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    "path": "CODE_OF_CONDUCT.md",
    "content": "# Contributor Covenant Code of Conduct\n\n## Our Pledge\n\nIn the interest of fostering an open and welcoming environment, we as contributors and maintainers pledge to making participation in our project and our community a harassment-free experience for everyone, regardless of age, body size, disability, ethnicity, gender identity and expression, level of experience, nationality, personal appearance, race, religion, or sexual identity and orientation.\n\n## Our Standards\n\nExamples of behavior that contributes to creating a positive environment include:\n\n* Using welcoming and inclusive language\n* Being respectful of differing viewpoints and experiences\n* Gracefully accepting constructive criticism\n* Focusing on what is best for the community\n* Showing empathy towards other community members\n\nExamples of unacceptable behavior by participants include:\n\n* The use of sexualized language or imagery and unwelcome sexual attention or advances\n* Trolling, insulting/derogatory comments, and personal or political attacks\n* Public or private harassment\n* Publishing others' private information, such as a physical or electronic address, without explicit permission\n* Other conduct which could reasonably be considered inappropriate in a professional setting\n\n## Our Responsibilities\n\nProject maintainers are responsible for clarifying the standards of acceptable behavior and are expected to take appropriate and fair corrective action in response to any instances of unacceptable behavior.\n\nProject maintainers have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, or to ban temporarily or permanently any contributor for other behaviors that they deem inappropriate, threatening, offensive, or harmful.\n\n## Scope\n\nThis Code of Conduct applies both within project spaces and in public spaces when an individual is representing the project or its community. Examples of representing a project or community include using an official project e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. Representation of a project may be further defined and clarified by project maintainers.\n\n## Enforcement\n\nInstances of abusive, harassing, or otherwise unacceptable behavior may be reported by contacting the project team at ericz2241@gmail.com. The project team will review and investigate all complaints, and will respond in a way that it deems appropriate to the circumstances. The project team is obligated to maintain confidentiality with regard to the reporter of an incident. Further details of specific enforcement policies may be posted separately.\n\nProject maintainers who do not follow or enforce the Code of Conduct in good faith may face temporary or permanent repercussions as determined by other members of the project's leadership.\n\n## Attribution\n\nThis Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4, available at [http://contributor-covenant.org/version/1/4][version]\n\n[homepage]: http://contributor-covenant.org\n[version]: http://contributor-covenant.org/version/1/4/\n"
  },
  {
    "path": "LICENSE",
    "content": "The MIT License (MIT)\n\nCopyright (c) 2016 Eric Zhu\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
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    "content": "Copyright (c) 2011 Natanael Gama (exo@ndiscovered.com), with Reserved Font Name \"Exo\"\n\nThis Font Software is licensed under the SIL Open Font License, Version 1.1.\nThis license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL\n\n-----------------------------------------------------------\nSIL OPEN FONT LICENSE Version 1.1 - 26 February 2007\n-----------------------------------------------------------\n\nPREAMBLE\nThe goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.\n\nThe OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.\n\nDEFINITIONS\n\"Font Software\" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.\n\n\"Reserved Font Name\" refers to any names specified as such after the copyright statement(s).\n\n\"Original Version\" refers to the collection of Font Software components as distributed by the Copyright Holder(s).\n\n\"Modified Version\" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.\n\n\"Author\" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.\n\nPERMISSION & CONDITIONS\nPermission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:\n\n1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.\n\n2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.\n\n3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.\n\n4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.\n\n5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.\n\nTERMINATION\nThis license becomes null and void if any of the above conditions are not met.\n\nDISCLAIMER\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE."
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    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Fonts/open-sans/Apache License.txt",
    "content": "Apache License\n                           Version 2.0, January 2004\n                        http://www.apache.org/licenses/\n\n   TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION\n\n   1. Definitions.\n\n      \"License\" shall mean the terms and conditions for use, reproduction,\n      and distribution as defined by Sections 1 through 9 of this document.\n\n      \"Licensor\" shall mean the copyright owner or entity authorized by\n      the copyright owner that is granting the License.\n\n      \"Legal Entity\" shall mean the union of the acting entity and all\n      other entities that control, are controlled by, or are under common\n      control with that entity. For the purposes of this definition,\n      \"control\" means (i) the power, direct or indirect, to cause the\n      direction or management of such entity, whether by contract or\n      otherwise, or (ii) ownership of fifty percent (50%) or more of the\n      outstanding shares, or (iii) beneficial ownership of such entity.\n\n      \"You\" (or \"Your\") shall mean an individual or Legal Entity\n      exercising permissions granted by this License.\n\n      \"Source\" form shall mean the preferred form for making modifications,\n      including but not limited to software source code, documentation\n      source, and configuration files.\n\n      \"Object\" form shall mean any form resulting from mechanical\n      transformation or translation of a Source form, including but\n      not limited to compiled object code, generated documentation,\n      and conversions to other media types.\n\n      \"Work\" shall mean the work of authorship, whether in Source or\n      Object form, made available under the License, as indicated by a\n      copyright notice that is included in or attached to the work\n      (an example is provided in the Appendix below).\n\n      \"Derivative Works\" shall mean any work, whether in Source or Object\n      form, that is based on (or derived from) the Work and for which the\n      editorial revisions, annotations, elaborations, or other modifications\n      represent, as a whole, an original work of authorship. 