extends CanvasLayer var previous_mouse_mode func _ready(): get_tree().paused = false func _input(event): if event.is_action_pressed("pause"): await get_tree().create_timer(0.001).timeout # necesarry timeout hide() get_tree().paused = false if not GameManager.is_running_on_mobile(): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE if get_tree().current_scene.has_node("Player") and GameManager.is_running_on_mobile(): get_tree().current_scene.get_node("Player/Neck/Camera3D/mobile controls").visible = true func _on_resume_pressed(): if not GameManager.is_running_on_mobile(): Input.mouse_mode = previous_mouse_mode get_tree().paused = false hide() if get_tree().current_scene.has_node("Player") and GameManager.is_running_on_mobile(): get_tree().current_scene.get_node("Player/Neck/Camera3D/mobile controls").visible = true func pause(): #move_to_front() previous_mouse_mode = Input.mouse_mode if not GameManager.is_running_on_mobile(): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE get_tree().paused = true #visible = true show() if get_tree().current_scene.has_node("Player"): get_tree().current_scene.get_node("Player/Neck/Camera3D/mobile controls").visible = false func _on_exit_pressed(): get_tree().quit() func _on_exit_to_menu_pressed(): GameManager.goto_scene("res://Scenes/main_menu.tscn", false) func _on_reset_pressed(): if not GameManager.is_running_on_mobile(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED visible = false get_tree().reload_current_scene()