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Question by CB-TV · Jan 01, 2014 at 03:10 PM · pause menugui box

GUI Menu Esc Button to Show and Hide it?

I want to show and hide a GUI box by pressing the Esc key. Why doesn't this script work?

 #pragma strict
 var IsPaused : boolean = false;
 var Width = 250;
 var Height = 300;
 private var rect = Rect((Screen.width-Width)/2, (Screen.height-Height)/2, Width, Height);
 
 function Start ()
 {
     IsPaused = false;
 }
 
 function Update () 
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         Screen.showCursor = true;
         IsPaused = true;
     }
     
     if (IsPaused)
     {
         if (Input.GetKeyDown(KeyCode.Escape))
         {
             Screen.showCursor = false;
             IsPaused = false;
         }
     }
 }
 
 function OnGUI ()
 {
     if (IsPaused)
     {
         GUI.Box (rect, "Options");
     }
 }

This script should show the GUI box when I press Esc and set IsPaused to true. When IsPaused is true it should check if I press the Esc key again and close the GUI box. What it does is not bring the box up. I'm guessing it is because when IsPaused becomes true I still have the Esc key pressed for a second. I'm guessing the only ways to fix this is to either check GetKeyUp instead or to wait a second to check if IsPaused is true and then close the GUI box. Or is there another way???

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Answer by zharik86 · Jan 01, 2014 at 03:51 PM

In your situation I can offer two candidate solutions. The first, simply make one condition of 'if':

 if (Input.GetKeyDown(KeyCode.Escape)) {
    Screen.showCursor = !Screen.showCursor;
    IsPaused = !IsPaused;
 }

The second decision is to enter a certain variable, whether which defined the ESC key was reaped.

  private bool myflag = false;
  ...
  function Update() {
   myflag = false;
   if (Input.GetKeyDown(KeyCode.Escape) && !myflag && !IsPaused) {
    Screen.showCursor = true;
    IsPaused = true;
    myflag = true;
   }
 
   if (IsPaused) {
    if (Input.GetKeyDown(KeyCode.Escape) && !myflag) {
      Screen.showCursor = false;
      IsPaused = false;
      myflag = true;
    }
   }
  }
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avatar image CB-TV · Jan 01, 2014 at 04:22 PM 0
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Ok, thank you!

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Answer by lermy3d · Mar 24, 2015 at 07:58 PM

Hello I guess that what you are trying to achieve is this:

 bool isInTransition = false;

 void Update()
 {
     if(Input.GetKeyDown(KeyCode.Escape)
        HandleMenu();
 }    
 
 public void HandleMenu()
 {
     if(!isInTransition)
     {
         //toogle input
         IsPaused = !IsPaused;
         
         //toogle menu
         MainMenu.SetActive(!MainMenu.activeSelf);
 
         isInTransition = true;
 
         StartCoroutine(WaitDisableTransition());
     }
 }
 
 IEnumerator WaitDisableTransition()
 {
     //doesn't work with Time.timeScale = 0
     yield return new WaitForSeconds(0.35f);
     
     //alternative when Time.timeScale = 0
 //    float time = Time.realtimeSinceStartup;
 //    while(Time.realtimeSinceStartup - time < 0.35f)
 //        yield return new WaitForEndOfFrame();
     
     DisableTransition();
 }
 
 public void DisableTransition()
 {
     isInTransition = false;
 }


This has being a pain since there are not too many tutorials that actually cover or address this so common behaviour in every day games.

Anyways, hope it help the future generations!

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