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    "content": "using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing UnityEngine.EventSystems;\nusing System.IO;\n//using UnityStandardAssets.ImageEffects;\n/// <summary>\n///  Copyright (c) 2016 Eric Zhu \n/// </summary>\nnamespace GreatArcStudios\n{\n    /// <summary>\n    /// The pause menu manager. You can extend this to make your own. Everything is pretty modular, so creating you own based off of this should be easy. Thanks for downloading and good luck! \n    /// </summary>\n    public class PauseManager : MonoBehaviour\n    {\n        /// <summary>\n        /// This is the main panel holder, which holds the main panel and should be called \"main panel\"\n        /// </summary> \n        public GameObject MainPanel;\n        /// <summary>\n        /// This is the video panel holder, which holds all of the controls for the video panel and should be called \"vid panel\"\n        /// </summary>\n        public GameObject VidPanel;\n        /// <summary>\n        /// This is the audio panel holder, which holds all of the silders for the audio panel and should be called \"audio panel\"\n        /// </summary>\n        public GameObject AudioPanel;\n        /// <summary>\n        /// This is the credits panel holder, which holds all of the silders for the audio panel and should be called \"credits panel\"\n        /// </summary>\n        public GameObject CreditsPanel;\n        /// <summary>\n        /// These are the game objects with the title texts like \"Pause menu\" and \"Game Title\" \n        /// </summary>\n        public GameObject TitleTexts;\n        /// <summary>\n        /// The mask that makes the scene darker  \n        /// </summary>\n        public GameObject Mask;\n        /// <summary>\n        /// Audio Panel animator\n        /// </summary>\n        public Animator AudioPanelAnimator;\n        /// <summary>\n        /// Video Panel animator  \n        /// </summary>\n        public Animator VidPanelAnimator;\n        /// <summary>\n        /// Quit Panel animator  \n        /// </summary>\n        public Animator QuitPanelAnimator;\n        /// <summary>\n        /// Credits Panel animator  \n        /// </summary>\n        public Animator CreditsPanelAnimator;\n        /// <summary>\n        /// Pause menu text \n        /// </summary>\n        public Text PauseMenu;\n\n        /// <summary>\n        /// Main menu level string used for loading the main menu. This means you'll need to type in the editor text box, the name of the main menu level, ie: \"mainmenu\";\n        /// </summary>\n        public String MainMenu;\n        //DOF script name\n        /// <summary>\n        /// The Depth of Field script name, ie: \"DepthOfField\". You can leave this blank in the editor, but will throw a null refrence exception, which is harmless.\n        /// </summary>\n        public String DofScriptName;\n\n        /// <summary>\n        /// The Ambient Occlusion script name, ie: \"AmbientOcclusion\". You can leave this blank in the editor, but will throw a null refrence exception, which is harmless.\n        /// </summary>\n        public String AoScriptName;\n        /// <summary>\n        /// The main camera, assign this through the editor. \n        /// </summary>        \n        public Camera MainCam;\n        internal static Camera MainCamShared;\n        /// <summary>\n        /// The main camera game object, assign this through the editor. \n        /// </summary> \n        public GameObject MainCamObj;\n\n        /// <summary>\n        /// The terrain detail density float. It's only public because you may want to adjust it in editor\n        /// </summary> \n        public float DetailDensity;\n\n        /// <summary>\n        /// Timescale value. The defualt is 1 for most games. You may want to change it if you are pausing the game in a slow motion situation \n        /// </summary> \n        public float TimeScale = 1f;\n        /// <summary>\n        /// One terrain variable used if you have a terrain plugin like rtp. \n        /// </summary>\n        public Terrain Terrain;\n        /// <summary>\n        /// Other terrain variable used if you want to have an option to target low end harware.\n        /// </summary>\n        public Terrain SimpleTerrain;\n        /// <summary>\n        /// Inital shadow distance \n        /// </summary>\n        internal static float ShadowDistIni;\n        /// <summary>\n        /// Inital render distance \n        /// </summary>\n        internal static float RenderDistIni;\n        /// <summary>\n        /// Inital AA quality 2, 4, or 8\n        /// </summary>\n        internal static float AaQualIni;\n        /// <summary>\n        /// Inital terrain detail density\n        /// </summary>\n        internal static float DensityIni;\n        /// <summary>\n        /// Amount of trees that are acutal meshes\n        /// </summary>\n        internal static float TreeMeshAmtIni;\n        /// <summary>\n        /// Inital fov \n        /// </summary>\n        internal static float FovIni;\n        /// <summary>\n        /// Inital msaa amount \n        /// </summary>\n        internal static int MsaaIni;\n        /// <summary>\n        /// Inital vsync count, the Unity docs say,\n        /// <code> \n        /// //This will set the game to have one VSync per frame\n        /// QualitySettings.vSyncCount = 1;\n        /// </code>\n        /// <code>\n        /// //This will disable vsync\n        /// QualitySettings.vSyncCount = 0;\n        /// </code>\n        /// </summary>\n        internal static int VsyncIni;\n        /// <summary>\n        /// AA drop down menu.\n        /// </summary>\n        public Dropdown AaCombo;\n        /// <summary>\n        /// Aniso drop down menu.\n        /// </summary>\n        public Dropdown AfCombo;\n\n        public Slider FovSlider;\n        public Slider ModelQualSlider;\n        public Slider TerrainQualSlider;\n        public Slider HighQualTreeSlider;\n        public Slider RenderDistSlider;\n        public Slider TerrainDensitySlider;\n        public Slider ShadowDistSlider;\n        public Slider AudioMasterSlider;\n        public Slider AudioMusicSlider;\n        public Slider AudioEffectsSlider;\n        public Slider MasterTexSlider;\n        public Slider ShadowCascadesSlider;\n        public Toggle VSyncToggle;\n        public Toggle AoToggle;\n        public Toggle DofToggle;\n        public Toggle FullscreenToggle;\n        /// <summary>\n        /// The preset text label.\n        /// </summary>\n        public Text PresetLabel;\n        /// <summary>\n        /// Resolution text label.\n        /// </summary>\n        public Text ResolutionLabel;\n        /// <summary>\n        /// Lod bias float array. You should manually assign these based on the quality level.\n        /// </summary>\n        public float[] LodBias;\n        /// <summary>\n        /// Shadow distance array. You should manually assign these based on the quality level.\n        /// </summary>\n        public float[] ShadowDist;\n        /// <summary>\n        /// An array of music audio sources\n        /// </summary>\n        public AudioSource[] Music;\n        /// <summary>\n        /// An array of sound effect audio sources\n        /// </summary>\n        public AudioSource[] Effects;\n        /// <summary>\n        /// An array of the other UI elements, which is used for disabling the other elements when the game is paused.\n        /// </summary>\n        public GameObject[] OtherUiElements;\n        /// <summary>\n        /// Editor boolean for hardcoding certain video settings. It will allow you to use the values defined in LOD Bias and Shadow Distance\n        /// </summary>\n        public Boolean HardCodeSomeVideoSettings;\n        /// <summary>\n        /// Boolean for turning on simple terrain\n        /// </summary>\n        public Boolean UseSimpleTerrain;\n        public static Boolean ReadUseSimpleTerrain;\n        /// <summary>\n        /// Event system\n        /// </summary>\n        public EventSystem UiEventSystem;\n        /// <summary>\n        /// Defualt selected on the video panel\n        /// </summary>\n        public GameObject DefualtSelectedVideo;\n        /// <summary>\n        /// Defualt selected on the video panel\n        /// </summary>\n        public GameObject DefualtSelectedAudio;\n        /// <summary>\n        /// Defualt selected on the video panel\n        /// </summary>\n        public GameObject DefualtSelectedMain;\n        public GameObject DefualtSelectedCredits;\n        //last music multiplier; this should be a value between 0-1\n        internal static float LastMusicMult;\n        //last audio multiplier; this should be a value between 0-1\n        internal static float LastAudioMult;\n        //Initial master volume\n        internal static float BeforeMaster;\n        //last texture limit \n        internal static int LastTexLimit;\n        //int for amount of effects\n        private int _audioEffectAmt = 0;\n        //Inital audio effect volumes\n        private float[] _beforeEffectVol;\n\n        //Initial music volume\n        private float _beforeMusic;\n        //Preset level\n        private int _currentLevel;\n        //Resoutions\n        private Resolution[] _allRes;\n        //Camera dof script\n        private MonoBehaviour _tempScript;\n        //Presets \n        private String[] _presets;\n        //Fullscreen Boolean\n        private Boolean _isFullscreen;\n        //current resoultion\n        internal static Resolution CurrentRes;\n        //Last resoultion \n        private Resolution _beforeRes;\n\n        //last shadow cascade value\n        internal static int LastShadowCascade;\n\n        public static Boolean AoBool;\n        public static Boolean DofBool;\n        private Boolean _lastAoBool;\n        private Boolean _lastDofBool;\n        public static Terrain ReadTerrain;\n        public static Terrain ReadSimpleTerrain;\n\n        private SaveSettings _saveSettings = new SaveSettings();\n\n\n        private Terrain CurrentTerrain\n        {\n            get\n            {\n                return UseSimpleTerrain ? SimpleTerrain : Terrain;\n            }\n        }\n\n\n        /*\n//Color fade duration value\n//public float crossFadeDuration;\n//custom color\n//public Color _customColor;\n\n//Animation clips\nprivate AnimationClip audioIn;\nprivate AnimationClip audioOut;\npublic AnimationClip vidIn;\npublic AnimationClip vidOut;\npublic AnimationClip mainIn;\npublic AnimationClip mainOut; \n*/\n        //Blur Variables\n        //Blur Effect Script (using the standard image effects package) \n        //public Blur blurEffect;\n        //Blur Effect Shader (should be the one that came with the package)\n        //public Shader blurEffectShader;\n        //Boolean for if the blur effect was originally enabled\n        //public Boolean blurBool;\n\n        /// <summary>\n        /// The start method; you will need to place all of your inital value getting/setting here. \n        /// </summary>\n        public void Start()\n        {\n\n            ReadUseSimpleTerrain = UseSimpleTerrain;\n            if (UseSimpleTerrain)\n            {\n                ReadSimpleTerrain = SimpleTerrain;\n            }\n            else\n            {\n                ReadTerrain = Terrain;\n            }\n\n            MainCamShared = MainCam;\n            //Set the lastmusicmult and last audiomult\n            LastMusicMult = AudioMusicSlider.value;\n            LastAudioMult = AudioEffectsSlider.value;\n            //Set the first selected item\n            UiEventSystem.firstSelectedGameObject = DefualtSelectedMain;\n            //Get the presets from the quality settings \n            _presets = QualitySettings.names;\n            PresetLabel.text = _presets[QualitySettings.GetQualityLevel()].ToString();\n            _currentLevel = QualitySettings.GetQualityLevel();\n            //Get the current resoultion, if the game is in fullscreen, and set the label to the original resolution\n            _allRes = Screen.resolutions;\n            CurrentRes.width = Screen.width;\n            CurrentRes.height = Screen.height;\n            //Debug.Log(\"ini res\" + currentRes);\n            ResolutionLabel.text = Screen.width.ToString() + \" x \" + Screen.height.ToString();\n            _isFullscreen = Screen.fullScreen;\n            //get initial screen effect bools\n            _lastAoBool = AoToggle.isOn;\n            _lastDofBool = DofToggle.isOn;\n            //get all specified audio source volumes\n            _beforeEffectVol = new float[_audioEffectAmt];\n            BeforeMaster = AudioListener.volume;\n            //get all ini values\n            AaQualIni = QualitySettings.antiAliasing;\n            RenderDistIni = MainCam.farClipPlane;\n            ShadowDistIni = QualitySettings.shadowDistance;\n            FovIni = MainCam.fieldOfView;\n            MsaaIni = QualitySettings.antiAliasing;\n            VsyncIni = QualitySettings.vSyncCount;\n            //enable titles\n            TitleTexts.SetActive(true);\n            //Find terrain\n            Terrain = Terrain.activeTerrain;\n            //Disable other panels\n            MainPanel.SetActive(false);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            CreditsPanel.SetActive(false);\n            //Enable mask\n            Mask.SetActive(false);\n            //set last texture limit\n            LastTexLimit = QualitySettings.masterTextureLimit;\n            //set last shadow cascade \n            LastShadowCascade = QualitySettings.shadowCascades;\n            try\n            {\n                _saveSettings.LoadGameSettings();\n            }\n            catch\n            {\n                Debug.Log(\"Game settings not found in: \" + Application.persistentDataPath + \"/\" + _saveSettings.FileName);\n                _saveSettings.SaveGameSettings();\n            }\n\n            try\n            {\n                DensityIni = Terrain.activeTerrain.detailObjectDensity;\n            }\n            catch\n            {\n                if (Terrain = null)\n                {\n                    Debug.Log(\"Terrain Not Assigned\");\n                }\n            }\n\n            //set the blur boolean to false;\n            //blurBool = false;\n            //Add the blur effect\n            /*mainCamObj.AddComponent(typeof(Blur));\n            blurEffect = (Blur)mainCamObj.GetComponent(typeof(Blur));\n            blurEffect.blurShader = blurEffectShader;\n            blurEffect.enabled = false; 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Call methods such as auto saving before qutting here.\n        /// </summary>\n        public void QuitGame()\n        {\n            Application.Quit();\n#if UNITY_EDITOR\n            UnityEditor.EditorApplication.isPlaying = false;\n#endif\n        }\n        /// <summary>\n        /// Cancels quittting by playing an animation.\n        /// </summary>\n        public void QuitCancel()\n        {\n            QuitPanelAnimator.Play(\"QuitPanelOut\");\n        }\n        /// <summary>\n        ///Loads the main menu scene.\n        /// </summary>\n        public void ReturnToMenu()\n        {\n            Application.LoadLevel(MainMenu);\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n        }\n\n        // Update is called once per frame\n        /// <summary>\n        /// The update method. This mainly searches for the user pressing the escape key.\n        /// </summary>\n        public void Update()\n        {\n            ReadUseSimpleTerrain = UseSimpleTerrain;\n            UseSimpleTerrain = ReadUseSimpleTerrain;\n            //colorCrossfade();\n            if (VidPanel.active == true)\n            {\n                PauseMenu.text = \"Video Menu\";\n            }\n            else if (AudioPanel.active == true)\n            {\n                PauseMenu.text = \"Audio Menu\";\n            }\n            else if (MainPanel.active == true)\n            {\n                PauseMenu.text = \"Pause Menu\";\n            }\n\n            if (Input.GetKeyDown(KeyCode.Escape) && MainPanel.active == false)\n            {\n\n                UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n                MainPanel.SetActive(true);\n                VidPanel.SetActive(false);\n                AudioPanel.SetActive(false);\n                TitleTexts.SetActive(true);\n                Mask.SetActive(true);\n                Time.timeScale = 0;\n                for (int i = 0; i < OtherUiElements.Length; i++)\n                {\n                    OtherUiElements[i].gameObject.SetActive(false);\n                }\n                /* if (blurBool == false)\n                  {\n                     blurEffect.enabled = true;\n                 }  */\n            }\n            else if (Input.GetKeyDown(KeyCode.Escape) && MainPanel.active == true)\n            {\n\n                Time.timeScale = TimeScale;\n                MainPanel.SetActive(false);\n                VidPanel.SetActive(false);\n                AudioPanel.SetActive(false);\n                TitleTexts.SetActive(false);\n                Mask.SetActive(false);\n                for (int i = 0; i < OtherUiElements.Length; i++)\n                {\n                    OtherUiElements[i].gameObject.SetActive(true);\n                }\n            }\n\n\n\n        }\n        /*\n        void colorCrossfade()\n        {\n            Debug.Log(pauseMenu.color);\n\n            if (pauseMenu.color == Color.white)\n            {\n                pauseMenu.CrossFadeColor(_customColor, crossFadeDuration, true, false);\n            }\n            else { \n                pauseMenu.CrossFadeColor(Color.white, crossFadeDuration, true, false);\n            }\n        }  */\n        /////Audio Options\n\n        /// <summary>\n        /// Show the audio panel \n        /// </summary>\n        public void Audio()\n        {\n            MainPanel.SetActive(false);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(true);\n            AudioPanelAnimator.enabled = true;\n            AudioIn();\n            PauseMenu.text = \"Audio Menu\";\n        }\n        /// <summary>\n        /// Play the \"audio panel in\" animation.