added basic pause menu
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30
Assets/Scripts/PauseController.cs
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30
Assets/Scripts/PauseController.cs
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@@ -0,0 +1,30 @@
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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
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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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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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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