla.gameObject, shipManagementScene);
    }
 public void TriggerGameOver()
 {
     this.gameObject.SetActive(true);
     PauseState.Pause();
 }
 public override void OnRaised()
 {
     PauseState.Pause();
 }