PauseMenu.cs 1.8 KB

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  1. using UnityEngine;
  2. using UnityEngine.EventSystems;
  3. using UnityEngine.SceneManagement;
  4. public class PauseMenu : MonoBehaviour
  5. {
  6. public static bool GameIsPaused = false;
  7. public GameObject PauseMenuUI;
  8. public GameManager gameManager;
  9. public GameObject ResumeButton;
  10. private bool isLoading = true;
  11. void Update()
  12. {
  13. if(isLoading == false)
  14. {
  15. if (Input.GetKeyDown(KeyCode.Escape))
  16. {
  17. if (GameIsPaused)
  18. {
  19. Resume();
  20. }
  21. else
  22. {
  23. Pause();
  24. }
  25. }
  26. }
  27. }
  28. public void MainMenu()
  29. {
  30. SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);
  31. }
  32. public void QuitGame()
  33. {
  34. Debug.Log("Quit Game");
  35. Application.Quit();
  36. }
  37. public void Resume()
  38. {
  39. PauseMenuUI.SetActive(false);
  40. Time.timeScale = 1;
  41. GameIsPaused = false;
  42. EventSystem.current.SetSelectedGameObject(null);
  43. Cursor.lockState = CursorLockMode.Locked;
  44. Cursor.visible = false;
  45. }
  46. void Pause()
  47. {
  48. PauseMenuUI.SetActive(true);
  49. Time.timeScale = 0;
  50. GameIsPaused = true;
  51. EventSystem.current.SetSelectedGameObject(null);
  52. EventSystem.current.SetSelectedGameObject(ResumeButton);
  53. Cursor.lockState = CursorLockMode.None;
  54. Cursor.visible = true;
  55. }
  56. public void SaveGame()
  57. {
  58. Debug.Log("Save Game");
  59. SaveSystem.SaveGame(gameManager);
  60. }
  61. public void LoadGame()
  62. {
  63. Debug.Log("Load Game");
  64. GameData data = SaveSystem.LoadGame();
  65. }
  66. public void SetIsLoading(bool isLoading)
  67. {
  68. this.isLoading = isLoading;
  69. }
  70. }