Introduce input modes and Pause Menu (#8)
- Add input mode switching to the Input Manager - Automatically set input mode on scene load - UI for MainMenu and GameAndUI for other scenes - Add PauseMenu prefab, auto-loaded via the boostrap system - Automatically control PauseMenu visibility based on current scene Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com> Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Reviewed-on: #8
This commit is contained in:
@@ -1,175 +1,240 @@
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using UnityEngine;
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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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/// <summary>
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/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
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/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
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/// </summary>
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public class InputManager : MonoBehaviour
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namespace Input
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{
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private static InputManager _instance;
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private static bool _isQuitting = false;
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public static InputManager Instance
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public enum InputMode
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{
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get
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Game,
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UI,
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GameAndUI,
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InputDisabled
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}
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/// <summary>
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/// Handles input events and dispatches them to the appropriate ITouchInputConsumer.
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/// Supports tap and hold/drag logic, with interactable delegation and debug logging.
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/// </summary>
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public class InputManager : MonoBehaviour
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{
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private const string UiActions = "UI";
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private const string GameActions = "PlayerTouch";
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private static InputManager _instance;
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private static bool _isQuitting = false;
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public static InputManager Instance
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{
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if (_instance == null && Application.isPlaying && !_isQuitting)
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get
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{
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_instance = FindAnyObjectByType<InputManager>();
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if (_instance == null)
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if (_instance == null && Application.isPlaying && !_isQuitting)
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{
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var go = new GameObject("InputManager");
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_instance = go.AddComponent<InputManager>();
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// DontDestroyOnLoad(go);
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_instance = FindAnyObjectByType<InputManager>();
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if (_instance == null)
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{
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var go = new GameObject("InputManager");
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_instance = go.AddComponent<InputManager>();
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// DontDestroyOnLoad(go);
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}
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}
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return _instance;
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}
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return _instance;
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}
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}
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private PlayerInput playerInput;
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private InputAction tapMoveAction;
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private InputAction holdMoveAction;
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private InputAction positionAction;
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private ITouchInputConsumer defaultConsumer;
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private bool isHoldActive;
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private PlayerInput playerInput;
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private InputAction tapMoveAction;
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private InputAction holdMoveAction;
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private InputAction positionAction;
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private ITouchInputConsumer defaultConsumer;
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private bool isHoldActive;
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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playerInput = GetComponent<PlayerInput>();
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if (playerInput == null)
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void Awake()
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{
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Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
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return;
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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playerInput = GetComponent<PlayerInput>();
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if (playerInput == null)
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{
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Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject.");
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return;
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}
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tapMoveAction = playerInput.actions.FindAction("TapMove", false);
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holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
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positionAction = playerInput.actions.FindAction("TouchPosition", false);
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}
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tapMoveAction = playerInput.actions.FindAction("TapMove", false);
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holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
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positionAction = playerInput.actions.FindAction("TouchPosition", false);
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}
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void OnEnable()
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{
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if (tapMoveAction != null)
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tapMoveAction.performed += OnTapMovePerformed;
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if (holdMoveAction != null)
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private void Start()
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{
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holdMoveAction.performed += OnHoldMoveStarted;
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holdMoveAction.canceled += OnHoldMoveCanceled;
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SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
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SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
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}
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}
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void OnDisable()
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{
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if (tapMoveAction != null)
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tapMoveAction.performed -= OnTapMovePerformed;
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if (holdMoveAction != null)
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private void SwitchInputOnSceneLoaded(string sceneName)
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{
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holdMoveAction.performed -= OnHoldMoveStarted;
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holdMoveAction.canceled -= OnHoldMoveCanceled;
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if (sceneName.ToLower().Contains("mainmenu"))
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{
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Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to UI for MainMenu");
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SetInputMode(InputMode.UI);
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}
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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.GameAndUI);
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}
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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}
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/// <summary>
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/// Sets the default ITouchInputConsumer to receive input events.
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/// </summary>
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public void SetDefaultConsumer(ITouchInputConsumer consumer)
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{
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defaultConsumer = consumer;
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}
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/// <summary>
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/// Handles tap input, delegates to interactable if present, otherwise to default consumer.
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/// </summary>
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private void OnTapMovePerformed(InputAction.CallbackContext ctx)
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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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Debug.Log($"[InputManager] TapMove performed at {worldPos2D}");
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if (!TryDelegateToInteractable(worldPos2D))
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public void SetInputMode(InputMode inputMode)
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{
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Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
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defaultConsumer?.OnTap(worldPos2D);
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switch (inputMode)
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{
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case InputMode.UI:
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playerInput.actions.FindActionMap(UiActions).Enable();
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playerInput.actions.FindActionMap(GameActions).Disable();
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break;
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case InputMode.Game:
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playerInput.actions.FindActionMap(UiActions).Disable();
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playerInput.actions.FindActionMap(GameActions).Enable();
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break;
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case InputMode.GameAndUI:
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playerInput.actions.FindActionMap(UiActions).Enable();
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playerInput.actions.FindActionMap(GameActions).Enable();
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break;
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case InputMode.InputDisabled:
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playerInput.actions.FindActionMap(UiActions).Disable();
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playerInput.actions.FindActionMap(GameActions).Disable();
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break;
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}
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}
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else
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void OnEnable()
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{
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Debug.Log("[InputManager] Tap delegated to interactable");
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if (tapMoveAction != null)
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tapMoveAction.performed += OnTapMovePerformed;
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if (holdMoveAction != null)
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{
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holdMoveAction.performed += OnHoldMoveStarted;
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holdMoveAction.canceled += OnHoldMoveCanceled;
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}
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}
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}
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/// <summary>
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/// Handles the start of a hold input.
