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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class MenuManager : MonoBehaviour
- {
- public static MenuManager Instance { get; set; }
- public GameObject menuCanvas;
- public GameObject uiCanvas;
- public GameObject saveMenu;
- public GameObject settingsMenu;
- public GameObject menu;
- public bool isMenuOpen;
- private void Awake()
- {
- if (Instance != null && Instance != this)
- {
- Destroy(gameObject);
- }
- else
- {
- Instance = this;
- }
- }
- private void Update()
- {
- if (Input.GetKeyDown(KeyCode.M) && !isMenuOpen)
- {
- uiCanvas.SetActive(false);
- menuCanvas.SetActive(true);
- isMenuOpen = true;
- Cursor.lockState = CursorLockMode.None;
- Cursor.visible = true;
- SelectionManager.Instance.DisableSelection();
- SelectionManager.Instance.GetComponent<SelectionManager>().enabled = false;
- }
- else if (Input.GetKeyDown(KeyCode.M) && isMenuOpen)
- {
- saveMenu.SetActive(false);
- settingsMenu.SetActive(false);
- menu.SetActive(true);
- uiCanvas.SetActive(true);
- menuCanvas.SetActive(false);
- isMenuOpen = false;
- if (CraftingSystem.Instance.isOpen == false && InventorySystem.Instance.isOpen == false)
- {
- Cursor.lockState = CursorLockMode.Locked;
- Cursor.visible = false;
- }
- SelectionManager.Instance.EnableSelection();
- SelectionManager.Instance.GetComponent<SelectionManager>().enabled = true;
- }
- }
- public void TempSaveGame()
- {
- SaveManager.Instance.SaveGame();
- }
- }
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