f31ffe910b
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>
27 lines
995 B
C#
27 lines
995 B
C#
using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only bootstrap that ensures the in-game pause overlay (Esc) exists once a session is running.
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/// Mirrors how HudSystem creates its UI at runtime — spawns one <see cref="PauseMenuController"/> GameObject
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/// in the active (Game) scene; the scene swap on Quit-to-Menu destroys it, and a fresh session's new client
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/// world spawns a new one. Client world only, so the menu's plain default world never spawns a pause overlay.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class PauseMenuSystem : SystemBase
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{
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bool _spawned;
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protected override void OnUpdate()
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{
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if (_spawned) return;
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_spawned = true;
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new GameObject("~PauseMenu").AddComponent<PauseMenuController>();
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}
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}
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}
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