Added Pause Script + UI

(UI script set up confusingly so I was forced to make it a seperate script)
This commit is contained in:
JamieLeveridge 2021-11-07 16:21:56 +00:00
parent defcc0a7a8
commit f3ef2d4c94
5 changed files with 1102 additions and 743 deletions

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PauseMenu : MonoBehaviour
{
public GameObject pausePanel;
private bool paused = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if(paused == true)
{
unpauseGame();
}
else
{
pauseGame();
}
}
}
void pauseGame()
{
paused = true;
pausePanel.SetActive(true);
Time.timeScale = 0;
}
void unpauseGame()
{
paused = false;
pausePanel.SetActive(false);
Time.timeScale = 1;
}
}

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@ -0,0 +1,11 @@
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@ -6,7 +6,7 @@ using UnityEngine.UI;
[AddComponentMenu("")]
public class UIScript : MonoBehaviour
{
[Header("Configuration")]
[Header("Configuration")]
public Players numberOfPlayers = Players.OnePlayer;
public GameType gameType = GameType.Score;
@ -23,6 +23,7 @@ public class UIScript : MonoBehaviour
public GameObject statsPanel, gameOverPanel, winPanel;
public Transform inventory;
public GameObject resourceItemPrefab;
// Internal variables to keep track of score, health, and resources, win state
@ -59,8 +60,8 @@ public class UIScript : MonoBehaviour
}
}
//version of the one below with one parameter to be able to connect UnityEvents
public void AddOnePoint(int playerNumber)
//version of the one below with one parameter to be able to connect UnityEvents
public void AddOnePoint(int playerNumber)
{
AddPoints(playerNumber, 1);
}

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@ -1,10 +1,18 @@
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