Hey guys. i’m new to unity and i have this problem.
\this is the Inventory
#pragma strict
var menuSkin : GUISkin;
var wood : int = 0;
var stone : int = 0;
var clay : int = 0;
var fish : int = 0;
var cookedFish : int = 0;
var bottle : int = 0;
var bottledWater : int = 0;
var bandage : int = 0;
var minimumVal : int = 0;
private var showGUI : boolean = false;
private var playerGUI : PlayerGUI;
function Start()
{
playerGUI = GameObject.Find(“First Person Controller”).GetComponent(PlayerGUI);
}
function Update()
{
if(wood <= 0)
{
wood = minimumVal;
}
if(stone <= 0)
{
stone = minimumVal;
}
if(clay <= 0)
{
clay = minimumVal;
}
if(fish <= 0)
{
fish = minimumVal;
}
if(cookedFish <= 0)
{
cookedFish = minimumVal;
}
if(bottle <= 0)
{
bottle = minimumVal;
}
if(bottledWater <= 0)
{
bottledWater = minimumVal;
}
if(bandage <= 0)
{
bandage = minimumVal;
}
if(Input.GetKeyDown(“i”))
{
showGUI = !showGUI;
}
if(showGUI == true)
{
Time.timeScale = 0;
GameObject.Find(“First Person Controller”).GetComponent(FPSInputController).enabled = false;
GameObject.Find(“First Person Controller”).GetComponent(MouseLook).enabled = false;
GameObject.Find(“Main Camera”).GetComponent(MouseLook).enabled = false;
GameObject.Find(“FPSArms_Axe@Idle”).GetComponent(PlayerControl).enabled = false;
GameObject.Find(“Main Camera”).GetComponent(RayCastCollect).enabled = false;
}
if(showGUI == false)
{
Time.timeScale = 1;
GameObject.Find(“First Person Controller”).GetComponent(FPSInputController).enabled = true;
GameObject.Find(“First Person Controller”).GetComponent(MouseLook).enabled = true;
GameObject.Find(“Main Camera”).GetComponent(MouseLook).enabled = true;
GameObject.Find(“FPSArms_Axe@Idle”).GetComponent(PlayerControl).enabled = true;
GameObject.Find(“Main Camera”).GetComponent(RayCastCollect).enabled = true;
}
}
function OnGUI()
{
if(showGUI == true)
{
GUI.skin = menuSkin;
GUI.BeginGroup(new Rect(Screen.width / 2 - 150, Screen.height / 2 - 150, 300, 300));
GUI.Box(Rect(0, 0, 300, 300), “Basic Inventory”);
//Resources collected
GUI.Label(Rect(10, 50, 50, 50), “Wood”);
GUI.Box(Rect(60, 50, 20, 20), “” + wood);
GUI.Label(Rect(90, 50, 50, 50), “Stone”);
GUI.Box(Rect(130, 50, 20, 20), “” + stone);
GUI.Label(Rect(170, 50, 50, 50), “Clay”);
GUI.Box(Rect(200, 50, 20, 20), “” + clay);
//Empty holders
GUI.Label(Rect(10, 130, 50, 50), “Fish”);
GUI.Box(Rect(60, 130, 20, 20), “” + fish);
GUI.Label(Rect(10, 150, 50, 50), “Bottle”);
GUI.Box(Rect(60, 150, 20, 20), “” + bottle);
//Edable items
GUI.Label(Rect(10, 190, 50, 50), “CFish”);
GUI.Box(Rect(60, 190, 20, 20), “” + cookedFish);
if(GUI.Button(Rect(100, 190, 100, 20), “Eat Fish?”))
{
if(cookedFish >= 1)
{
cookedFish–;
Eat();
}
}
GUI.Label(Rect(10, 210, 50, 50), “BWater”);
GUI.Box(Rect(60, 210, 20, 20), “” + bottledWater);
if(GUI.Button(Rect(100, 210, 100, 20), “Drink Water?”))
{
if(bottledWater >= 1)
{
bottledWater–;
Drink();
}
}
GUI.Label(Rect(10, 240, 50, 50), “Heal”);
GUI.Box(Rect(60, 240, 20, 20), “” + bandage);
if(GUI.Button(Rect(100, 240, 100, 20), “Use Bandage?”))
{
if(bandage >= 1)
{
bandage–;
Heal();
}
}
GUI.EndGroup();
}
}
function Eat()
{
playerGUI.hungerBarDisplay += 0.1;
}
function Drink()
{
playerGUI.thirstBarDisplay += 0.1;
}
function Heal()
{
playerGUI.healthBarDisplay += 0.1;
}
and
\PAUSEMENU
using UnityEngine;
using System.Collections;
public class PauseMenu : MonoBehaviour {
public bool isPaused;
public GameObject pauseMenuCanvas;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.Escape)) {
isPaused = !isPaused;
}
if (isPaused) {
pauseMenuCanvas.SetActive (true);
Time.timeScale = 0;
Cursor.visible = true;
}
else {
pauseMenuCanvas.SetActive (false);
Cursor.visible = false;
}
}
public void resume()
{
isPaused = false;
Cursor.visible = false;
}
public void quit(){
Application.Quit ();
}
}
and when i click esc the game is still running and the the cursor is still not visible. in game the cursor is hidden then when the inventory or pause menu is pressed the cursor must show. i don’t know what to do. help me