Files
kronic f31ffe910b Frontend menu + settings + saves foundation
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -07:00

27 lines
995 B
C#

using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Client-only bootstrap that ensures the in-game pause overlay (Esc) exists once a session is running.
/// Mirrors how HudSystem creates its UI at runtime — spawns one <see cref="PauseMenuController"/> GameObject
/// in the active (Game) scene; the scene swap on Quit-to-Menu destroys it, and a fresh session's new client
/// world spawns a new one. Client world only, so the menu's plain default world never spawns a pause overlay.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class PauseMenuSystem : SystemBase
{
bool _spawned;
protected override void OnUpdate()
{
if (_spawned) return;
_spawned = true;
new GameObject("~PauseMenu").AddComponent<PauseMenuController>();
}
}
}