\n        /// </summary>\n        public void AudioIn()\n        {\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedAudio);\n            AudioPanelAnimator.Play(\"Audio Panel In\");\n            AudioMasterSlider.value = AudioListener.volume;\n            //Perform modulo to find factor f to allow for non uniform music volumes\n            float a; float b; float f;\n            try\n            {\n                a = Music[0].volume;\n                b = Music[1].volume;\n                f = a % b;\n                AudioMusicSlider.value = f;\n            }\n            catch\n            {\n                Debug.Log(\"You do not have multiple audio sources\");\n                AudioMusicSlider.value = LastMusicMult;\n            }\n            //Do this with the effects\n            try\n            {\n                a = Effects[0].volume;\n                b = Effects[1].volume;\n                f = a % b;\n                AudioEffectsSlider.value = f;\n            }\n            catch\n            {\n                Debug.Log(\"You do not have multiple audio sources\");\n                AudioEffectsSlider.value = LastAudioMult;\n            }\n\n        }\n        /// <summary>\n        /// Audio Option Methods\n        /// </summary>\n        /// <param name=\"f\"></param>\n        public void UpdateMasterVol(float f)\n        {\n\n            //Controls volume of all audio listeners \n            AudioListener.volume = f;\n        }\n        /// <summary>\n        /// Update music effects volume\n        /// </summary>\n        /// <param name=\"f\"></param>\n        public void UpdateMusicVol(float f)\n        {\n            try\n            {\n                for (int musicAmt = 0; musicAmt < Music.Length; musicAmt++)\n                {\n                    Music[musicAmt].volume *= f;\n                }\n            }\n            catch\n            {\n                Debug.Log(\"Please assign music sources in the manager\");\n            }\n            //_beforeMusic = music.volume;\n        }\n        /// <summary>\n        /// Update the audio effects volume\n        /// </summary>\n        /// <param name=\"f\"></param>\n        public void UpdateEffectsVol(float f)\n        {\n            try\n            {\n                for (_audioEffectAmt = 0; _audioEffectAmt < Effects.Length; _audioEffectAmt++)\n                {\n                    //get the values for all effects before the change\n                    _beforeEffectVol[_audioEffectAmt] = Effects[_audioEffectAmt].volume;\n\n                    //lower it by a factor of f because we don't want every effect to be set to a uniform volume\n                    Effects[_audioEffectAmt].volume *= f;\n                }\n            }\n            catch\n            {\n                Debug.Log(\"Please assign audio effects sources in the manager.\");\n            }\n\n        }\n        /// <summary> \n        /// The method for changing the applying new audio settings\n        /// </summary>\n        public void ApplyAudio()\n        {\n            StartCoroutine(ApplyAudioMain());\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n\n        }\n        /// <summary>\n        /// Use an IEnumerator to first play the animation and then change the audio settings\n        /// </summary>\n        /// <returns></returns>\n        internal IEnumerator ApplyAudioMain()\n        {\n            AudioPanelAnimator.Play(\"Audio Panel Out\");\n            yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)AudioPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));\n            MainPanel.SetActive(true);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            BeforeMaster = AudioListener.volume;\n            LastMusicMult = AudioMusicSlider.value;\n            LastAudioMult = AudioEffectsSlider.value;\n            _saveSettings.SaveGameSettings();\n        }\n        /// <summary>\n        /// Cancel the audio setting changes\n        /// </summary>\n        public void CancelAudio()\n        {\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n            StartCoroutine(CancelAudioMain());\n        }\n        /// <summary>\n        /// Use an IEnumerator to first play the animation and then change the audio settings\n        /// </summary>\n        /// <returns></returns>\n        internal IEnumerator CancelAudioMain()\n        {\n            AudioPanelAnimator.Play(\"Audio Panel Out\");\n            // Debug.Log(audioPanelAnimator.GetCurrentAnimatorClipInfo(0).Length);\n            yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)AudioPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));\n            MainPanel.SetActive(true);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            AudioListener.volume = BeforeMaster;\n            //Debug.Log(_beforeMaster + AudioListener.volume);\n            try\n            {\n                for (_audioEffectAmt = 0; _audioEffectAmt < Effects.Length; _audioEffectAmt++)\n                {\n                    //get the values for all effects before the change\n                    Effects[_audioEffectAmt].volume = _beforeEffectVol[_audioEffectAmt];\n                }\n                for (int musicAmt = 0; musicAmt < Music.Length; musicAmt++)\n                {\n                    Music[musicAmt].volume = _beforeMusic;\n                }\n            }\n            catch\n            {\n                Debug.Log(\"please assign the audio sources in the manager\");\n            }\n        }\n        /////Video Options\n        /// <summary>\n        /// Show video\n        /// </summary>\n        public void Video()\n        {\n            MainPanel.SetActive(false);\n            VidPanel.SetActive(true);\n            AudioPanel.SetActive(false);\n            VidPanelAnimator.enabled = true;\n            VideoIn();\n            PauseMenu.text = \"Video Menu\";\n\n        }\n\n\n        private static readonly Dictionary<int, int> AaDict = new Dictionary<int, int>() { { 0, 0 }, { 2, 1 }, { 4, 2 }, { 8, 3 } };\n\n        /// <summary>\n        /// Play the \"video panel in\" animation\n        /// </summary>\n        public void VideoIn()\n        {\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedVideo);\n            VidPanelAnimator.Play(\"Video Panel In\");\n\n            AaCombo.value = AaDict[QualitySettings.antiAliasing];\n\n            // --------\n            // todo: that stuff is stupid:\n            if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable)\n            {\n                AfCombo.value = 1;\n            }\n            else if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.Disable)\n            {\n                AfCombo.value = 0;\n            }\n            else if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.Enable)\n            {\n                AfCombo.value = 2;\n            }\n            /* \n             * the unity constants already have int values:\n                 * AnisotropicFiltering.ForceEnable = 2\n                 * AnisotropicFiltering.Enable = 1\n             * would be smarter to use them, also this hard coded values just work with the \"hardcoded\" dropdownlist\n             */\n            // --------\n\n            PresetLabel.text = _presets[QualitySettings.GetQualityLevel()].ToString();\n            FovSlider.value = MainCam.fieldOfView;\n            ModelQualSlider.value = QualitySettings.lodBias;\n            