Reputation: 63
Can someone fix my pause menu script ?(I want it to stop the ball) Here's the link of my project: http://mediafire.com/download/33poh7jalkcvjzh/Jumpy+ball.rar
using UnityEngine; using System.Collections;
public class pauseMenu : MonoBehaviour { public GUISkin myskin;
private Rect windowRect;
private bool paused = false , waited = true;
private float time = 60f;
private void Start()
{
windowRect = new Rect(Screen.width / 2 - 100, Screen.height / 2 - 100, 200, 200);
}
private void waiting()
{
waited = true;
}
private void Update()
{
if (waited)
if (Input.GetKey(KeyCode.Escape) || Input.GetKey(KeyCode.P))
{
if (paused)
paused = false;
else
paused = true;
waited = false;
Invoke("waiting",0.3f);
}
if(!paused)
if(time>0)
time -= Time.deltaTime;
}
private void OnGUI()
{
if (paused)
windowRect = GUI.Window(0, windowRect, windowFunc, "Pause Menu");
GUI.Box(new Rect(1, 2, 70, 30), "Time: " + time.ToString("0"));
}
private void windowFunc(int id)
{
if (GUILayout.Button("Resume"))
{
paused = false;
}
if (GUILayout.Button ("Restart"))
{
Application.LoadLevel("LEVEL 1");
}
if (GUILayout.Button("Quit"))
{
Application.LoadLevel("Main Menu");
}
}
}
Upvotes: 1
Views: 186
Reputation: 394
Use Time.timeScale to pause/unpause the game (i.e. stop the ball from moving), like this:
Time.timeScale = 0f; // paused
Time.timeScale = 1f; // unpaused
Bear in mind that Time.deltaTime
will then be 0 when Time.timeScale
is 0, so you might want to use Time.unscaledDeltaTime
in some cases.
Upvotes: 1
Reputation: 424
Use this instead:
IEnumerator StopBall(float delay)
{
yield return new WaitForSeconds(delay);
// Stop the ball code
}
Call it like this:
StopBall(0.5f);
Where 0.5f is the amount you want to wait. Remember to add F to the end of the number since it's a floating point. Regards.
Upvotes: 0