#region Copyright // -------------------------------------------------------------------------------------------------------------------- // // Copyright (C) 2015 Ian Horswill // // Permission is hereby granted, free of charge, to any person obtaining a copy of // this software and associated documentation files (the "Software"), to deal in the // Software without restriction, including without limitation the rights to use, copy, // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE // SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // // -------------------------------------------------------------------------------------------------------------------- #endregion using UnityEngine; public class PauseManager : MonoBehaviour { /// /// True if the game is paused /// public static bool Paused { get; set; } public static bool SingleStep { get; set; } static bool ReallyPaused { get { // ReSharper disable once CompareOfFloatsByEqualityOperator return Time.timeScale == 0; } set { Time.timeScale = value ? 0 : 1; } } internal void LateUpdate() { bool shouldBePaused = Paused && !SingleStep; // ReSharper disable once RedundantCheckBeforeAssignment if (ReallyPaused != shouldBePaused) { ReallyPaused = shouldBePaused; } } internal void OnGUI() { switch (Event.current.type) { case EventType.KeyDown: HandleKeypress(); break; case EventType.Repaint: RepaintGUI(); break; } } void HandleKeypress() { switch (Event.current.keyCode) { case KeyCode.F5: Paused = !Paused; break; case KeyCode.F10: SingleStep = true; break; } } public const int PauseGreyoutDepth = 100; void RepaintGUI() { GUI.depth = PauseGreyoutDepth; if (ReallyPaused) { //GUI.Label(new Rect(0, 0, 100, 100), "PAUSED"); GUI.Box(new Rect(0, 0, Screen.width, Screen.height), GUIContent.none); } } }