RenderDistSlider.value = MainCam.farClipPlane;\n            ShadowDistSlider.value = QualitySettings.shadowDistance;\n            MasterTexSlider.value = QualitySettings.masterTextureLimit;\n            ShadowCascadesSlider.value = QualitySettings.shadowCascades;\n            FullscreenToggle.isOn = Screen.fullScreen;\n            AoToggle.isOn = AoBool;\n            DofToggle.isOn = DofBool;\n            if (QualitySettings.vSyncCount == 0)\n            {\n                VSyncToggle.isOn = false;\n            }\n            else if (QualitySettings.vSyncCount == 1)\n            {\n                VSyncToggle.isOn = true;\n            }\n            try\n            {\n                HighQualTreeSlider.value = CurrentTerrain.treeMaximumFullLODCount;\n                TerrainDensitySlider.value = CurrentTerrain.detailObjectDensity;\n                TerrainQualSlider.value = CurrentTerrain.heightmapMaximumLOD;\n            }\n            catch\n            {\n                return;\n            }\n\n        }\n\n        /// <summary>\n        /// Cancel the video setting changes \n        /// </summary>\n        public void CancelVideo()\n        {\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n            StartCoroutine(CancelVideoMain());\n        }\n        /// <summary>\n        /// Use an IEnumerator to first play the animation and then changethe video settings\n        /// </summary>\n        /// <returns></returns>\n        internal IEnumerator CancelVideoMain()\n        {\n            VidPanelAnimator.Play(\"Video Panel Out\");\n\n            yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)VidPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));\n            try\n            {\n                MainCam.farClipPlane = RenderDistIni;\n                Terrain.activeTerrain.detailObjectDensity = DensityIni;\n                MainCam.fieldOfView = FovIni;\n                MainPanel.SetActive(true);\n                VidPanel.SetActive(false);\n                AudioPanel.SetActive(false);\n                AoBool = _lastAoBool;\n                DofBool = _lastDofBool;\n                Screen.SetResolution(_beforeRes.width, _beforeRes.height, Screen.fullScreen);\n                QualitySettings.shadowDistance = ShadowDistIni;\n                QualitySettings.antiAliasing = (int)AaQualIni;\n                QualitySettings.antiAliasing = MsaaIni;\n                QualitySettings.vSyncCount = VsyncIni;\n                QualitySettings.masterTextureLimit = LastTexLimit;\n                QualitySettings.shadowCascades = LastShadowCascade;\n                Screen.fullScreen = _isFullscreen;\n            }\n            catch\n            {\n\n                Debug.Log(\"A problem occured (chances are the terrain was not assigned )\");\n                MainCam.farClipPlane = RenderDistIni;\n                MainCam.fieldOfView = FovIni;\n                MainPanel.SetActive(true);\n                VidPanel.SetActive(false);\n                AudioPanel.SetActive(false);\n                AoBool = _lastAoBool;\n                DofBool = _lastDofBool;\n                QualitySettings.shadowDistance = ShadowDistIni;\n                Screen.SetResolution(_beforeRes.width, _beforeRes.height, Screen.fullScreen);\n                QualitySettings.antiAliasing = (int)AaQualIni;\n                QualitySettings.antiAliasing = MsaaIni;\n                QualitySettings.vSyncCount = VsyncIni;\n                QualitySettings.masterTextureLimit = LastTexLimit;\n                QualitySettings.shadowCascades = LastShadowCascade;\n                //Screen.fullScreen = isFullscreen;\n\n            }\n\n        }\n        //Apply the video prefs\n        /// <summary>\n        /// Apply the video settings\n        /// </summary>\n        public void Apply()\n        {\n            StartCoroutine(ApplyVideo());\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n\n        }\n        /// <summary>\n        /// Use an IEnumerator to first play the animation and then change the video settings.\n        /// </summary>\n        /// <returns></returns>\n        internal IEnumerator ApplyVideo()\n        {\n            VidPanelAnimator.Play(\"Video Panel Out\");\n            yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)VidPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));\n            MainPanel.SetActive(true);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            RenderDistIni = MainCam.farClipPlane;\n            ShadowDistIni = QualitySettings.shadowDistance;\n            Debug.Log(\"Shadow dist ini\" + ShadowDistIni);\n            FovIni = MainCam.fieldOfView;\n            AoBool = AoToggle.isOn;\n            DofBool = DofToggle.isOn;\n            _lastAoBool = AoBool;\n            _lastDofBool = DofBool;\n            _beforeRes = CurrentRes;\n            LastTexLimit = QualitySettings.masterTextureLimit;\n            LastShadowCascade = QualitySettings.shadowCascades;\n            VsyncIni = QualitySettings.vSyncCount;\n            _isFullscreen = Screen.fullScreen;\n            try\n            {\n                DensityIni = CurrentTerrain.detailObjectDensity;\n                TreeMeshAmtIni = CurrentTerrain.treeMaximumFullLODCount;\n            }\n            catch { Debug.Log(\"Please assign a terrain\"); }\n            _saveSettings.SaveGameSettings();\n\n        }\n\n\n        public void TurnOnVSync(bool b)\n        {\n            VsyncIni = QualitySettings.vSyncCount;\n            QualitySettings.vSyncCount = b ? 1 : 0;\n        }\n\n        /// <summary>\n        /// Update full high quality tree mesh amount.\n        /// </summary>\n        /// <param name=\"f\"></param>\n        public void UpdateTreeMeshAmt(int f)\n        {\n            CurrentTerrain.treeMaximumFullLODCount = f;\n        }\n\n        /// <summary>\n        /// Change the lod bias using\n        /// <c>\n        /// QualitySettings.lodBias = LoDBias / 2.15f;\n        /// </c> \n        /// LoDBias is only divided by 2.15 because the max is set to 10 on the slider, and dividing by 2.15 results in 4.65, our desired max. However, deleting or changing 2.15 is compeletly fine.\n        /// </summary>\n        /// <param name=\"loDBias\"></param>\n        public void SetLodBias(float loDBias)\n        {\n            QualitySettings.lodBias = loDBias / 2.15f;\n        }\n        /// <summary>\n        /// Update the render distance using \n        /// <c>\n        /// mainCam.farClipPlane = f;\n        /// </c>\n        /// </summary>\n        /// <param name=\"f\"></param>\n        public void UpdateRenderDist(float f)\n        {\n            try\n            {\n                MainCam.farClipPlane = f;\n            }\n            catch\n            {\n                Debug.Log(\" Finding main camera now...it is still suggested that you manually assign this\");\n                MainCam = Camera.main;\n                MainCam.farClipPlane = f;\n            }\n\n        }\n        /// <summary>\n        /// Update the texture quality using  \n        /// <c>QualitySettings.masterTextureLimit </c>\n        /// </summary>\n        /// <param name=\"qual\"></param>\n        public void UpdateTex(float qual)\n        {\n            QualitySettings.masterTextureLimit = (int)qual;\n        }\n        /// <summary>\n        /// Update the shadow distance using \n        /// <c>\n        /// QualitySettings.shadowDistance = dist;\n        /// </c>\n        /// </summary>\n        /// <param name=\"dist\"></param>\n        public void UpdateShadowDistance(float dist)\n        {\n            QualitySettings.shadowDistance = dist;\n        }\n        /// <summary>\n        /// Change the max amount of high quality trees using \n        /// <c>\n        /// terrain.treeMaximumFullLODCount = (int)qual;\n        /// </c>\n        /// </summary>\n        /// <param name=\"qual\"></param>\n        public void TreeMaxLod(float qual)\n        {\n            CurrentTerrain.treeMaximumFullLODCount = (int)qual;\n        }\n\n        /// <summary>\n        /// Change the height map max LOD using \n        /// <c>\n        /// terrain.heightmapMaximumLOD = (int)qual;\n        /// </c>\n        /// </summary>\n        /// <param name=\"qual\"></param>\n        public void UpdateTerrainLod(float qual)\n        {\n            if (CurrentTerrain == null) return; // fail silently\n            CurrentTerrain.heightmapMaximumLOD = (int)qual;\n        }\n        /// <summary>\n        /// Change the fov using a float. The defualt should be 60.