Add a pause menu, auto load via bootstrap and correctly show depending on the current scene
This commit is contained in:
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Assets/Prefabs/UI/PauseMenu.prefab
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@@ -1,5 +1,6 @@
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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@@ -81,7 +82,7 @@ namespace Input
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else
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{
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Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to PlayerTouch");
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SetInputMode(InputMode.Game);
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SetInputMode(InputMode.GameAndUI);
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}
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}
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@@ -148,6 +149,11 @@ namespace Input
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/// </summary>
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private void OnTapMovePerformed(InputAction.CallbackContext ctx)
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{
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if (EventSystem.current.IsPointerOverGameObject())
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{
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return;
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}
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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142
Assets/Scripts/UI/PauseMenu.cs
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142
Assets/Scripts/UI/PauseMenu.cs
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@@ -0,0 +1,142 @@
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Input;
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namespace UI
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{
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public class PauseMenu : MonoBehaviour
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{
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[Header("UI References")]
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[SerializeField] private GameObject pauseMenuPanel;
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[SerializeField] private GameObject pauseButton;
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private void Start()
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{
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// Subscribe to scene loaded events
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SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
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// Set initial state based on current scene
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SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
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// Initialize pause menu state
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HidePauseMenu();
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}
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private void OnDestroy()
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{
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// Unsubscribe when destroyed
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel;
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}
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}
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/// <summary>
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/// Sets the pause menu game object active or inactive based on the current level
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/// </summary>
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/// <param name="levelName">The name of the level/scene</param>
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public void SetPauseMenuByLevel(string levelName)
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{
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if (string.IsNullOrEmpty(levelName))
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return;
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bool isMainMenu = levelName.ToLower().Contains("mainmenu");
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gameObject.SetActive(!isMainMenu);
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if(!isMainMenu)
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HidePauseMenu(); // Ensure menu is hidden when switching to a game level
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Debug.Log($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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}
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/// <summary>
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/// Shows the pause menu and hides the pause button. Sets input mode to UI.
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/// </summary>
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public void ShowPauseMenu()
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{
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if (pauseMenuPanel != null)
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pauseMenuPanel.SetActive(true);
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if (pauseButton != null)
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pauseButton.SetActive(false);
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// Change input mode to UI when menu is open
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InputManager.Instance.SetInputMode(InputMode.UI);
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}
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/// <summary>
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/// Hides the pause menu and shows the pause button. Sets input mode to Game.
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/// </summary>
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public void HidePauseMenu()
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{
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if (pauseMenuPanel != null)
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pauseMenuPanel.SetActive(false);
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if (pauseButton != null)
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pauseButton.SetActive(true);
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// Change input mode back to Game when menu is closed
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InputManager.Instance.SetInputMode(InputMode.Game);
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}
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/// <summary>
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/// Resumes the game by hiding the pause menu.
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/// </summary>
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public void ResumeGame()
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{
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HidePauseMenu();
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}
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/// <summary>
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/// Exits to the main menu scene.
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/// </summary>
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public async void ExitToMainMenu()
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{
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
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}
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/// <summary>
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/// Exits the application.
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/// </summary>
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public void ExitGame()
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{
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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||||
#else
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Application.Quit();
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#endif
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}
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/// <summary>
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||||
/// Loads a level based on the selection from a dropdown menu.
|
||||
/// Connect this to a Dropdown's onValueChanged event and pass the selected option text.
|
||||
/// </summary>
|
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/// <param name="levelSelection">The selected level name or identifier from the dropdown</param>
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public async void LoadLevel(int levelSelection)
|
||||
{
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||||
// Hide the pause menu before loading a new level
|
||||
HidePauseMenu();
|
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|
||||
// Replace with the actual scene name as set in Build Settings
|
||||
var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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switch (levelSelection)
|
||||
{
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case 0:
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await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
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break;
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||||
case 1:
|
||||
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
|
||||
break;
|
||||
case 2:
|
||||
await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
|
||||
break;
|
||||
case 3:
|
||||
await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/UI/PauseMenu.cs.meta
Normal file
2
Assets/Scripts/UI/PauseMenu.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb36c2845dc855a4c980ef9dec6ca127
|
||||
Reference in New Issue
Block a user