unity-menustack
0.1.0
A way to track unity menu navigation that doesn't suck too much
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Allows configuration of menu animations More...
Public Member Functions | |
IEnumerator | OpenAsync () |
Opens the menu, using the underlying animator More... | |
IEnumerator | CloseAsync () |
Closes the menu, using the underlying animator More... | |
Public Attributes | |
string | OpenStateName = "Open" |
The menu open animator state name, in the underlying animator More... | |
string | CloseStateName = "Close" |
The menu close animator state name, in the underlying animator More... | |
int | AnimationLayer = 0 |
The layer in which menu animation is defined, in the underlying animator More... | |
string | DefaultStateName = null |
The default state to use in the underlying animator More... | |
Allows configuration of menu animations
IEnumerator MenuStack.Animation.MenuAnimator.CloseAsync | ( | ) |
Closes the menu, using the underlying animator
This method doesn't async complete until the animation (and motion) is complete
IEnumerator MenuStack.Animation.MenuAnimator.OpenAsync | ( | ) |
Opens the menu, using the underlying animator
This method doesn't async complete until the animation (and motion) is complete
int MenuStack.Animation.MenuAnimator.AnimationLayer = 0 |
The layer in which menu animation is defined, in the underlying animator
string MenuStack.Animation.MenuAnimator.CloseStateName = "Close" |
The menu close animator state name, in the underlying animator
string MenuStack.Animation.MenuAnimator.DefaultStateName = null |
The default state to use in the underlying animator
If this is left unset, we'll determine at runtime if we should start in OpenStateName
or CloseStateName
string MenuStack.Animation.MenuAnimator.OpenStateName = "Open" |
The menu open animator state name, in the underlying animator