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Question by jaydenpiz · Aug 22, 2012 at 01:51 PM · menucursorpauselock

add lockcursor to pause menu script??

Hey guys, i have a bit of an issue here, i have this pause menu script but it doesnt have a lock cursor script, and other lockcursor scripts are conflicting with it, i was wondering if anyone could put it into this script so that you cant see the cursor during gameplay, but you can when the pause menu is up, thank you!!

 var skin:GUISkin;
  
 private var gldepth = -0.5;
 private var startTime = 0.1;
  
 var mat:Material;
  
 private var tris = 0;
 private var verts = 0;
 private var savedTimeScale:float;
 private var pauseFilter;
  
 private var showfps:boolean;
 private var showtris:boolean;
 private var showvtx:boolean;
 private var showfpsgraph:boolean;
  
 var lowFPSColor = Color.red;
 var highFPSColor = Color.green;
  
 var lowFPS = 30;
 var highFPS = 50;
  
 var start:GameObject;
  
 var url = "unity.html";
  
 var statColor:Color = Color.yellow;
  
 var credits:String[]=[
     "A Fugu Games Production",
     "Programming by Phil Chu",
     "Fugu logo by Shane Nakamura Designs",
     "Copyright (c) 2007-2008 Technicat, LLC"] ;
 var crediticons:Texture[];
  
 enum Page {
     None,Main,Options,Credits
 }
  
 private var currentPage:Page;
  
 private var fpsarray:int[];
 private var fps:float;
  
 //function Start() {
 //    fpsarray = new int[Screen.width];
 //    Time.timeScale = 1.0;
 //    pauseFilter = Camera.main.GetComponent(SepiaToneEffect);
 //    PauseGame();
 //}
 
 
  
 function OnPostRender() {
     if (showfpsgraph && mat != null) {
         GL.PushMatrix ();
         GL.LoadPixelMatrix();
         for (var i = 0; i < mat.passCount; ++i)
         {
             mat.SetPass(i);
             GL.Begin( GL.LINES );
             for (var x=0; x<fpsarray.length; ++x) {
                 GL.Vertex3(x,fpsarray[x],gldepth);
             }
         GL.End();
         }
         GL.PopMatrix();
         ScrollFPS();
     }
 }
  
 function ScrollFPS() {
     for (var x=1; x<fpsarray.length; ++x) {
         fpsarray[x-1]=fpsarray[x];
     }
     if (fps < 1000) {
         fpsarray[fpsarray.length-1]=fps;
     }
 }
  
 static function IsDashboard() {
     return Application.platform == RuntimePlatform.OSXDashboardPlayer;
 }
  
 static function IsBrowser() {
     return (Application.platform == RuntimePlatform.WindowsWebPlayer ||
         Application.platform == RuntimePlatform.OSXWebPlayer);
 }
  
 function LateUpdate () {
     if (showfps || showfpsgraph) {
         FPSUpdate();
     }
     if (Input.GetKeyDown("escape")) {
         switch (currentPage) {
             case Page.None: PauseGame(); break;
             case Page.Main: if (!IsBeginning()) UnPauseGame(); break;
             default: currentPage = Page.Main;
             
         }
     }
 }
  
 function OnGUI () {
     if (skin != null) {
         GUI.skin = skin;
     }
     ShowStatNums();
     ShowLegal();
     if (IsGamePaused()) {
         GUI.color = statColor;
         switch (currentPage) {
             case Page.Main: PauseMenu(); break;
             case Page.Options: ShowToolbar(); break;
             case Page.Credits: ShowCredits(); break;
         }
     }    
 }
  
 function ShowLegal() {
     if (!IsLegal()) {
         GUI.Label(Rect(Screen.width-100,Screen.height-20,90,20),
         "fugugames.com");
     }
 }
  
 function IsLegal() {
     return !IsBrowser() || 
     Application.absoluteURL.StartsWith("http://www.fugugames.com/") ||
     Application.absoluteURL.StartsWith("http://fugugames.com/");
 }
  
 private var toolbarInt:int=0;
 private var toolbarStrings: String[]= ["Audio","Graphics","Stats","System"];
  
 function ShowToolbar() {
     BeginPage(300,300);
     toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);
     switch (toolbarInt) {
         case 0: VolumeControl(); break;
         case 3: ShowDevice(); break;
         case 1: Qualities(); QualityControl(); break;
         case 2: StatControl(); break;
     }
     EndPage();
 }
  
 function ShowCredits() {
     BeginPage(300,300);
     for (var credit in credits) {
         GUILayout.Label(credit);
     }
     for (var credit in crediticons) {
         GUILayout.Label(credit);
     }
     EndPage();
 }
  
 function ShowBackButton() {
     if (GUI.Button(Rect(20,Screen.height-50,50,20),"Back")) {
         currentPage = Page.Main;
     }
 }
  
  
 function ShowDevice() {
     GUILayout.Label ("Unity player version "+Application.unityVersion);
     GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+
     SystemInfo.graphicsMemorySize+"MB\n"+
     SystemInfo.graphicsDeviceVersion+"\n"+
     SystemInfo.graphicsDeviceVendor);
     GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);
     GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);
     GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
 }
  
