From eab47305629d96d19626e10b649ba4247d1f55f5 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sat, 23 Dec 2023 21:20:31 +0000 Subject: [PATCH] Added loading screen, moved tilemap generation to coroutine --- Assets/Scripts/PauseMenu.cs | 48 ++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 42 insertions(+), 6 deletions(-) diff --git a/Assets/Scripts/PauseMenu.cs b/Assets/Scripts/PauseMenu.cs index 4888cd0..90c5270 100644 --- a/Assets/Scripts/PauseMenu.cs +++ b/Assets/Scripts/PauseMenu.cs @@ -11,6 +11,15 @@ public GameObject pauseMenuUI; public GameObject settingsMenuUI; + public GameObject pausePanel; + public GameObject saveGameText; + Animator animator; + + private void Awake() + { + animator = GetComponent<Animator>(); + GameIsPaused = false; + } public void OnEscapedPressed(InputAction.CallbackContext context) { @@ -24,34 +33,61 @@ { 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) - pauseMenuUI.SetActive(false); - settingsMenuUI.SetActive(false); + 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); + animator.SetTrigger("GameSaved"); + } + + public void OnSettingsSaveClicked() + { + animator.SetTrigger("GameSettingsSaved"); + } + + public void OnGamedLoaded() + { + animator.SetTrigger("GameLoaded"); + } + public void OnMenuClicked() { -- Gitblit v1.9.3