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using UnityEngine; public class PausedMenu : MonoBehaviour { [SerializeField] private GameObject settingsMenu; [SerializeField] private GameObject pauseMenuObjects; [SerializeField] private GameObject languagePanel; [SerializeField] private GameObject exitPopupPanel; private CursorTrail _cursorTrail; private void OnEnable() { EventsHolder.OnComplete += DisableScript; EventsHolder.OnGameOver += DisableScript; } private void OnDisable() { EventsHolder.OnComplete -= DisableScript; EventsHolder.OnGameOver -= DisableScript; } private void DisableScript() => enabled = false; private void Awake() { _cursorTrail = FindObjectOfType<CursorTrail>(); pauseMenuObjects.SetActive(false); settingsMenu.SetActive(false); languagePanel.SetActive(false); exitPopupPanel.SetActive(false); } private void Update() { if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.P)) { if (settingsMenu.activeInHierarchy) { settingsMenu.SetActive(false); languagePanel.SetActive(false); } else if (exitPopupPanel.activeInHierarchy) { exitPopupPanel.SetActive(false); } else { Toggle(); } } } public void Toggle() { EventsHolder.PlayAudioCLip("Pause"); EventsHolder.GamePaused(); pauseMenuObjects.SetActive(!pauseMenuObjects.activeSelf); _cursorTrail.gameObject.SetActive(!_cursorTrail.gameObject.activeSelf); settingsMenu.SetActive(false); //Time.timeScale = pauseMenuObjects.activeSelf ? 0 : 1; } }
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