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Question by mrapple · Nov 01, 2011 at 07:33 AM · guimenupauseingame

In-Game GUI menu.

Hey, got a question about an In-Game GUI in C#, I'm able to setup a script using

void OnMouseEnter()

and

void OnMouseExit()

Currently using this to pause the game.

 bool togglePause()

 {

    if(Time.timeScale == 0f)

    {

      Time.timeScale = 1f;

      return(false);

    }

    else

    {

      Time.timeScale = 0f;

      return(true);    

    }

 }

Iam wanting to have the same script be usable for each button (Resume Game, return to menu and Quit) using a bool for isQuit and using loadLevel to return the menu, I'm able to set that up for each icon, but Im not sure how to hook that up with one script to only show when pause is activated ( when I hit ESC).

Does anyone have an example that'd be able to help? Not really sure how to do it. If I haven't explained anything properly, i'll be glad to elborate.

Thanks

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Answer by StephanK · Nov 01, 2011 at 09:04 AM

The one script should have a OnGUI method and in there you only do something if (Time.timeScale == 0)

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Answer by mrapple · Nov 01, 2011 at 09:57 AM

I understand that, but say if I have 3 GuiTexts or Texture2D's in the Hierarchy, I have a script which makes them do something, like a bool for isQuit or loads the main menu, but I need another script for the parent which only makes them active once Esc is pressed.

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avatar image StephanK · Nov 01, 2011 at 10:20 AM 0
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FIrst of all please don't create a new answer if it's rather a comment on another answer.

I would put all the objects that should be activated in pause mode under one GameObject and then write a script that sets the main object active recursively when you press the esc key. (see gameObject.SetActiveRecursively(bool))

avatar image mrapple · Nov 01, 2011 at 10:31 AM 0
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That seems really complicated, I don't know how to use SetActiveRecusivel.

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