| | |
| | | { |
| | | if (resume) |
| | | { |
| | | Resume(); |
| | | ResumeWithMenu(); |
| | | } |
| | | else |
| | | { |
| | | Pause(); |
| | | PauseWithMenu(); |
| | | } |
| | | } |
| | | |
| | | private void Resume() |
| | | private void ResumeWithMenu() |
| | | { |
| | | // TODO make it dynamic (whichever UI is activ set it to falsen when unpaused) |
| | | pausePanel.SetActive(false); |
| | | Resume(); |
| | | } |
| | | public void Resume() |
| | | { |
| | | Time.timeScale = 1f; |
| | | GameIsPaused = false; |
| | | } |
| | | |
| | | private void Pause() |
| | | private void PauseWithMenu() |
| | | { |
| | | settingsMenuUI.SetActive(false); |
| | | pauseMenuUI.SetActive(true); |
| | | pausePanel.SetActive(true); |
| | | Pause(); |
| | | } |
| | | public void Pause() |
| | | { |
| | | Time.timeScale = 0f; |
| | | GameIsPaused = true; |
| | | } |
| | | |
| | | public void OnResumeClicked() |
| | | { |
| | | Resume(); |
| | |
| | | public void OnGameSaveClicked() |
| | | { |
| | | PlayerController playerController = GameObject.Find("Player").GetComponent<PlayerController>(); |
| | | SaveSystem.SavePlayer(playerController); |
| | | SaveSystem.SavePlayer(new SaveDataPlayer(playerController)); |
| | | GameManager gameManager= GameObject.Find("GameManager").GetComponent<GameManager>(); |
| | | SaveSystem.SaveMapState(new SaveDataMap(gameManager.destroyedTiles, gameManager.generateTileMap.seed.Value)); |
| | | animator.SetTrigger("GameSaved"); |
| | | } |
| | | |