SanAndreasUnity/Assets/Scripts/UI/PauseMenu.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Behaviours;
using System.Linq;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.UI {
public class PauseMenu : MonoBehaviour {
public static PauseMenu Instance { get; private set; }
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private static bool s_isOpened = false;
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public static bool IsOpened
{
get {
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return s_isOpened;
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}
set {
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if (s_isOpened == value)
return;
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s_isOpened = value;
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Instance.canvas.enabled = s_isOpened;
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}
}
public MenuBar menuBar;
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public Color openedWindowTextColor = Color.green;
public Color ClosedWindowTextColor => this.menuBar.DefaultMenuEntryTextColor;
public Canvas canvas;
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void Awake () {
if (null == Instance)
Instance = this;
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}
void Start () {
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this.menuBar.RegisterMenuEntry("Resume", int.MinValue, () => IsOpened = false);
this.menuBar.RegisterMenuEntry("Exit", int.MaxValue, () => GameManager.ExitApplication());
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this.canvas.enabled = IsOpened;
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}
public static PauseMenuWindow[] GetAllWindows() {
return FindObjectsOfType<PauseMenuWindow> ();
}
void Update () {
// toggle pause menu
if (Loader.HasLoaded && Input.GetButtonDown ("Start")) {
if (IsOpened) {
// if there is a modal window, close it, otherwise close pause menu
var window = GetAllWindows ().FirstOrDefault (w => w.IsOpened && w.IsModal);
if (window != null) {
window.IsOpened = false;
} else {
IsOpened = !IsOpened;
}
} else {
IsOpened = !IsOpened;
}
}
// if (IsOpened && Input.GetKeyDown(KeyCode.M))
// IsOpened = false;
// if (MiniMap.toggleMap && Input.GetKeyDown(KeyCode.Escape))
// MiniMap.toggleMap = false;
// bool isConsoleStateChanged = Console.Instance.m_openKey != Console.Instance.m_closeKey ?
// Input.GetKeyDown(Console.Instance.m_openKey) || Input.GetKeyDown(Console.Instance.m_closeKey) :
// Input.GetKeyDown(Console.Instance.m_openKey);
//
// if (m_playerController != null) {
// // WTF is this ?!
//
// // Fixed: If Escape is pressed, map isn't available
// if (!IsOpened && (Input.GetKeyDown (KeyCode.Escape) || isConsoleStateChanged || Input.GetKeyDown (KeyCode.F1) || (m_playerController.CursorLocked && Input.GetKeyDown (KeyCode.M))))
// m_playerController.ChangeCursorState (!m_playerController.CursorLocked);
// }
// update cursor lock state and visibility
if (Loader.HasLoaded)
{
if (UIManager.Instance.UseTouchInput)
{
// unlock the cursor
GameManager.ChangeCursorState (false, false);
// make it visible while pause menu is opened
Cursor.visible = IsOpened;
}
else
{
bool shouldBeLocked = !IsOpened;
if (GameManager.CursorLocked != shouldBeLocked)
GameManager.ChangeCursorState (shouldBeLocked);
}
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}
}
}
}