public void Update() { if (canvas.worldCamera == null) { TrinusUI.assignUICamera(canvas, trinusProcessor.getUICamera()); if (trinusProcessor.shouldScaleUI()) { transform.localScale = new Vector3(transform.localScale.x / 2, transform.localScale.y, transform.localScale.z); } } if (Input.GetButtonDown("Cancel")) //in game mode, pause by pressing ESC { switch (state) { case STATE.GAME: pause(true); break; case STATE.PAUSE: pause(false); break; } } //when Trinus is running in VR mode, standard cursor won't work so we enable and update Trinus cursor if (state == STATE.PAUSE) { TrinusUI.updateTrinusCursor(); } }
// Update is called once per frame void Update() { if (canvas != null && canvas.worldCamera == null) { TrinusUI.assignUICamera(canvas, trinusProcessor.getUICamera()); } if (Input.GetButtonDown("Cancel")) //in game mode, pause by pressing ESC //if (trinusUI.getCurrentPage() == TrinusUI.UI_PAGE.GAME) { switch (trinusUI.getCurrentPage()) { case TrinusUI.UI_PAGE.GAME: Time.timeScale = 0; trinusUI.openSettings(); break; case TrinusUI.UI_PAGE.SETTINGS: trinusEventSettingsFinished(); break; case TrinusUI.UI_PAGE.CONNECTION_WAIT: trinusUI.restartConnection(); break; } } }
// Update is called once per frame void Update() { if (canvas.worldCamera == null) { TrinusUI.assignUICamera(canvas, trinusProcessor.getUICamera()); } if (Input.GetButtonDown("Cancel")) //in game mode, pause by pressing ESC { quit(); } }
public void Awake() { trinusProcessor = GameObject.Find("TrinusManager").GetComponent <TrinusProcessor> (); GameObject tc = GameObject.Find("TrinusUI"); if (tc != null) { TrinusUI tui = tc.GetComponent <TrinusUI> (); //these can be set from the Editor, just putting them here for a quick set up tui.connectedEvent.AddListener(() => this.trinusEventConnected()); //we can display the game UI once Trinus is ready tui.disconnectedEvent.AddListener(() => this.trinusEventDisconnected()); //on disconnect, let's go back to main menu tui.finishedSettingsEvent.AddListener(() => this.trinusEventSettingsFinished()); //show the game pause settings UI when closing the Trinus settings UI } canvas = GetComponent <Canvas> (); transform.Find("InitialUI").gameObject.SetActive(true); }
//your standard game pause public void pause(bool pause) { if (pause) { Time.timeScale = 0; transform.Find("PauseUI").gameObject.SetActive(true); state = STATE.PAUSE; Cursor.lockState = CursorLockMode.None; } else { TrinusUI.setTrinusCursor(false); Time.timeScale = 1; transform.Find("PauseUI").gameObject.SetActive(false); state = STATE.GAME; Cursor.lockState = CursorLockMode.Confined; } }
void Awake() { trinusUI = GameObject.Find("TrinusUI").GetComponent <TrinusUI>(); trinusUI.finishedSettingsEvent.AddListener(() => this.trinusEventSettingsFinished()); //show the game pause settings UI when closing the Trinus settings UI trinusUI.exitEvent.AddListener(() => this.quit()); //show the game pause settings UI when closing the Trinus settings UI }