campfire/Assets/Scripts/PauseMenu.cs

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using UnityEngine;
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using UnityEngine.UI;
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[RequireComponent(typeof(CanvasGroup))]
public class PauseMenu : MonoBehaviour {
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public GameState GameState;
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public Options Options;
[Header("Option inputs")]
public Toggle InvertMouseY;
public Toggle CameraBobbing;
public Slider MouseSensitivity;
public Slider MasterVolume;
public Slider CampfireVolume;
public Slider AmbientVolume;
public Slider FootstepVolume;
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public Slider DiaryVolume;
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private CanvasGroup Canvas;
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private bool Paused {
get {
return GameState.Current == State.Paused;
}
}
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private void Awake() {
Canvas = GetComponent<CanvasGroup>();
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Fade(true);
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}
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private void Start() {
InvertMouseY.isOn = Options.InvertMouseY;
CameraBobbing.isOn = Options.CameraBobbing;
MouseSensitivity.value = Options.MouseSensitivity;
MasterVolume.value = Options.MasterVolume;
CampfireVolume.value = Options.CampfireVolume;
AmbientVolume.value = Options.AmbientVolume;
FootstepVolume.value = Options.FootstepVolume;
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DiaryVolume.value = Options.DiaryVolume;
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}
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private void Update() {
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Fade(false);
}
private void Fade(bool instant) {
Canvas.alpha = Mathf.Lerp(Canvas.alpha, Paused ? 1 : 0, instant ? 1 : 10f * Time.unscaledDeltaTime);
Canvas.blocksRaycasts = Paused;
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Canvas.interactable = Paused;
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}
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public void Resume() {
GameState.Current = State.Playing;
}
public void Quit() {
Application.Quit();
}
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}