\n        /// </summary>\n        /// <param name=\"fov\"></param>\n        public void UpdateFov(float fov)\n        {\n            MainCam.fieldOfView = fov;\n        }\n        /// <summary>\n        /// Toggle on or off Depth of Field. This is meant to be used with a checkbox.\n        /// </summary>\n        /// <param name=\"b\"></param>\n        public void ToggleDof(bool b)\n        {\n            try\n            {\n                _tempScript = (MonoBehaviour)MainCamObj.GetComponent(DofScriptName);\n                _tempScript.enabled = b;\n                DofBool = b;\n            }\n            catch\n            {\n                Debug.Log(\"No AO post processing found\");\n            }\n        }\n        /// <summary>\n        /// Toggle on or off Ambient Occulusion. This is meant to be used with a checkbox.\n        /// </summary>\n        /// <param name=\"b\"></param>\n        public void ToggleAo(bool b)\n        {\n            try\n            {\n                _tempScript = (MonoBehaviour)MainCamObj.GetComponent(AoScriptName);\n                _tempScript.enabled = b;\n                AoBool = b;\n            }\n            catch\n            {\n                Debug.Log(\"No AO post processing found\");\n                return;\n            }\n        }\n        /// <summary>\n        /// Set the game to windowed or full screen. This is meant to be used with a checkbox\n        /// </summary>\n        /// <param name=\"b\"></param>\n        public void SetFullScreen(bool b) { Screen.SetResolution(Screen.width, Screen.height, b); }\n\n\n        private void ChangeRes(int index)\n        {\n            for (int i = 0; i < _allRes.Length; i++)\n            {\n                //If the resoultion matches the current resoution height and width then go through the statement.\n                if (_allRes[i].height == CurrentRes.height && _allRes[i].width == CurrentRes.width)\n                {\n                    Screen.SetResolution(_allRes[i + index].width, _allRes[i + index].height, _isFullscreen); _isFullscreen = _isFullscreen; CurrentRes = Screen.resolutions[i + index]; ResolutionLabel.text = CurrentRes.width.ToString() + \" x \" + CurrentRes.height.ToString();\n                }\n            }\n        }\n\n        /// <summary>\n        /// Method for moving to the next resoution in the allRes array. WARNING: This is not finished/buggy.  \n        /// </summary>\n        //Method for moving to the next resoution in the allRes array. WARNING: This is not finished/buggy.  \n        public void NextRes()\n        {\n            _beforeRes = CurrentRes;\n            //Iterate through all of the resoultions. \n            ChangeRes(1);\n\n        }\n        /// <summary>\n        /// Method for moving to the last resoution in the allRes array. WARNING: This is not finished/buggy.  \n        /// </summary>\n        //Method for moving to the last resoution in the allRes array. WARNING: This is not finished/buggy.  \n        public void LastRes()\n        {\n            _beforeRes = CurrentRes;\n            ChangeRes(-1);\n        }\n\n        public void EnableSimpleTerrain(Boolean b)\n        {\n            UseSimpleTerrain = b;\n        }\n\n        /// <summary>\n        /// The method for changing aniso settings\n        /// </summary>\n        /// <param name=\"anisoSetting\"></param>\n        public void UpdateAniso(int anisoSetting)\n        {\n            if (anisoSetting == 0)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;\n            }\n            else if (anisoSetting == 1)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;\n            }\n            else if (anisoSetting == 2)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;\n            }\n        }\n\n        /// <summary>\n        /// The method for setting the amount of shadow cascades\n        /// </summary>\n        /// <param name=\"cascades\"></param>\n        public void UpdateCascades(float cascades)\n        {\n\n            int c = Mathf.RoundToInt(cascades);\n            if (c == 1)\n            {\n                c = 2;\n            }\n            else if (c == 3)\n            {\n                c = 2;\n            }\n            QualitySettings.shadowCascades = c;\n        }\n        /// <summary>\n        /// Update terrain density\n        /// </summary>\n        /// <param name=\"density\"></param>\n        public void UpdateDensity(float density)\n        {\n            DetailDensity = density;\n            try\n            {\n                Terrain.detailObjectDensity = DetailDensity;\n            }\n            catch\n            {\n                Debug.Log(\"Please assign a terrain\");\n            }\n\n        }\n\n        /// <summary>\n        /// Sets the MSAA to a specific level (between 0 and 4)\n        /// </summary>\n        /// <param name=\"level\">\n        /// 0 -> 0x MSAA (disabled). \n        /// 1 -> 2x MSAA.\n        /// 2 -> 4x MSAA.\n        /// 3 -> 8x MSAA.\n        /// Left shift works too by getting the log2 of the desired level. \n        /// <c>\n        /// QualitySettings.antiAliasing = level == 0 ? 0 : 1 *left shift operator* level ;\n        /// </c>\n        /// </param>\n        public void SetMsaaLevel(int level)\n        {\n            level = Mathf.Clamp(level, 0, 4);\n\n            QualitySettings.antiAliasing = level == 0 ? 0 : (int)Math.Pow(2.0d, level);\n\n        }\n\n        #region GraphicPresets\n\n        /// <summary>\n        /// Set the quality level one level higher. This is done by getting the current quality level, then using \n        /// <c> \n        /// QualitySettings.IncreaseLevel();\n        /// </c>\n        /// to increase the level. The current level variable is set to the new quality setting, and the label is updated.\n        /// </summary>\n        public void NextPreset()\n        {\n            QualitySettings.IncreaseLevel();\n            FromPreset();\n        }\n        /// <summary>\n        /// Set the quality level one level lower. This is done by getting the current quality level, then using \n        /// <c> \n        /// QualitySettings.DecreaseLevel();\n        /// </c>\n        /// to decrease the level. The current level variable is set to the new quality setting, and the label is updated.\n        /// </summary>\n        public void LastPreset()\n        {\n            QualitySettings.DecreaseLevel();\n            FromPreset();\n        }\n\n        private void FromPreset()\n        {\n            _currentLevel = QualitySettings.GetQualityLevel();\n            PresetLabel.text = _presets[_currentLevel];\n            if (HardCodeSomeVideoSettings)\n            {\n                QualitySettings.shadowDistance = ShadowDist[_currentLevel];\n                QualitySettings.lodBias = LodBias[_currentLevel];\n            }\n        }\n\n\n        /// <summary>\n        /// Sets the Graphic to a Preset (from very low to extreme)\n        ///     (note: UI buttons in the inspector can carry a parameter, so you wont need 7 methods)\n        /// </summary>\n        public void SetGraphicsPreset(int preset)\n        {\n            preset = Mathf.Clamp(preset, 0, 6);\n\n            QualitySettings.SetQualityLevel(preset);\n            QualitySettings.shadowDistance = ShadowDist[preset];\n            QualitySettings.lodBias = LodBias[preset];\n\n            // in the previous 7 methods were hardcoded values but commented out\n            // the logic behind those hardcoded values can be archived by this:\n            // QualitySettings.shadowDistance = shadowPreset[preset];\n        }\n        // private static readonly float[] shadowPreset = {12.6f, 17.4f, 29.7f, 82f, 110f, 338f, 800f};\n\n        #endregion\n\n        /// <summary>\n        /// Return to the main menu from the credits panel\n        /// </summary>\n        public void CreditsReturn()\n        {\n            StartCoroutine(CreditsReturnMain());\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedMain);\n        }\n        /// <summary>\n        /// Use an IEnumerator to first play the animation and then hide other panels settings\n        /// </summary>\n        /// <returns></returns>\n        internal IEnumerator CreditsReturnMain()\n        {\n            CreditsPanelAnimator.Play(\"Credits Panel Out 1\");\n            yield return StartCoroutine(CoroutineUtilities.WaitForRealTime((float)CreditsPanelAnimator.GetCurrentAnimatorClipInfo(0).Length));\n            MainPanel.SetActive(true);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            CreditsPanel.SetActive(false);\n        }\n        public void CreditsIn()\n        {\n            MainPanel.SetActive(false);\n            VidPanel.SetActive(false);\n            AudioPanel.SetActive(false);\n            CreditsPanel.SetActive(true);\n            CreditsPanelAnimator.enabled = true;\n            UiEventSystem.SetSelectedGameObject(DefualtSelectedCredits);\n            CreditsPanelAnimator.Play(\"Credits Panel In\");\n\n        }\n    }\n}\n"
