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92
Assets/Scripts/PauseMenu.cs
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92
Assets/Scripts/PauseMenu.cs
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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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public class PauseMenu : MonoBehaviour
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{
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[SerializeField] GameObject pauseMenu;
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[SerializeField] GameObject mainPanel;
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[SerializeField] GameObject optionsPanel;
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[SerializeField] GameObject controlsPanel;
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[SerializeField] GameObject creditsPanel;
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[SerializeField] GameObject exitPanel;
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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Pause();
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}
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}
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private void Pause()
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{
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pauseMenu.SetActive(true);
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Time.timeScale = 0;
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}
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public void Resume()
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{
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pauseMenu.SetActive(false);
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Time.timeScale = 1f;
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}
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public void Options()
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{
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optionsPanel.SetActive(true);
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mainPanel.SetActive(false);
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}
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public void Controls()
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{
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controlsPanel.SetActive(true);
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mainPanel.SetActive(false);
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}
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public void Credits()
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{
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creditsPanel.SetActive(true);
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mainPanel.SetActive(false);
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}
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public void Back()
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{
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if (creditsPanel.activeSelf)
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{
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creditsPanel.SetActive(false);
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}
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if (optionsPanel.activeSelf)
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{
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optionsPanel.SetActive(false);
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}
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if (controlsPanel.activeSelf)
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{
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controlsPanel.SetActive(false);
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}
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if (exitPanel.activeSelf)
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{
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exitPanel.SetActive(false);
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}
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mainPanel.SetActive(true);
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}
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public void Exit()
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{
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exitPanel.SetActive(true);
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mainPanel.SetActive(false);
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}
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public void GoToMainMenu()
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{
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//Change scene
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}
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public void ExitGame()
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{
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Application.Quit();
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}
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}
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