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Question by TrePlaysGames · Aug 04, 2016 at 10:15 AM · unity 5javascriptscipting

Pause Menu Not Going Away

Script problem again. Tried for almost a week on figuring this out. The script I have for the Pause Menu does everything it needs to do except for close the Pause Menu after I press escape again. Here it is:

 #pragma strict
 
 var Canvas : GameObject;
 
 function Update () {
 
         if(Input.GetKeyDown("escape")){
             Canvas.SetActive(true);
             Cursor.visible = true;
             if(Time.timeScale == 1.0)
                 Time.timeScale = 0.0;
         }
 
         else if (Canvas.SetActive == true)
                 Cursor.visible = true;
                 if(Time.timeScale == 0.0)
 
         {
 
             if(Input.GetKeyDown("escape")){
                 Canvas.SetActive(false);
                 Cursor.visible = false;
                 if(Time.timeScale == 0.0)
                     Time.timeScale = 1.0;
         
             }
         }
     }

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avatar image Xitech_ · Aug 04, 2016 at 10:29 AM 0
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I think its because of your else if statement. If you do NOT press escape it will always excecute else if (Canvas.SetActive == true) Cursor.visible = true; if(Time.timeScale == 0.0) {

avatar image ScaniX · Aug 04, 2016 at 11:51 AM 0
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The current answer will solve all your problems. I just wanted to point you to the problems in your script:

Your first IF is always the one that is entered when the user presses ESC. You need to check the second if statement as well before doing anything.

The second if statement is wrong, it should be

 if (Canvas.activeSelf)

as SetActive() is the setter method and does not return anything.

 if (Input.Get$$anonymous$$eyDown("escape")) {
     if (!Canvas.activeSelf)
          Canvas.SetActive(true);
          Cursor.visible = true;
          Time.timeScale = 0.0;
      } else {
          Canvas.SetActive(false);
          Cursor.visible = false;
          Time.timeScale = 1.0;
      }
 }

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Answer by amanpu · Aug 04, 2016 at 11:04 AM

Just avoid Code Duplication, your problem will eventually be solved.

 function Update () {
        if (Input.GetKeyDown("escape")){
              Canvas.SetActive(!Canvas.activeSelf);      // switch canvas state 
             Cursor.visible = !Cursor.visible;           // switch visible state
             SwitchTimeScale();                          // switch timeScale
          }
 }
 
 function SwitchTimeScale ()
 {
       if(Time.timeScale == 1.0){
           Time.timeScale = 0.0;
       } else {
           Time.timeScale = 1.0;
       }
 }

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