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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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public class PauseMenu : BaseMenu
{
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[SerializeField] private PlayerUI _playerUI = default;
[SerializeField] private TextMeshProUGUI _whoPaused = default;
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[SerializeField] private PromptsInput _prompts = default;
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[SerializeField] private BaseMenu _trainingTopBar = default;
[SerializeField] private InputManager _inputManager = default;
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public bool PlayerOnePaused { get; private set; }
public PlayerInput PlayerInput { get; set; }
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public void ClosePause()
{
_inputManager.SetPrompts(null);
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_playerUI.ClosePause();
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_prompts.enabled = false;
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}
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public void SetWhoPaused(bool playerOnePaused)
{
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GameplayManager.Instance.PauseMenu = this;
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PlayerOnePaused = playerOnePaused;
if (playerOnePaused)
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_whoPaused.text = "P1 Paused";
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else
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_whoPaused.text = "P2 Paused";
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}
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protected override void OnEnable()
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{
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if (_trainingTopBar != null)
_trainingTopBar.Show();
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if (gameObject.activeSelf)
StartCoroutine(PromptEnablerCoroutine());
base.OnEnable();
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}
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public void Restart()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
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IEnumerator PromptEnablerCoroutine()
{
yield return new WaitForSecondsRealtime(0.1f);
_prompts.enabled = true;
}
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}