Pause









How do I use Pause
Below are practical examples compiled from projects for learning and reference purposes

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File name: NetworkingPeer.cs Copy
495     protected internal void LocalCleanupAnythingInstantiated(bool destroyInstantiatedGameObjects)
496     {
497         if (tempInstantiationData.Count > 0)
498         {
499             Debug.LogWarning("It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite this.");
500         }
501
502         // Destroy GO's (if we should)
503         if (destroyInstantiatedGameObjects)
504         {
505             // Fill list with Instantiated objects
506             HashSet instantiatedGos = new HashSet();
507             foreach (PhotonView view in this.photonViewList.Values)
508             {
509                 if (view.isRuntimeInstantiated)
510                 {
511                     instantiatedGos.Add(view.gameObject); // HashSet keeps each object only once
512                 }
513             }
514
515             foreach (GameObject go in instantiatedGos)
516             {
517                 this.RemoveInstantiatedGO(go, true);
518             }
519         }
520
521         // photonViewList is cleared of anything instantiated (so scene items are left inside)
522         // any other lists can be
523         this.tempInstantiationData.Clear(); // should be empty but to be safe we clear (no new list needed)
524         PhotonNetwork.lastUsedViewSubId = 0;
525         PhotonNetwork.lastUsedViewSubIdStatic = 0;
526     }
File name: NetworkingPeer.cs Copy
3113     public void NewSceneLoaded()
3114     {
3115         if (this.loadingLevelAndPausedNetwork)
3116         {
3117             this.loadingLevelAndPausedNetwork = false;
3118             PhotonNetwork.isMessageQueueRunning = true;
3119         }
3120         // Debug.Log("OnLevelWasLoaded photonViewList.Count: " + photonViewList.Count); // Exit Games internal log
3121
3122         List removeKeys = new List();
3123         foreach (KeyValuePair kvp in this.photonViewList)
3124         {
3125             PhotonView view = kvp.Value;
3126             if (view == null)
3127             {
3128                 removeKeys.Add(kvp.Key);
3129             }
3130         }
3131
3132         for (int index = 0; index < removeKeys.Count; index++)
3133         {
3134             int key = removeKeys[index];
3135             this.photonViewList.Remove(key);
3136         }
3137
3138         if (removeKeys.Count > 0)
3139         {
3140             if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
3141                 Debug.Log("New level loaded. Removed " + removeKeys.Count + " scene view IDs from last level.");
3142         }
3143     }
File name: PhotonNetwork.cs Copy
2652     public static void LoadLevel(int levelNumber)
2653     {
2654         networkingPeer.SetLevelInPropsIfSynced(levelNumber);
2655
2656         PhotonNetwork.isMessageQueueRunning = false;
2657         networkingPeer.loadingLevelAndPausedNetwork = true;
2658         Application.LoadLevel(levelNumber);
2659     }
File name: PhotonNetwork.cs Copy
2678     public static void LoadLevel(string levelName)
2679     {
2680         networkingPeer.SetLevelInPropsIfSynced(levelName);
2681
2682         PhotonNetwork.isMessageQueueRunning = false;
2683         networkingPeer.loadingLevelAndPausedNetwork = true;
2684         Application.LoadLevel(levelName);
2685     }
File name: GameManagerScript.cs Copy
56  public void pauseGame () {
57   pausePanel.SetActive (true);
58   bestScore.text = "Best Score: " + PlayerPrefs.GetInt ("bestScore");
59   highCoinScore.text = "Best Coin Score: " +PlayerPrefs.GetInt ("bestCoinScore");
60   Time.timeScale = 0f;
61  }
File name: GameManagerScript.cs Copy
63  public void resumeGame () {
64   pausePanel.SetActive (false);
65   scoreText.text = "Score: " + PlayerMoveScript.instance.scoreCount;
66   Time.timeScale = 1f;
67  }
File name: GameManagerScript.cs Copy
69  public void playAgain () {
70   Time.timeScale = 1f;
71   pauseButton.gameObject.SetActive (true);
72   SceneManager.LoadScene ("Gameplay");
73   gameOverPanel.SetActive (false);
74  }
File name: GameManagerScript.cs Copy
88  public void gameOver (int score, int coins) {
89   coinScore.gameObject.SetActive (false);
90   pauseButton.gameObject.SetActive (false);
91   gameOverPanel.SetActive (true);
92   gameOverBestScore.text = "Your Score: " + score;
93   gameOverHighCoinScore.text = "Your Coin Score: " + coins;
94
95  }
File name: GameplayController.cs Copy
34  void Update () {
35   if(Input.GetKeyDown(KeyCode.Escape)){
36    PausePanel ();
37   }
38  }
File name: GameplayController.cs Copy
233  public void ResumeButton(){
234   pausePanel.SetActive (false);
235   Time.timeScale = 1;
236   gameInProgress = true;
237  }

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