pausemenu + build

Main_Menu
Balex123 2 years ago
parent 5ec5fb1a5e
commit 451fbd7ce1

@ -80,6 +80,15 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Escape"",
""type"": ""Button"",
""id"": ""9bbda6c2-543d-457c-8361-e76b4d64877f"",
""expectedControlType"": ""Button"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@ -192,6 +201,17 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
""action"": ""attack"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""5753ac26-8ca2-4cda-8164-176dcf1fb9c5"",
""path"": ""<Keyboard>/escape"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Escape"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
@ -206,6 +226,7 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
m_Movement_Nextweapon = m_Movement.FindAction("Next weapon", throwIfNotFound: true);
m_Movement_Lastweapon = m_Movement.FindAction("Last weapon", throwIfNotFound: true);
m_Movement_attack = m_Movement.FindAction("attack", throwIfNotFound: true);
m_Movement_Escape = m_Movement.FindAction("Escape", throwIfNotFound: true);
}
public void Dispose()
@ -271,6 +292,7 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
private readonly InputAction m_Movement_Nextweapon;
private readonly InputAction m_Movement_Lastweapon;
private readonly InputAction m_Movement_attack;
private readonly InputAction m_Movement_Escape;
public struct MovementActions
{
private @Inputs m_Wrapper;
@ -281,6 +303,7 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
public InputAction @Nextweapon => m_Wrapper.m_Movement_Nextweapon;
public InputAction @Lastweapon => m_Wrapper.m_Movement_Lastweapon;
public InputAction @attack => m_Wrapper.m_Movement_attack;
public InputAction @Escape => m_Wrapper.m_Movement_Escape;
public InputActionMap Get() { return m_Wrapper.m_Movement; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
@ -308,6 +331,9 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
@attack.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
@attack.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
@attack.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnAttack;
@Escape.started -= m_Wrapper.m_MovementActionsCallbackInterface.OnEscape;
@Escape.performed -= m_Wrapper.m_MovementActionsCallbackInterface.OnEscape;
@Escape.canceled -= m_Wrapper.m_MovementActionsCallbackInterface.OnEscape;
}
m_Wrapper.m_MovementActionsCallbackInterface = instance;
if (instance != null)
@ -330,6 +356,9 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
@attack.started += instance.OnAttack;
@attack.performed += instance.OnAttack;
@attack.canceled += instance.OnAttack;
@Escape.started += instance.OnEscape;
@Escape.performed += instance.OnEscape;
@Escape.canceled += instance.OnEscape;
}
}
}
@ -342,5 +371,6 @@ public partial class @Inputs : IInputActionCollection2, IDisposable
void OnNextweapon(InputAction.CallbackContext context);
void OnLastweapon(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
void OnEscape(InputAction.CallbackContext context);
}
}

@ -58,6 +58,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Escape",
"type": "Button",
"id": "9bbda6c2-543d-457c-8361-e76b4d64877f",
"expectedControlType": "Button",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@ -170,6 +179,17 @@
"action": "attack",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "5753ac26-8ca2-4cda-8164-176dcf1fb9c5",
"path": "<Keyboard>/escape",
"interactions": "",
"processors": "",
"groups": "",
"action": "Escape",
"isComposite": false,
"isPartOfComposite": false
}
]
}

@ -0,0 +1,28 @@
using UnityEngine;
using System.Collections;
using UnityEngine.InputSystem;
public class PauseMenu : MonoBehaviour
{
public GameObject pauseMenu;
private bool paused = false;
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
paused = !paused;
}
if (paused)
{
pauseMenu.SetActive(true);
Time.timeScale = 0;
}
else
{
pauseMenu.SetActive(false);
Time.timeScale = 1;
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
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{
public string sceneName;
public void ChangeScene()
{
SceneManager.LoadScene(sceneName);
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