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200 lines
9.2 KiB
C++
200 lines
9.2 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <GameState/GameStateRequestBus.h>
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#include <GameStateSamples/GameStateLevelPaused.h>
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#include <GameStateSamples/GameStateMainMenu.h>
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#include <GameStateSamples/GameStateOptionsMenu.h>
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#include <AzFramework/Input/Devices/Gamepad/InputDeviceGamepad.h>
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#include <AzFramework/Input/Devices/Keyboard/InputDeviceKeyboard.h>
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#include <LyShine/Bus/UiButtonBus.h>
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#include <LyShine/Bus/UiCanvasBus.h>
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#include <LyShine/Bus/UiCanvasManagerBus.h>
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#include <LyShine/Bus/UiCursorBus.h>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace GameStateSamples
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{
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::OnPushed()
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{
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LoadPauseMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::OnPopped()
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{
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UnloadPauseMenuCanvas();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::OnEnter()
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{
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InputChannelEventListener::Connect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::OnExit()
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{
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InputChannelEventListener::Disconnect();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline AZ::s32 GameStateLevelPaused::GetPriority() const
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{
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// Make unpausing the game precedence over any UI that might be showing
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return AzFramework::InputChannelEventListener::GetPriorityUI() + 1;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool GameStateLevelPaused::OnInputChannelEventFiltered(const AzFramework::InputChannel & inputChannel)
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{
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if (inputChannel.IsStateEnded() &&
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(inputChannel.GetInputChannelId() == AzFramework::InputDeviceGamepad::Button::Start ||
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inputChannel.GetInputChannelId() == AzFramework::InputDeviceKeyboard::Key::Escape))
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
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"The active game state is not an instance of GameStateLevelPaused");
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GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
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return true; // Consume this input
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}
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return false; // Don't consume other input
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::LoadPauseMenuCanvas()
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{
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// Load the UI canvas
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const char* uiCanvasAssetPath = GetPauseMenuCanvasAssetPath();
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UiCanvasManagerBus::BroadcastResult(m_pauseMenuCanvasEntityId,
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&UiCanvasManagerInterface::LoadCanvas,
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uiCanvasAssetPath);
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if (!m_pauseMenuCanvasEntityId.IsValid())
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{
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AZ_Warning("GameStateLevelPaused", false, "Could not load %s", uiCanvasAssetPath);
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return;
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}
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// Display the pause menu
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UiCanvasBus::Event(m_pauseMenuCanvasEntityId, &UiCanvasInterface::SetEnabled, true);
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SetPauseMenuCanvasDrawOrder();
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// Display the UI cursor
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UiCursorBus::Broadcast(&UiCursorInterface::IncrementVisibleCounter);
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// Setup the 'Resume' button to return to the level running state
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AZ::EntityId resumeButtonElementId;
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UiCanvasBus::EventResult(resumeButtonElementId,
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m_pauseMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"ResumeButton");
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UiButtonBus::Event(resumeButtonElementId,
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&UiButtonInterface::SetOnClickCallback,
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[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
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"The active game state is not an instance of GameStateLevelPaused");
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GameState::GameStateRequestBus::Broadcast(&GameState::GameStateRequests::PopActiveGameState);
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});
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// Setup the 'Options' button to open the options menu
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AZ::EntityId optionsButtonElementId;
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UiCanvasBus::EventResult(optionsButtonElementId,
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m_pauseMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"OptionsButton");
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UiButtonBus::Event(optionsButtonElementId,
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&UiButtonInterface::SetOnClickCallback,
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[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
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"The active game state is not an instance of GameStateLevelPaused");
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GameState::GameStateRequests::CreateAndPushNewOverridableGameStateOfType<GameStateOptionsMenu>();
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});
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// Setup the 'Return to Main Menu' button to return to the main menu state
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AZ::EntityId returnToMainMenuButtonElementId;
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UiCanvasBus::EventResult(returnToMainMenuButtonElementId,
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m_pauseMenuCanvasEntityId,
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&UiCanvasInterface::FindElementEntityIdByName,
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"ReturnToMainMenuButton");
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const bool enableReturnToMainMenuButton = GameState::GameStateRequests::DoesStackContainGameStateOfType<GameStateMainMenu>();
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UiElementBus::Event(returnToMainMenuButtonElementId, &UiElementInterface::SetIsEnabled, enableReturnToMainMenuButton);
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if (enableReturnToMainMenuButton)
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{
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UiButtonBus::Event(returnToMainMenuButtonElementId,
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&UiButtonInterface::SetOnClickCallback,
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[]([[maybe_unused]] AZ::EntityId clickedEntityId, [[maybe_unused]] AZ::Vector2 point)
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{
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AZ_Assert(GameState::GameStateRequests::IsActiveGameStateOfType<GameStateLevelPaused>(),
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"The active game state is not an instance of GameStateLevelPaused");
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GameState::GameStateRequests::PopActiveGameStateUntilOfType<GameStateMainMenu>();
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});
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::UnloadPauseMenuCanvas()
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{
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if (m_pauseMenuCanvasEntityId.IsValid())
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{
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// Hide the UI cursor
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UiCursorBus::Broadcast(&UiCursorInterface::DecrementVisibleCounter);
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// Unload the pause menu
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UiCanvasManagerBus::Broadcast(&UiCanvasManagerInterface::UnloadCanvas,
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m_pauseMenuCanvasEntityId);
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m_pauseMenuCanvasEntityId.SetInvalid();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::SetPauseMenuCanvasDrawOrder()
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{
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// Loaded canvases are already stored sorted by draw order...
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UiCanvasManagerInterface::CanvasEntityList canvases;
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UiCanvasManagerBus::BroadcastResult(canvases, &UiCanvasManagerInterface::GetLoadedCanvases);
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// ...so get the draw order of the top-most displayed UI canvas...
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int highestDrawOrder = 0;
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UiCanvasBus::EventResult(highestDrawOrder, canvases.back(), &UiCanvasInterface::GetDrawOrder);
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// ...and increment it by one unless it's already set to int max...
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if (highestDrawOrder != std::numeric_limits<int>::max())
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{
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++highestDrawOrder;
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}
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// ...ensuring the pause menu gets displayed on top of all other loaded canvases,
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// with the exception of 'special' ones like message popups or the loading screen
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// that use a draw order of int max.
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UiCanvasBus::Event(m_pauseMenuCanvasEntityId, &UiCanvasInterface::SetDrawOrder, highestDrawOrder);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline const char* GameStateLevelPaused::GetPauseMenuCanvasAssetPath()
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{
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return "@products@/ui/canvases/defaultpausemenuscreen.uicanvas";
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::PauseGame()
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{
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// We need a way to pause the game.
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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inline void GameStateLevelPaused::UnpauseGame()
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{
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// We need a way to un-pause the game.
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}
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}
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