  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs.meta",
    "content": "fileFormatVersion: 2\nguid: edc997a6468b3484fb1dc2380fa842f7\ntimeCreated: 1455665918\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Pausemenu/SaveSettings.cs",
    "content": "﻿using System;\nusing System.IO;\nusing UnityEngine;\n/// <summary>\n///  Copyright (c) 2016 Eric Zhu \n/// </summary>\nnamespace GreatArcStudios\n{\n    [System.Serializable]\n    public class SaveSettings\n    {\n        /// <summary>\n        /// Change the file name if something else floats your boat\n        /// </summary>\n        public string FileName = \"GameSettings.json\";\n        /// <summary>\n        /// Music volume\n        /// </summary>\n        public float MusicVolume;\n        /// <summary>\n        /// Effects volume\n        /// </summary>\n        public float EffectsVolume;\n        /// <summary>\n        /// Master volume\n        /// </summary>\n        public float MasterVolume;\n        /// <summary>\n        /// Shadow Distance\n        /// </summary>\n        public float ShadowDistIni;\n        /// <summary>\n        /// Render distance\n        /// </summary>\n        public float RenderDistIni;\n        /// <summary>\n        /// MSAA quality\n        /// </summary>\n        public float AaQualIni;\n        /// <summary>\n        /// Density\n        /// </summary>\n        public float DensityIni;\n        /// <summary>\n        /// Terrain trees rendered as meshes amount\n        /// </summary>\n        public float TreeMeshAmtIni;\n        /// <summary>\n        /// Camera FOV\n        /// </summary>\n        public float FovIni;\n        /// <summary>\n        /// Terrain heightmap quality\n        /// </summary>\n        public float TerrainHeightMapLod;\n        public int MsaaIni;\n        /// <summary>\n        /// VSync settings\n        /// </summary>\n        public int VsyncIni;\n        /// <summary>\n        /// Texture quality\n        /// </summary>\n        public int TextureLimit;\n        /// <summary>\n        /// Quality preset\n        /// </summary>\n        public int CurQualityLevel;\n        /// <summary>\n        /// Shadwo Cascade\n        /// </summary>\n        public int LastShadowCascade;\n        /// <summary>\n        /// Aniso texture level\n        /// </summary>\n        public int AnisoLevel;\n        /// <summary>\n        /// AO on or off\n        /// </summary>\n        public bool AoBool;\n        /// <summary>\n        /// DOF on or off\n        /// </summary>\n        public bool DofBool;\n        /// <summary>\n        /// Use simple terrain or high quality terrain ie: RTP. \n        /// </summary>\n        public bool UseSimpleTerrain;\n        /// <summary>\n        /// Is the game in fullscreen\n        /// </summary>\n        public bool FullscreenBool;\n        /// <summary>\n        /// Resolution heigh\n        /// </summary>\n        public int ResHeight;\n        /// <summary>\n        /// Resolution Width\n        /// </summary>\n        public int ResWidth;\n\n        /// <summary>\n        /// Read the game settings from the file\n        /// </summary>\n        public void LoadGameSettings()\n        {\n            String readString = File.ReadAllText(Application.persistentDataPath + \"/\" + FileName);\n            JsonUtility.FromJsonOverwrite(readString, this);\n            QualitySettings.antiAliasing = (int)AaQualIni;\n            PauseManager.DensityIni = DensityIni;\n            QualitySettings.shadowDistance = ShadowDistIni;\n            PauseManager.MainCamShared.farClipPlane = RenderDistIni;\n            PauseManager.TreeMeshAmtIni = TreeMeshAmtIni;\n            PauseManager.MainCamShared.fieldOfView = FovIni;\n            QualitySettings.antiAliasing = MsaaIni;\n            QualitySettings.vSyncCount = VsyncIni;\n            PauseManager.LastTexLimit = TextureLimit;\n            QualitySettings.masterTextureLimit = TextureLimit;\n            AudioListener.volume = MasterVolume;\n            PauseManager.LastAudioMult = EffectsVolume;\n            PauseManager.LastMusicMult = MusicVolume;\n            PauseManager.DofBool = DofBool;\n            PauseManager.AoBool = AoBool;\n            QualitySettings.SetQualityLevel(CurQualityLevel);\n            QualitySettings.shadowCascades = LastShadowCascade;\n            //Temp solution for recent resoultion problems \n            //Screen.SetResolution(resWidth, resHeight, fullscreenBool);\n            if (AnisoLevel == 0)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Disable;\n            }\n            else if (AnisoLevel == 1)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.ForceEnable;\n            }\n            else if (AnisoLevel == 2)\n            {\n                QualitySettings.anisotropicFiltering = AnisotropicFiltering.Enable;\n            }\n            try\n            {\n                if (UseSimpleTerrain)\n                {\n                    PauseManager.ReadTerrain.heightmapMaximumLOD = (int)TerrainHeightMapLod;\n                }\n                else\n                {\n                    PauseManager.ReadSimpleTerrain.heightmapMaximumLOD = (int)TerrainHeightMapLod;\n                }\n                PauseManager.ReadUseSimpleTerrain = UseSimpleTerrain;\n            }\n            catch\n            {\n                Debug.Log(\"Cannot read terain heightmap LOD because the terrain was not assigned.\");\n            }\n        }\n\n\n\n        /// <summary>\n        /// Get the quality/music settings before saving \n        /// </summary>\n        public void SaveGameSettings()\n        {\n            string jsonString;\n            if (File.Exists(Application.persistentDataPath + \"/\" + FileName))\n            {\n                File.Delete(Application.persistentDataPath + \"/\" + FileName);\n            }\n            AaQualIni = QualitySettings.antiAliasing;\n            DensityIni = PauseManager.DensityIni;\n            ShadowDistIni = PauseManager.ShadowDistIni;\n            RenderDistIni = PauseManager.MainCamShared.farClipPlane;\n            TreeMeshAmtIni = PauseManager.TreeMeshAmtIni;\n            FovIni = PauseManager.MainCamShared.fieldOfView;\n            MsaaIni = QualitySettings.antiAliasing;\n            VsyncIni = PauseManager.VsyncIni;\n            TextureLimit = PauseManager.LastTexLimit;\n            MasterVolume = PauseManager.BeforeMaster;\n            EffectsVolume = PauseManager.LastAudioMult;\n            MusicVolume = PauseManager.LastMusicMult;\n            AoBool = PauseManager.AoBool;\n            DofBool = PauseManager.DofBool;\n            CurQualityLevel = QualitySettings.GetQualityLevel();\n            LastShadowCascade = PauseManager.LastShadowCascade;\n             //Temp solution for recent resoultion problems \n            //resHeight = Screen.height;\n            //resWidth = Screen.width;\n            //fullscreenBool = Screen.fullScreen;\n            if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.Disable)\n            {\n                AnisoLevel = 0;\n            }\n            else if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.ForceEnable)\n            {\n                AnisoLevel = 1;\n            }\n            else if (QualitySettings.anisotropicFiltering == AnisotropicFiltering.Enable)\n            {\n                AnisoLevel = 2;\n            }\n            try\n            {\n                if (PauseManager.ReadUseSimpleTerrain)\n                {\n                    TerrainHeightMapLod = PauseManager.ReadTerrain.heightmapMaximumLOD;\n                }\n                else\n                {\n                    TerrainHeightMapLod = PauseManager.ReadSimpleTerrain.heightmapMaximumLOD;\n                }\n            }\n            catch\n            {\n                Debug.Log(\"Cannot save terain heightmap LOD because the terrain was not assigned.\");\n            }\n            UseSimpleTerrain = PauseManager.ReadUseSimpleTerrain;\n            jsonString = JsonUtility.ToJson(this);\n            Debug.Log(jsonString);\n            File.WriteAllText(Application.persistentDataPath + \"/\" + FileName, jsonString);\n        }\n\n\n    }\n}"
