using UnityEngine.UI; using UnityEngine.Networking; using UnityEngine; public class Pause : NetworkBehaviour { [SerializeField] private GameObject pauseUI; [SerializeField] private GameObject MainPauseMenu; [SerializeField] private GameObject GraphicMenu; [SerializeField] private GameObject AudioMenu; [SerializeField] private GameObject KeybindMenu; public void Resume () { AudioMenu.SetActive(false); KeybindMenu.SetActive(false); MainPauseMenu.SetActive(true); pauseUI.SetActive(false); GameObject.Find("Main Camera").transform.parent.GetComponent().Pause = false; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } public void GraphicView () { MainPauseMenu.SetActive(false); AudioMenu.SetActive(false); KeybindMenu.SetActive(false); GraphicMenu.SetActive(true); } public void AudioView () { GraphicMenu.SetActive(false); AudioMenu.SetActive(true); KeybindMenu.SetActive(false); } public void KeybindView () { GraphicMenu.SetActive(false); AudioMenu.SetActive(false); KeybindMenu.SetActive(true); } public void Back () { GraphicMenu.SetActive(false); AudioMenu.SetActive(false); KeybindMenu.SetActive(false); MainPauseMenu.SetActive(true); } public void LeaveGame () { Network.Disconnect(); } }