Sorry if that was confusing...
I have a GUI menu, and I have a journal tab. So when I click that I have a GUI Texture that enables and displays. But the GUI Menu is still in front of it. What I want to do is disable the Gui menu without making the Time.timeScale = 1. I have it to when it's paused it equals 0. If anyone can help, thank you so, so much!!
using UnityEngine;
using System.Collections;
public class PauseMenu : MonoBehaviour {
public GUISkin skin;
public bool paused = false;
public Texture blackTexture;
public float alphaFadeValue = 0.4f;
public GUITexture game;
void Awake(){
game.enabled = false;
}
void Update(){
if (paused) {
Time.timeScale = 0;
Screen.showCursor = true;
Screen.lockCursor = false;
} else {
Time.timeScale = 1;
Screen.showCursor = false;
Screen.lockCursor = true;
}
if (Input.GetKeyDown (KeyCode.Escape)) {
paused = !paused;
game.enabled = false;
}
}
void OnGUI(){
if (paused) {
Pause ();
alphaFadeValue = 0.5f;
GUI.color = new Color (alphaFadeValue, alphaFadeValue, alphaFadeValue, alphaFadeValue);
GUI.DrawTexture (new Rect (0, 0, Screen.width, Screen.height), blackTexture);
} else {
alphaFadeValue = 0f;
}
}
void Pause(){
GUILayout.BeginArea(new Rect ((Screen.width * 0.5f) - 50, (Screen.height * 0.5f) - 100, 100, 200));
if (GUILayout.Button ("Resume")) {
paused = !paused;
if (game.enabled == true) {
game.enabled = false;
}
}
if (GUILayout.Button ("Main Menu")) {
Application.LoadLevel ("MainMenu");
}
if (GUILayout.Button ("Journal Entries")) {
game.enabled = true;
}
if (GUILayout.Button ("Quit")) {
Application.Quit;
}
GUILayout.EndArea();
}
}
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