using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using UnityEngine.InputSystem; using UnityEngine.EventSystems; public class InGameUI : MonoBehaviour{ [SerializeField] Button winDefaultButton = default; [SerializeField] Button loseDefaultButton = default; bool inWinScreen; [SerializeField] PlayerInput playerInput = default; string currentControlScheme; void Update(){ if (playerInput.currentControlScheme != currentControlScheme){ currentControlScheme = playerInput.currentControlScheme; if (currentControlScheme == "Keyboard"){ Cursor.lockState = CursorLockMode.None; EventSystem.current.SetSelectedGameObject(null); }else{ if (inWinScreen){ winDefaultButton.Select(); }else{ loseDefaultButton.Select(); } Cursor.lockState = CursorLockMode.Locked; } } } public void GameOver(bool win){ if (win){ inWinScreen = true; winDefaultButton.Select(); }else{ inWinScreen = false; loseDefaultButton.Select(); } } public void Quit(){ Application.Quit(); } public void Retry(){ Time.timeScale = 1; SceneManager.LoadScene(1); } public void Menu(){ Time.timeScale = 1; SceneManager.LoadScene(0); } public void PlaySound(string sound){ AudioManager.instance.Play(sound); } }