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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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