* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
67 lines
1.8 KiB
C#
67 lines
1.8 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class PauseMenu : Control
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{
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[Export] public Control PauseMenuControl { get; set; }
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[Export] public Control SettingsControl { get; set; }
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[Export] public Button ResumeButton { get; set; }
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[Export] public Button MainMenuButton { get; set; }
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[Export] public Button QuitButton { get; set; }
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[Export] public Button SettingsButton { get; set; }
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[Export] public PackedScene MainMenuScene { get; set; }
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private GameManager _gameManager;
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private UIManager _uiManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_uiManager = GetNode<UIManager>("/root/UIManager");
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ResumeButton.Pressed += OnResumePressed;
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MainMenuButton.Pressed += OnMainMenuPressed;
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QuitButton.Pressed += OnQuitPressed;
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SettingsButton.Pressed += OnSettingsPressed;
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PauseMenuControl.Hide();
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (!@event.IsActionPressed("pause")) return;
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if (_uiManager.IsVisibleOnStack(PauseMenuControl))
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OnResumePressed();
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else
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{
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_uiManager.PushScreen(PauseMenuControl);
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_gameManager.PauseGame();
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}
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}
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private void OnSettingsPressed()
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{
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_uiManager.PushScreen(SettingsControl);
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_gameManager.PauseGame();
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}
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private void OnQuitPressed()
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{
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_gameManager.QuitGame();
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}
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private void OnMainMenuPressed()
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{
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_gameManager.ResumeGame();
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_gameManager.ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(MainMenuScene);
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}
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private void OnResumePressed()
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{
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_uiManager.PopScreen();
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_gameManager.ResumeGame();
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}
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} |