#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);
}
}
}