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- 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()
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