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@HassakuTb
Last active July 7, 2016 02:35
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Pause all children object
/**
NYSL Version 0.9982 (en) (Unofficial)
----------------------------------------
A. This software is "Everyone'sWare". It means:
Anybody who has this software can use it as if he/she is
the author.
A-1. Freeware. No fee is required.
A-2. You can freely redistribute this software.
A-3. You can freely modify this software. And the source
may be used in any software with no limitation.
A-4. When you release a modified version to public, you
must publish it with your name.
B. The author is not responsible for any kind of damages or loss
while using or misusing this software, which is distributed
"AS IS". No warranty of any kind is expressed or implied.
You use AT YOUR OWN RISK.
C. Copyrighted to Hassaku
D. Above three clauses are applied both to source and binary
form of this software.
*/
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
/// <summary>
/// pause all children
/// </summary>
public class Pausable : MonoBehaviour {
#region Inner struct RigidBody2DVelocity
private struct RigidBody2DVelocity {
private Vector2 velocity;
private float angularVelocity;
public RigidBody2DVelocity(Rigidbody2D rigidbody2D) {
velocity = rigidbody2D.velocity;
angularVelocity = rigidbody2D.angularVelocity;
}
public void Restore(ref Rigidbody2D rigidbody2D) {
rigidbody2D.velocity = velocity;
rigidbody2D.angularVelocity = angularVelocity;
}
}
#endregion
#region Inner struct RigidBodyVelocity
private struct RigidBodyVelocity {
private Vector3 velocity;
private Vector3 angularVelocity;
public RigidBodyVelocity(Rigidbody rigidbody) {
velocity = rigidbody.velocity;
angularVelocity = rigidbody.angularVelocity;
}
public void Restore(ref Rigidbody rigidbody) {
rigidbody.velocity = velocity;
rigidbody.angularVelocity = angularVelocity;
}
}
#endregion
public bool IsPausing = false;
private bool previousIsPausing{ get; set; }
private RigidBody2DVelocity[] velocities2D { get; set; }
private Rigidbody2D[] rigidbodies2D { get; set; }
private RigidBodyVelocity[] velocities { get; set; }
private Rigidbody[] rigidbodies { get; set; }
private MonoBehaviour[] components { get; set; }
private ParticleSystem[] particles { get; set; }
private Animator[] animators { get; set; }
private AudioSource[] audioSources { get; set; }
protected void Awake(){
previousIsPausing = IsPausing;
}
protected void Start() {
if (IsPausing) Pause();
}
protected void Update() {
if (previousIsPausing != IsPausing) {
if (IsPausing) {
Pause();
}
else {
Resume();
}
}
previousIsPausing = IsPausing;
}
private void Pause() {
// extract all rigidbody2D that is not sleeping
rigidbodies2D = GetComponentsInChildren<Rigidbody2D>()
.Where(x => !x.IsSleeping())
.ToArray();
// pause rigidbody2D
if (rigidbodies2D.Length > 0) {
velocities2D = new RigidBody2DVelocity[rigidbodies2D.Length];
for (int i = 0; i < rigidbodies2D.Length; ++i) {
velocities2D[i] = new RigidBody2DVelocity(rigidbodies2D[i]);
rigidbodies2D[i].Sleep();
}
}
// extract all rigidbody that is not sleeping
rigidbodies = GetComponentsInChildren<Rigidbody>()
.Where(x => !x.IsSleeping())
.ToArray();
// pause rigidbody
if (rigidbodies.Length > 0) {
velocities = new RigidBodyVelocity[rigidbodies.Length];
for (int i = 0; i < rigidbodies.Length; ++i) {
velocities[i] = new RigidBodyVelocity(rigidbodies[i]);
rigidbodies[i].Sleep();
}
}
// extract enabled animator
animators = GetComponentsInChildren<Animator>()
.Where(x => x.isActiveAndEnabled)
.ToArray();
// pause animation
if (animators.Length > 0) {
for (int i = 0; i < animators.Length; ++i) {
animators[i].Stop();
}
}
// extract playing audio sources
audioSources = GetComponentsInChildren<AudioSource>()
.Where(x => x.isPlaying)
.ToArray();
// pause audio
foreach (var aud in audioSources) {
aud.Pause();
}
// extract playing particle system
particles = GetComponentsInChildren<ParticleSystem>()
.Where(x => x.isPlaying)
.ToArray();
// pause particle
foreach (var par in particles) {
par.Pause(false);
}
// extract all behavior without renderer
components = GetComponentsInChildren<MonoBehaviour>()
.Where(x => x != this)
.Where(x => !(x is Graphic || x is BaseMeshEffect || x is CanvasScaler))
.Where(x => x.enabled)
.ToArray();
// pause components
foreach (var com in components) {
com.enabled = false;
}
}
private void Resume() {
// resume components
foreach (var com in components) {
if (com == null) continue;
com.enabled = true;
}
// resume particle
foreach (var par in particles) {
if (par == null) continue;
par.Play(false);
}
// resume audio
foreach (var aud in audioSources) {
if (aud == null) continue;
aud.Play();
}
// resume animation
if (animators.Length > 0) {
for (int i = 0; i < animators.Length; ++i) {
if (animators[i] == null) continue;
animators[i].enabled = false;
animators[i].enabled = true;
}
}
// resume rigidbody2D
if (rigidbodies2D.Length > 0) {
for (int i = 0; i < rigidbodies2D.Length; ++i) {
if (rigidbodies2D[i] == null) continue;
velocities2D[i].Restore(ref rigidbodies2D[i]);
rigidbodies2D[i].WakeUp();
}
}
// resume rigidbody
if (rigidbodies.Length > 0) {
for (int i = 0; i < rigidbodies.Length; ++i) {
if (rigidbodies[i] == null) continue;
velocities[i].Restore(ref rigidbodies[i]);
rigidbodies[i].WakeUp();
}
}
}
}
@HassakuTb

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These will stop

  • awaking Rigidbody
  • awaking Rigidbody2D
  • Mecanim Animaton (Animator)
  • playing ParticleSystem
  • playing AudioSource
  • Monobehaviour without following

These will NOT stop

  • CanvasScaler
  • UI.Graphics (ex. Image)
  • UI.BaseMeshEffect (ex. Outline)
  • Process using coroutine

@HassakuTb

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Toggle IsPausing to Pause or Resume.

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