- 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
143 lines
4.8 KiB
C#
143 lines
4.8 KiB
C#
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.
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/// Connect this to a Dropdown's onValueChanged event and pass the selected option text.
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/// </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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{
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// Hide the pause menu before loading a new level
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HidePauseMenu();
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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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switch (levelSelection)
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{
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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:
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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break;
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case 2:
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await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
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break;
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case 3:
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await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);
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break;
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}
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}
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}
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}
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