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"type": "BuiltinCommonInstructions::Comment", + "color": { + "b": 109, + "g": 230, + "r": 255, + "textB": 0, + "textG": 0, + "textR": 0 + }, + "comment": "Manage PauseOverlay" + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "SceneInstancesCount" + }, + "parameters": [ + "", + "PauseOverlayObject", + "=", + "0" + ] + } + ], + "actions": [ + { + "type": { + "value": "Create" + }, + "parameters": [ + "", + "PauseOverlayObject", + "0", + "0", + "\"\"" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [ + { + "type": { + "value": "ChangeLayer" + }, + "parameters": [ + "PauseOverlayObject", + "Layer" + ] + } + ] + }, + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [ + { + "type": { + "value": "Layer" + }, + "parameters": [ + "PauseOverlayObject", + "\"\"" + ] + } + ], + "actions": [ + { + "type": { + "value": "PauseOverlay::PauseOverlay::SetForceShorterTween" + }, 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"type": { + "value": "ChangeLayerTimeScale" + }, + "parameters": [ + "", + "Layer", + "0" + ] + } + ] + } + ], + "parameters": [ + { + "description": "Layer", + "name": "Layer", + "type": "layer" + } + ], + "objectGroups": [] + }, + { + "description": "Set the timescale of a layer to back to 1.", + "fullName": "Unpause a layer", + "functionType": "Action", + "name": "Unpause_ExtraLayer", + "sentence": "Unpause the layer _PARAM1_", + "events": [ + { + "type": "BuiltinCommonInstructions::Standard", + "conditions": [], + "actions": [ + { + "type": { + "value": "ChangeLayerTimeScale" + }, + "parameters": [ + "", + "Layer", + "1" + ] + } + ] + } + ], + "parameters": [ + { + "description": "Layer", + "name": "Layer", + "type": "layer" + } + ], + "objectGroups": [] + }, + { + "description": "Check if the base layer is paused.", + "fullName": "Game is paused", + "functionType": "Condition", + "name": "IsGamePaused", + "sentence": "Game is paused with _PARAM1_", + "events": [ + { + "type": 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The button can be customized with a background for each state and a label. It handles user interactions and a simple condition can be used to check if it is clicked.", + "", + "There are ready-to-use buttons in the asset-store [menu buttons pack](https://editor.gdevelop.io/?initial-dialog=asset-store&asset-pack=menu-buttons-menu-buttons)." + ], + "origin": { + "identifier": "PanelSpriteButton", + "name": "gdevelop-extension-store" + }, + "tags": [ + "button", + "ui" + ], + "authorIds": [ + "IWykYNRvhCZBN3vEgKEbBPOR3Oc2" + ], + "changelog": [ + { + "version": "2.0.0", + "breaking": "- Buttons now use \"variants\", allowing easy swapping of their visual aspect. You will have to make some adjustments to existing buttons in your project. Follow this [migration documentation](https://wiki.gdevelop.io/gdevelop5/objects/custom-objects-prefab-template/migrate-to-variants/) to do these changes." + } + ], + "dependencies": [], + "globalVariables": [], + "sceneVariables": [], + "eventsFunctions": [ + { + "description": "Check if the events are running for the editor.", + "fullName": "Editor is running", + "functionType": "Condition", + "name": "IsInGameEdition", + "private": true, + "sentence": "Events are running for the editor", + "events": [ + { + "type": "BuiltinCommonInstructions::JsCode", + "inlineCode": [ + "const game = runtimeScene.getGame();\r", + "eventsFunctionContext.returnValue = game.isInGameEdition && game.isInGameEdition();" + ], + "parameterObjects": "", + "useStrict": true, + "eventsSheetExpanded": false + } + ], + "parameters": [], + "objectGroups": [] + } + ], + "eventsBasedBehaviors": [ + { + "description": "The finite state machine used internally by the button object.", + "fullName": "Button finite 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