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Added Examples
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Example.meta

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using AbyssMoth.ScenePauseSystem;
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using UnityEngine;
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namespace Plugins.Unity_ScenePauseSystem.Example
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{
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/// <summary>
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/// Variant 2
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/// </summary>
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public class InfinityColorDebugLogWriter : MonoBehaviour, IPausable
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{
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public bool IsPaused { get; private set; }
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private void Update()
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{
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if (IsPaused)
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return;
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Debug.Log($"<color=yellow>Write color message!</color>");
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}
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public void Pause(in PauseRequest request, Object sender = null)
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{
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IsPaused = true;
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// Other handle
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// if (request.IsDefeat) { ... }
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// ...
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}
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public void Resume(in PauseRequest request, Object sender = null)
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{
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IsPaused = false;
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// Other handle
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// if (request.IsShowAd) { ... }
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// ...
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}
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}
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}

Example/InfinityColorDebugLogWriter.cs.meta

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Example/InfinityDebugLogWriter.cs

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using System;
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using UnityEngine;
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using AbyssMoth.ScenePauseSystem;
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namespace Plugins.Unity_ScenePauseSystem.Example
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{
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/// <summary>
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/// Variant 1
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/// </summary>
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public class InfinityDebugLogWriter : PausableBehaviour
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{
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private protected override void OnUpdate()
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{
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Debug.Log(
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$"Write message! Pause Sender: [{ReadLastPauseSender?.GetType().Name}] | Resume Sender: [{ReadLastResumeSender?.GetType().Name}]");
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}
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}
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}

Example/InfinityDebugLogWriter.cs.meta

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Example/MainMenuUISettings.cs

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using UnityEngine;
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using AbyssMoth.ScenePauseSystem;
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namespace Plugins.Unity_ScenePauseSystem.Example
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{
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public class MainMenuUISettings : MonoBehaviour
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{
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[SerializeField] private PauseSystem pauseSystem;
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private void Update()
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{
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ReadUserInput();
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}
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private void ReadUserInput()
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{
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if (Input.GetKeyDown(KeyCode.P))
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{
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if (pauseSystem.IsPaused)
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pauseSystem.ResumeGame(new PauseRequest { IsPerformSettings = true }, this);
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else
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pauseSystem.PauseGame(new PauseRequest { IsPerformSettings = true }, this);
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}
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}
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}
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}

Example/MainMenuUISettings.cs.meta

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