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/// </summary>
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private void OnHoldMoveStarted(InputAction.CallbackContext ctx)
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{
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isHoldActive = true;
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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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Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
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defaultConsumer?.OnHoldStart(worldPos2D);
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}
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/// <summary>
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/// Handles the end of a hold input.
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/// </summary>
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private void OnHoldMoveCanceled(InputAction.CallbackContext ctx)
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{
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if (!isHoldActive) return;
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isHoldActive = false;
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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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Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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/// <summary>
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/// Continuously updates hold move input while active.
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/// </summary>
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void Update()
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{
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if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed)
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void OnDisable()
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{
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if (tapMoveAction != null)
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tapMoveAction.performed -= OnTapMovePerformed;
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if (holdMoveAction != null)
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{
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holdMoveAction.performed -= OnHoldMoveStarted;
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holdMoveAction.canceled -= OnHoldMoveCanceled;
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}
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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}
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/// <summary>
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/// Sets the default ITouchInputConsumer to receive input events.
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/// </summary>
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public void SetDefaultConsumer(ITouchInputConsumer consumer)
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{
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defaultConsumer = consumer;
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}
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/// <summary>
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/// Handles tap input, delegates to interactable if present, otherwise to default consumer.
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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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// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
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defaultConsumer?.OnHoldMove(worldPos2D);
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}
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}
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/// <summary>
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/// Attempts to delegate a tap to an interactable at the given world position.
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/// Traces on the "Interactable" channel and logs detailed info.
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/// </summary>
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private bool TryDelegateToInteractable(Vector2 worldPos)
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{
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LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1;
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Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
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if (hit != null)
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{
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var consumer = hit.GetComponent<ITouchInputConsumer>();
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if (consumer != null)
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Debug.Log($"[InputManager] TapMove performed at {worldPos2D}");
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if (!TryDelegateToInteractable(worldPos2D))
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
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consumer.OnTap(worldPos);
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return true;
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Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer");
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defaultConsumer?.OnTap(worldPos2D);
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}
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else
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{
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Debug.Log("[InputManager] Tap delegated to interactable");
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}
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Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
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}
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else
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/// <summary>
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/// Handles the start of a hold input.
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/// </summary>
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private void OnHoldMoveStarted(InputAction.CallbackContext ctx)
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");
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isHoldActive = true;
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[InputManager] HoldMove started at {worldPos2D}");
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defaultConsumer?.OnHoldStart(worldPos2D);
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}
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/// <summary>
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/// Handles the end of a hold input.
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/// </summary>
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private void OnHoldMoveCanceled(InputAction.CallbackContext ctx)
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{
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if (!isHoldActive) return;
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isHoldActive = false;
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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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Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}");
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defaultConsumer?.OnHoldEnd(worldPos2D);
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}
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/// <summary>
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/// Continuously updates hold move input while active.
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/// </summary>
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void Update()
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{
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if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed)
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{
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
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defaultConsumer?.OnHoldMove(worldPos2D);
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}
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}
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/// <summary>
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/// Attempts to delegate a tap to an interactable at the given world position.
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/// Traces on the "Interactable" channel and logs detailed info.
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/// </summary>
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private bool TryDelegateToInteractable(Vector2 worldPos)
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{
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LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1;
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Collider2D hit = Physics2D.OverlapPoint(worldPos, mask);
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if (hit != null)
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{
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var consumer = hit.GetComponent<ITouchInputConsumer>();
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if (consumer != null)
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})");
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consumer.OnTap(worldPos);
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return true;
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}
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Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found.");
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}
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else
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{
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Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation.");
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}
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return false;
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}
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return false;
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}
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}
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@@ -96,6 +96,9 @@ public class LevelSwitch : MonoBehaviour
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnMenuConfirm, OnMenuCancel);
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_isActive = false; // Prevent re-triggering until menu is closed
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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}
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private async void OnMenuConfirm()
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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using Input;
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namespace Minigames.DivingForPictures
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{
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8
Assets/Scripts/Test.meta
Normal file
8
Assets/Scripts/Test.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 23fdb60880dd05846a6e0d3681a02242
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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142
Assets/Scripts/UI/PauseMenu.cs
Normal file
142
Assets/Scripts/UI/PauseMenu.cs
Normal file
@@ -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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||||
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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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||||
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||||
if (pauseButton != null)
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pauseButton.SetActive(true);
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||||
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||||
// Change input mode back to Game when menu is closed
|
||||
InputManager.Instance.SetInputMode(InputMode.Game);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resumes the game by hiding the pause menu.
|
||||
/// </summary>
|
||||
public void ResumeGame()
|
||||
{
|
||||
HidePauseMenu();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exits to the main menu scene.
|
||||
/// </summary>
|
||||
public async void ExitToMainMenu()
|
||||
{
|
||||
// Replace with the actual scene name as set in Build Settings
|
||||
var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
|
||||
await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exits the application.
|
||||
/// </summary>
|
||||
public void ExitGame()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.EditorApplication.isPlaying = false;
|
||||
#else
|
||||
Application.Quit();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads a level based on the selection from a dropdown menu.
|
||||
/// Connect this to a Dropdown's onValueChanged event and pass the selected option text.
|
||||
/// </summary>
|
||||
/// <param name="levelSelection">The selected level name or identifier from the dropdown</param>
|
||||
public async void LoadLevel(int levelSelection)
|
||||
{
|
||||
// Hide the pause menu before loading a new level
|
||||
HidePauseMenu();
|
||||
|
||||
// Replace with the actual scene name as set in Build Settings
|
||||
var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
|
||||
switch (levelSelection)
|
||||
{
|
||||
case 0:
|
||||
await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
|
||||
break;
|
||||
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