added basic pause menu
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								Assets/Scripts/PauseController.cs
									
									
									
									
									
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										30
									
								
								Assets/Scripts/PauseController.cs
									
									
									
									
									
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PauseController : MonoBehaviour
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{
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    public bool isPaused = false;
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    public GameObject pauseMenuCanvas;
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    void Awake() {
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        TogglePauseMenu(false);
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    }
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    void OnPause() {
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        if (!isPaused) {
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            Time.timeScale = 0;
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            TogglePauseMenu(true);
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        } else {
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            Time.timeScale = 1;
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            TogglePauseMenu(false);
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        }
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        isPaused = !isPaused;
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    }
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    void TogglePauseMenu(bool showPauseMenu) {
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        pauseMenuCanvas.SetActive(showPauseMenu);
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    }
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}
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										11
									
								
								Assets/Scripts/PauseController.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Assets/Scripts/PauseController.cs.meta
									
									
									
									
									
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							@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cfde94a1d6dbc4cb49a9a7530cb6f6e0
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@@ -132,11 +132,14 @@ public class PlayerBehavior : MonoBehaviour
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    }
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    void LetGoOfGrapple() {
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        if (tambourine != null && grapplingRope.isGrappling)
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            {
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        bool currentlyPaused = GameObject.Find("PauseMenu").GetComponent<PauseController>().isPaused;
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        if (grapplingRope.isGrappling && !currentlyPaused) {
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            print("currently paused is " + currentlyPaused + ", releasing grapple");
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            if (tambourine != null) {
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                tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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            }
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            grapplingGun.ReleaseGrapple();
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        }
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    }
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    void OnTriggerEnter2D(Collider2D col)
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