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  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Utlities/CoroutineUtlities.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\n/// <summary>\n/// Provided by http://rontavstudio.com/use-coroutines-independent-timescale-unity-3d/. Used for running coroutines when the time scale is 0.\n/// </summary>\n\npublic static class CoroutineUtilities\n{\n    public static IEnumerator WaitForRealTime(float delay)\n    {\n        while (true)\n        {\n            float pauseEndTime = Time.realtimeSinceStartup + delay;\n            while (Time.realtimeSinceStartup < pauseEndTime)\n            {\n                yield return 0;\n            }\n            break;\n        }\n    }\n\n}\n"
  },
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  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Utlities/PopulateUI.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UI;\nusing System.Collections;\n/// <summary>\n///  Copyright (c) 2016 Eric Zhu \n/// </summary>\nnamespace GreatArcStudios\n{\n\n    public class PopulateUi : MonoBehaviour\n    {\n        public Transform ParentPanel;\n        public GameObject PopulatePrefab;\n        public float BorderY;\n        public bool ChangeControls;\n        public Text ControlName;\n        public Text ControlButton;\n        private string[] _keys = { \"backspace\",\n \"delete\",\n \"tab\",\n \"clear\",\n \"return\",\n \"pause\",\n \"escape\",\n \"space\",\n \"up\",\n \"down\",\n \"right\",\n \"left\",\n \"insert\",\n \"home\",\n \"end\",\n \"page up\",\n \"page down\",\n \"f1\",\n \"f2\",\n \"f3\",\n \"f4\",\n \"f5\",\n \"f6\",\n \"f7\",\n \"f8\",\n \"f9\",\n \"f10\",\n \"f11\",\n \"f12\",\n \"f13\",\n \"f14\",\n \"f15\",\n \"0\",\n \"1\",\n \"2\",\n \"3\",\n \"4\",\n \"5\",\n \"6\",\n \"7\",\n \"8\",\n \"9\",\n \"!\",\n \"\\\"\",\n \"#\",\n \"$\",\n \"&\",\n \"'\",\n \"(\",\n \")\",\n \"*\",\n \"+\",\n \",\",\n \"-\",\n \".\",\n \"/\",\n \":\",\n \";\",\n \"<\",\n \"=\",\n \">\",\n \"?\",\n \"@\",\n \"[\",\n \"\\\\\",\n \"]\",\n \"^\",\n \"_\",\n \"`\",\n \"a\",\n \"b\",\n \"c\",\n \"d\",\n \"e\",\n \"f\",\n \"g\",\n \"h\",\n \"i\",\n \"j\",\n \"k\",\n \"l\",\n \"m\",\n \"n\",\n \"o\",\n \"p\",\n \"q\",\n \"r\",\n \"s\",\n \"t\",\n \"u\",\n \"v\",\n \"w\",\n \"x\",\n \"y\",\n \"z\",\n \"numlock\",\n \"caps lock\",\n \"scroll lock\",\n \"right shift\",\n \"left shift\",\n \"right ctrl\",\n \"left ctrl\",\n \"right alt\",\n \"left alt\" };\n        // Populate panel\n        void Start()\n        {\n            if (ChangeControls)\n            {\n                //Iterate thorugh list of controls\n                for(int i =0; i < _keys.Length; i++)\n                {\n              \n                }\n                //If it matches instance a new prefab \n            }\n        }\n\n        public void ClickButton()\n        {\n\n        }\n    }\n}"
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  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/Scripts/Utlities/Rotate.cs",
    "content": "﻿using UnityEngine;\nusing System.Collections;\n/// <summary>\n/// Copyright (c) 2016 Eric Zhu. \n/// </summary>\nnamespace GreatArcStudios\n{\n    /// <summary>\n    /// This script is used for rotating a cube around in the demo.    \n    /// </summary>\n\n    public class Rotate : MonoBehaviour\n    {\n        public int X =5;\n        public int Y =3 ;\n        public int Z = 5;\n       \n        // Update is called once per frame\n        /// <summary>\n        /// Rotate the cube\n        /// </summary>\n        public void Update()\n        {\n            transform.Rotate(Vector3.right, X*Time.deltaTime); \n            transform.Rotate(Vector3.up, Y * Time.deltaTime);\n            transform.Rotate(Vector3.down, Z * Time.deltaTime);\n        }\n    }\n}\n\n"
  },
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  },
  {
    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets/jun1816-1.0R Docs.zip.meta",
    "content": "fileFormatVersion: 2\nguid: 2eb414094aae07b49a2325437256e211\ntimeCreated: 1466262996\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Pause Menu Assetstore/Assets/Pause Menu Assets.meta",
    "content": "fileFormatVersion: 2\nguid: 805b290f6dc79bf49bb26a7fa81796fe\nfolderAsset: yes\ntimeCreated: 1440972131\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Pause Menu Assetstore/LICENSE.txt",
    "content": "The MIT License (MIT)\n\nCopyright (c) 2016 Eric Zhu\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE."
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    "path": "README.md",
    "content": "### Unrelated request: please check out my new asset [uDocumentGenerator](https://github.com/GreatArcStudios/uDocumentGenerator)\n\n![alt text](http://i.imgur.com/QvaVqvN.png)\n### Setup\nJust drag the pause menu prefab from the prefab folder into your scene, and then bring it into view by editing the x value of the PREFAB to 0 , y to 0 and Z to 0. \n### Updating\nCompletely delete the pause menu **folder** and install the new version. \n\nIf you have a custom prefab or manager you can always keep that version in a different folder and merge the changes from there.\n\n### Things to note\n1. Assign the main cam obj as the camera with your image effects like DOF and AO. \n2. The docs are located here: https://github.com/GreatArcStudios/UnityPauseMenuDocs\n3. **Special note for 5.4 and above:** you may ignore the _Coroutine Utlities_ folder and or update the script due to Unity 5.4's (and above) addition of a [WaitForSecondsRealTime](https://docs.unity3d.com/ScriptReference/WaitForSecondsRealtime.html)  method.   \n\n### Joystick/Controller support\nUsing a joystick/controller should work fine. Just remeber to change the highlighted dropdown to Joystick.\n![alt text](http://i.imgur.com/Pf7poMk.png)\n \n### Enabling pause blur\nFirst, make sure you have the unity image effects package. Then follow the next few steps.\n\nUncomment the following variable declarations found starting at line ***270***\n```csharp\n //Blur Variables\n //Blur Effect Script (using the standard image effects package) \n public Blur blurEffect;\n //Blur Effect Shader (should be the one that came with the package)\n public Shader blurEffectShader;\n //Boolean for if the blur effect was originally enabled\n public Boolean blurBool;\n ```\n\n Find and uncomment the following code found starting at line ***349***\n ```csharp\n  //set the blur boolean to false;\n  blurBool = false;\n  //Add the blur effect\n  mainCamObj.AddComponent(typeof(Blur));\n  blurEffect = (Blur)mainCamObj.GetComponent(typeof(Blur));\n  blurEffect.blurShader = blurEffectShader;\n  blurEffect.enabled = false;  \n  ```\n \n  Uncomment the following code found starting at line ***382***\n  ```csharp\n if (blurBool == false)\n  {\n  blurEffect.enabled = false;\n  }\n  else\n   {\n   //if you want to add in your own stuff do so here\n   return;\n   } \n   ```\n   \n  Uncomment the following code found starting at line ***465*** .\n  ```csharp\n  if (blurBool == false)\n  {\n   blurEffect.enabled = true;\n  }  \n  ```\nAnd that's it. Just a few steps to enable a blury background on your pause menu!\n"
  }
]