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25 results

BackToButton_mobile.cs

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  • Pause_Menue_mobile.cs 2.97 KiB
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI; //andr
    using UnityEngine.SceneManagement;
    using System.IO; //
    using UnityEngine.Video;//streaming
    using UnityEngine.Networking;
    //using static StreamingAssetLoader;
    //using static CheckServer;
    //using static CommunicationEvents;
    using static UIconfig;
    using UnityEngine.EventSystems;
    using static Restart;
    using static SceneSwitcher;
    
    
    
    /*
      https://gamedevbeginner.com/the-right-way-to-pause-the-game-in-unity/#:~:text=The%20most%20convenient%20method%20for%20pausing%20the%20game,will%20return%20the%20game%20to%20its%20normal%20speed.
    */
    
    public class Pause_Menue_mobile : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
    {
    
        //public GameObject myself_GObj;
        public int myUI_ID;
        public int setValueTo;
        public bool ResetLevel;
        public bool checkTimeToStop;
        public bool ResetUI;
        public int switchToScene_ID_;
    
    
    
    
        void Start()
        {
    
        }
    
        private void Update()
        {
            if (checkTimeToStop == true) { 
                setPauseToken();
                //disableGameUI();
            }
        }
    
        public void OnPointerDown(PointerEventData data)
        {
    
        }
    
        public void OnPointerUp(PointerEventData data)
        {
    
            if (ResetUI)
            {
                ContinueGame_BttnPressed();
            }
            if (CheckArray())
            {
                UIconfig.CanvasOnOff_Array[myUI_ID] = setValueTo;
            }
            UIconfig.GamePaused = false;
            ResumeGame();
    
            
    
        }
    
        
        private void ContinueGame_BttnPressed()
        {
            for (int i = 0; i<UIconfig.CanvasOn_afterPM.Length; i++)
            {
                int a = UIconfig.CanvasOn_afterPM[i];
                if ( a>=0 && a< UIconfig.CanvasOnOff_Array.Length)
                {
                    UIconfig.CanvasOnOff_Array[a] = 1;
                }
                
                  
            }
    
    
        }
    
        private bool CheckArray()
        {
            if (myUI_ID >= 0 && myUI_ID < UIconfig.CanvasOnOff_Array.Length)
            {
                return true;
            }
            return false;
        }
    
        private void setPauseToken()
        {
            if (CheckArray())
            {
                if (UIconfig.CanvasOnOff_Array[myUI_ID] == 1)
                {
                    
                    if (CommunicationEvents.CursorVisDefault)
                    {
                        Cursor.visible = true;
                    }
                    else
                    {
                        Cursor.visible = false;
                    }
                    UIconfig.GamePaused = true;
                    PauseGame();
    
    
                }
            }
        }
    
        private void PauseGame()
        {
            Time.timeScale = 0;
        }
        private void ResumeGame()
        {
            Time.timeScale = UIconfig.Game_TimeScale;
            if (ResetLevel)
            {
                Restart resClass = new Restart();
                resClass.LevelReset();
            }
            if (switchToScene_ID_ > 0)
            {
                SceneSwitcher ScSw = new SceneSwitcher();
                ScSw.NowsSwitchToScene(switchToScene_ID_);
    
            }
    
        }
    
    
    
    
    
    
    
    }