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Escape Menu.cs
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80 lines (68 loc) · 1.69 KB
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using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
public class EscapeMenu : MonoBehaviour
{
public InputAction openMenu;
private GameObject menuObject;
private bool isMenuOpened;
private Scene currentScene;
public void Start()
{
menuObject = GameObject.Find("Escape Menu");
menuObject.SetActive(false);
currentScene = SceneManager.GetActiveScene();
// Assign a callback for the "OpenMenu" action.
openMenu.performed += ctx => { OnEsc(ctx); };
}
public void OnEsc(InputAction.CallbackContext context)
{
isMenuOpened = !isMenuOpened;
if (isMenuOpened)
{
DeactivateScene(currentScene);
ActivateMenu();
}
else
{
ActivateScene(currentScene);
DeactivateMenu();
}
}
public void ActivateMenu()
{
menuObject.SetActive(true);
}
public void DeactivateMenu()
{
menuObject.SetActive(false);
}
public void ActivateScene(Scene scene)
{
GameObject[] rootObjects = scene.GetRootGameObjects();
foreach (GameObject obj in rootObjects)
{
obj.SetActive(true);
}
}
public void DeactivateScene(Scene scene)
{
GameObject[] rootObjects = scene.GetRootGameObjects();
foreach (GameObject obj in rootObjects)
{
obj.SetActive(false);
}
}
public void OnUIButtonPress()
{
SceneManager.LoadScene("Core Platforms Menu");
}
public void OnEnable()
{
openMenu.Enable();
}
public void OnDisable()
{
openMenu.Disable();
}
}