diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs index 71bbd68b44506cd6ff42ed6b91f7248793954b92..a26819ebfd804c46e7accfae6276d856d5ca0a54 100644 --- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs +++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/PauseBehaviour.cs @@ -5,15 +5,12 @@ using UnityEngine; public class PauseBehaviour : MonoBehaviour { public GameObject PauseUICanvas; - //public GunSystem gunSystem; - //GameObject[] weapons; FPSController fpsController; // Start is called before the first frame update void OnEnable() { fpsController = GetComponent<FPSController>(); - //weapons = GameObject.FindGameObjectsWithTag("Weapon"); } // Update is called once per frame @@ -21,17 +18,6 @@ public class PauseBehaviour : MonoBehaviour { if (Input.GetKeyDown(KeyCode.Escape)) { - //PauseUICanvas.SetActive(!PauseUICanvas.activeSelf); - //bool isPauseUIActive = PauseUICanvas.activeSelf; - //if (isPauseUIActive) - //{ - // HandleOpen(); - //} - //else - //{ - // HandleClose(); - //} - bool isPauseUIActive = PauseUICanvas.activeSelf; if (!isPauseUIActive) { @@ -50,7 +36,6 @@ public class PauseBehaviour : MonoBehaviour Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; enablePlayerGunSystems(); - // gunSystem.enabled = true; Time.timeScale = 1.0f; fpsController.enabled = true; } @@ -60,7 +45,6 @@ public class PauseBehaviour : MonoBehaviour Cursor.visible = true; Cursor.lockState = CursorLockMode.None; disablePlayerGunSystems(); - // gunSystem.enabled = false; Time.timeScale = 0.0f; fpsController.enabled = false; } @@ -68,28 +52,11 @@ public class PauseBehaviour : MonoBehaviour private void enablePlayerGunSystems() { GunSystem.IsGamePaused = false; - //int playerLayer = LayerMask.NameToLayer("Player"); - //foreach (GameObject weapon in weapons) - //{ - // if (weapon.layer == playerLayer) - // { - // GunSystem gunSystem = weapon.GetComponent<GunSystem>(); - // gunSystem.enabled = true; - // } - //} } private void disablePlayerGunSystems() { GunSystem.IsGamePaused = true; - //int playerLayer = LayerMask.NameToLayer("Player"); - //foreach (GameObject weapon in weapons) - //{ - // if (weapon.layer == playerLayer) - // { - // GunSystem gunSystem = weapon.GetComponent<GunSystem>(); - // gunSystem.enabled = false; - // } - //} + } } diff --git a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs index e951b6b89fce2eb2cbeec1e6af2f0b082ee8ee84..537db2893e0b41b7e3b208128866788ac2dbf56b 100644 --- a/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs +++ b/IF3210-2024-Unity-AFK/Assets/Code/Scripts/UI/SaveBehaviour.cs @@ -38,12 +38,6 @@ public class SaveBehaviour : MonoBehaviour SaveMenuCanvas.SetActive(true); } } - else - { - pauseBehaviour.HandleClose(); - SaveMenuCanvas.SetActive(false); - } - } } }