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Pause game-resume causing event to fire
So I've read through a lot of the other questions on here and have set-up a statemanager that handles my game's state. One of the properties of my statemanager is .paused that determines whether or not the game is paused. If it is I show a lovely GUI Button that resumes the game when pressed. The issue I have is that my game is a simple tap the screen to play type. When a user taps the screen it resumes the game, but it also fires of the input type to move the players character.
The code in my statemanager is as follows:
void Update(){
if (this.paused && Input.GetKeyDown(KeyCode.Escape)) {
//TODO exit the game
}else if(!this.paused && Input.GetKeyDown(KeyCode.Escape) ){
this.paused = true;
Time.timeScale = 0;
}
}
void OnGUI(){
if (this.paused) {
GUI.skin = playSkin;
if (GUI.Button (new Rect (0, 0, Screen.width, Screen.height), "")) {
this.paused = false;
Time.timeScale = 1;
}
}
}
and the update code for my player object is :
void Update(){
if (!this.stateManager.paused) {
if (Input.GetButtonUp ("Fire1")) {
Vector3 clickedPosition = Camera.main.ScreenToViewportPoint (Input.mousePosition);
if (clickedPosition.x < 0.5f) {
transform.Translate (-Vector3.right * Mathf.Round (1.0f));
} else {
transform.Translate (Vector3.right * Mathf.Round (1.0f));
}
}
this.stateManager.currentScore = (int)Time.timeSinceLevelLoad;
}
}
I'm already checking the paused variable. But it looks like it still hits the update method of my player when the GUIButton is pressed on the statemanager. Does anyone have an idea how I could get around this, as I thought the flag would be enough?
I also tried to call Invoke("ResumeGame", 1f); (where ResumeGame resets the pause variable and time) from my statemanager when the GUIButton is pressed, but this doesn't work probably because Invoke works off of the Time.timeScale?
Answer by TommyB · Feb 17, 2014 at 09:25 PM
So I've managed to get around this by adding another isPaused variable that is local to the player so my code looks like this in the update for the player
if (!this.stateManager.paused) {
if (Input.GetButtonUp ("Fire1") && !this.isPaused) {
Vector3 clickedPosition = Camera.main.ScreenToViewportPoint (Input.mousePosition);
if (clickedPosition.x < 0.5f) {
transform.Translate (-Vector3.right * Mathf.Round (1.0f));
} else {
transform.Translate (Vector3.right * Mathf.Round (1.0f));
}
}else if(Input.GetButtonUp("Fire1") && this.isPaused){
this.isPaused = false;
}
this.stateManager.currentScore = (int)Time.timeSinceLevelLoad;
} else {
this.isPaused = true;
}
I know this is working now, but it just doesn't feel right to me with this duplication. So please chip in. I actually wonder if it's related to the issue around "Fire1" that I experienced here http://answers.unity3d.com/questions/681712/touch-input-firing-twice-on-ios.html
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