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+using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.InputSystem; +public class PauseMenu : MonoBehaviour +{ + public GameObject pauseMenuUI; + + Gamepad pad; + + // Variable to keep track of the game's pause state + private bool isPaused = false; + private void Start() + { + if (pauseMenuUI.activeSelf) + pauseMenuUI.SetActive(false); + + } + void Update() + { + for (int i = 0; i < Gamepad.all.Count; i++) + Gamepad.all.ElementAtOrDefault(i); + + + // Check if the Escape key is pressed + if (Input.GetKeyDown(KeyCode.Escape) || PlayerInput.c) + { + if (isPaused) + { + ResumeGame(); + } + else + { + PauseGame(); + } + } + } + + // Method to resume the game + public void ResumeGame() + { + // Hide the pause menu + pauseMenuUI.SetActive(false); + + // Set the time scale to 1 to resume normal gameplay + Time.timeScale = 1f; + + // Update the pause state + isPaused = false; + } + + // Method to pause the game + public void PauseGame() + { + // Show the pause menu + pauseMenuUI.SetActive(true); + + // Set the time scale to 0 to pause the game + Time.timeScale = 0f; + + // Update the pause state + isPaused = true; + } +} diff --git a/Assets/Scripts/UI/PauseMenu.cs.meta b/Assets/Scripts/UI/PauseMenu.cs.meta new file mode 100644 index 0000000..eb39398 --- /dev/null +++ b/Assets/Scripts/UI/PauseMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3c20bad5f6ef76d429d398dfba893d40 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: