Remove pause menu was already done
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@ -184,19 +184,7 @@ MonoBehaviour:
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m_ActionId: 61ddf11f-3478-4887-ab86-0ead8dde336f
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m_ActionName: UI/TrackedDeviceOrientation
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- m_PersistentCalls:
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m_Calls:
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- m_Target: {fileID: 0}
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m_TargetAssemblyTypeName: GameManager, Assembly-CSharp
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m_MethodName: EnterPause
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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m_Calls: []
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m_ActionId: 1e10adeb-97dd-4b7c-9f30-b3fce70f993a
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m_ActionName: Player/Pause[/Keyboard/escape,/Keyboard/p]
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m_NeverAutoSwitchControlSchemes: 0
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@ -5,7 +5,6 @@ public class GameManager : MonoBehaviour
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{
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[SerializeField] private PlayerInput _controls;
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[SerializeField, ReadOnly] private GameState _state;
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[SerializeField] private UIController ui;
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public static GameManager Instance { get; private set; }
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@ -37,23 +36,10 @@ public class GameManager : MonoBehaviour
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_state = GameState.Loss;
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}
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public void EnterPause(){
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_controls.SwitchCurrentActionMap("UI");
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_state = GameState.Pause;
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ui.EnterPause();
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}
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public void ExitPause(){
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_controls.SwitchCurrentActionMap("Player");
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_state = GameState.InGame;
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ui.ExitPause();
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}
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}
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public enum GameState
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{
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MainMenu,
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InGame,
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Loss,
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Pause
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}
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@ -11,7 +11,7 @@ public class PlayerController : MonoBehaviour
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// Start is called before the first frame update
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void Start()
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{
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//fireRateUpgrade = new FireRateUpgrade("Fire rate 1", 10, 0.4f);
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}
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// Update is called once per frame
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@ -7,13 +7,9 @@ public class UIController : MonoBehaviour
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{
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[SerializeField]private PlayerController player;
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[SerializeField]private TMP_Text pointsTxt;
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[SerializeField]private Transform pausePnl;
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[SerializeField]private Transform optionsPnl;
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// Start is called before the first frame update
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void Start()
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{
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pausePnl.gameObject.SetActive(false);
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optionsPnl.gameObject.SetActive(false);
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}
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// Update is called once per frame
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@ -21,26 +17,4 @@ public class UIController : MonoBehaviour
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{
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pointsTxt.text = player.GetPoints().ToString();
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}
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public void EnterPause(){
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pausePnl.gameObject.SetActive(true);
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}
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public void ExitPause(){
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pausePnl.gameObject.SetActive(false);
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}
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public void OnOptions(){
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ExitPause();
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optionsPnl.gameObject.SetActive(true);
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}
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public void OnBack(){
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optionsPnl.gameObject.SetActive(false);
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EnterPause();
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}
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public void OnQuit(){
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Application.Quit();
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}
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}
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