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Unity 2017 Mobile Game Development

You're reading from   Unity 2017 Mobile Game Development Build, deploy, and monetize games for Android and iOS with Unity

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781787288713
Length 360 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (11) Chapters Close

Preface 1. Building Your Game FREE CHAPTER 2. Setup for Android and iOS Development 3. Mobile Input/Touch Controls 4. Resolution Independent UI 5. Advertising Using Unity Ads 6. Implementing In-App Purchases 7. Getting Social 8. Using Unity Analytics 9. Making Your Title Juicy 10. Game Build and Submission

Adding Tweens to the pause menu

Now that we have the main menu finished, let's continue doing this with the pause menu:

  1. Go ahead and open up our Gameplay scene. Update the PauseScreenBehaviour script to have the following implementation of SetPauseMenu:
/// <summary> 
/// Will turn our pause menu on or off
/// </summary>
/// <param name="isPaused"></param>
public void SetPauseMenu(bool isPaused)
{
paused = isPaused;

// If the game is paused, timeScale is 0, otherwise 1
Time.timeScale = (paused) ? 0 : 1;
if(paused)
{
SlideMenuIn(pauseMenu);
}
else
{
SlideMenuOut(pauseMenu);
}

}

Note that because PauseMenuBehaviour inherits from MainMenuBehaviour, it also can call the SlideMenuIn and SlideMenuOut functions, respectively, as long as they are marked as protected or public.

  1. Now if we run the game, nothing...
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