 function Qualities() {
         GUILayout.Label(QualitySettings.names[QualitySettings.GetQualityLevel()]);
 }
  
 function QualityControl() {
     GUILayout.BeginHorizontal();
     if (GUILayout.Button("Decrease")) {
         QualitySettings.DecreaseLevel();
     }
     if (GUILayout.Button("Increase")) {
         QualitySettings.IncreaseLevel();
     }
     GUILayout.EndHorizontal();
 }
  
 function VolumeControl() {
     GUILayout.Label("Volume");
     AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);
 }
  
 function StatControl() {
     GUILayout.BeginHorizontal();
     showfps = GUILayout.Toggle(showfps,"FPS");
     showtris = GUILayout.Toggle(showtris,"Triangles");
     showvtx = GUILayout.Toggle(showvtx,"Vertices");
     showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
     GUILayout.EndHorizontal();
 }
  
 function FPSUpdate() {
     var delta = Time.smoothDeltaTime;
         if (!IsGamePaused() && delta !=0.0) {
             fps = 1 / delta;
         }
 }
  
 function ShowStatNums() {
     GUILayout.BeginArea(Rect(Screen.width-100,10,100,200));
     if (showfps) {
         var fpsString= fps.ToString ("#,##0 fps");
         GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
         GUILayout.Label (fpsString);
     }
     if (showtris || showvtx) {
         GetObjectStats();
         GUI.color = statColor;
     }
     if (showtris) {
         GUILayout.Label (tris+"tri");
     }
     if (showvtx) {
         GUILayout.Label (verts+"vtx");
     }
     GUILayout.EndArea();
 }
  
 function BeginPage(width,height) {
     GUILayout.BeginArea(Rect((Screen.width-width)/2,(Screen.height-height)/2,width,height));
 }
  
 function EndPage() {
     GUILayout.EndArea();
     if (currentPage != Page.Main) {
         ShowBackButton();
     }
 }
  
 function IsBeginning() {
     return Time.time < startTime;
 }
  
  
 function PauseMenu() {
     BeginPage(200,200);
     if (GUILayout.Button (IsBeginning() ? "Play" : "Continue")) {
         UnPauseGame();
  
     }
     if (GUILayout.Button ("Options")) {
         currentPage = Page.Options;
     }
     if (GUILayout.Button ("Credits")) {
         currentPage = Page.Credits;
     }
     if (IsBrowser() && !IsBeginning() && GUILayout.Button ("Restart")) {
         Application.OpenURL(url);
     }
     EndPage();
 }
  
 function GetObjectStats() {
     verts = 0;
     tris = 0;
     var ob = FindObjectsOfType(GameObject);
     for (var obj in ob) {
         GetObjectStats(obj);
     }
 }
  
 function GetObjectStats(object) {
     var filters : Component[];
     filters = object.GetComponentsInChildren(MeshFilter);
     for( var f : MeshFilter in filters )
     {
         tris += f.sharedMesh.triangles.Length/3;
           verts += f.sharedMesh.vertexCount;
     }
 }
  
 function PauseGame() {
     savedTimeScale = Time.timeScale;
     Time.timeScale = 0;
     AudioListener.pause = true;
     if (pauseFilter) pauseFilter.enabled = true;
     currentPage = Page.Main;
 }
  
 function UnPauseGame() {
     Time.timeScale = savedTimeScale;
     AudioListener.pause = false;
     if (pauseFilter) pauseFilter.enabled = false;
     currentPage = Page.None;
     if (IsBeginning() && start != null) {
         start.active = true;
     }
 }
  
 function IsGamePaused() {
     return Time.timeScale==0;
 }
  
 function OnApplicationPause(pause:boolean) {
     if (IsGamePaused()) {
         AudioListener.pause = true;
     }
 }
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Answer by brunopava · Aug 22, 2012 at 02:06 PM

Screen.lockCursor = true; // disable the cursor

Screen.lockCursor = false; // enable the cursor

Check out this Screen class.

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avatar image jaydenpiz · Aug 23, 2012 at 08:53 AM 0
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Thank You !

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Answer by $$anonymous$$ · Aug 23, 2012 at 05:50 AM

The versions I have on the Asset Store and github haved a cursor lock option (search for "fugupause" should bring them up, I think) but it's easy to add - like brunopava says, set Screen.lockCurosr, and set it in tne PauseGame and UnPauseGame functions in the script. It's better to ask how to make the changes you want, or how does this script work, rather than ask people to change a script for you, especially on this site (it's "answers", not "free work"). I have some explanation of the script on the unity wiki where you probably got it and on my site, http://technicat.com/ , and there's also a thread in the GUI section of the Unity forum where several people who use this script have contributed modifications (search for "pause menu" will probably bring it up).

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avatar image jaydenpiz · Aug 23, 2012 at 08:54 AM 0
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The github one worked perfectly!! i meant with the how to make the changes thing, but i worded it a bit weird. thank you!!

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