83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
/*
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zlib License
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跳出一方天地 (C) 2022-2023 Lucas
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class GamePauseController : MonoBehaviour
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{
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// Start is called before the first frame update
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private bool pauseState = false;
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private GameObject pauseMenuInstance = null;
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private AudioSource audioSource;
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private void Start()
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{
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pauseMenuInstance = GameObject.FindGameObjectWithTag("PauseMenu");
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pauseMenuInstance.SetActive(false);
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// Get Music Component
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audioSource = GetComponent<AudioSource>();
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}
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// Add: For Keyboard Users use "ESC" To Pause
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private void Update()
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{
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if (Input.GetKey(KeyCode.Escape) || Input.GetKeyUp(KeyCode.Escape))
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{
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OnPauseTriggered();
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}
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}
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public void OnPauseTriggered()
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{
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pauseState = true; SetPauseState();
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pauseMenuInstance.SetActive(true);
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audioSource.Pause();
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}
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private void SetPauseState() => Time.timeScale = pauseState ? 0 : 1;
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public void OnResumeButtonTriggered()
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{
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pauseMenuInstance.SetActive(false);
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pauseState = false;
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audioSource.Play();
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SetPauseState();
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}
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public void OnRestartButtonTriggered()
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{
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SceneManager.LoadScene("MainScene");
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pauseState = false;
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SetPauseState();
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}
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public void OnMainMenuButtonTriggered()
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{
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SceneManager.LoadScene("StartupScene");
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pauseState = false;
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SetPauseState();
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}
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}
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