unity-menustack  0.1.0
A way to track unity menu navigation that doesn't suck too much
Public Types | Public Member Functions | Public Attributes | Properties | List of all members
MenuStack.Menu Class Reference

Represents any menu (a logical grouping of ui elements) within a MenuRoot More...

Inheritance diagram for MenuStack.Menu:
MenuStack.OverlayMenu

Public Types

enum  InteractableType { InteractableType.SelectableEnable, InteractableType.SelectableInteractive }
 Represents a particular style of interactivity for a Menu More...
 

Public Member Functions

virtual void SetInteractable (bool value)
 Setter to change the interactable state of this menu More...
 
virtual void SetVisible (bool value)
 Setter to change the visible state of this menu More...
 

Public Attributes

string CustomName = null
 A custom name for this menu More...
 
Menu.InteractableType InteractionType = InteractableType.SelectableInteractive
 Determines how we handle interactivity for this menu More...
 
Selectable InitialSelected = null
 The initially selected Selectable when this Menu is Visible More...
 
bool AlwaysUseInitialSelected = false
 Determines if we use initially selected Selectable when returning to the menu after the first time More...
 

Properties

string Name [get]
 The runtime name for this menu More...
 
bool Visible [get, protected set]
 Indicates if this menu is visible More...
 
bool Interactable [get, protected set]
 Indicates if this menu is interactable More...
 

Detailed Description

Represents any menu (a logical grouping of ui elements) within a MenuRoot

Member Enumeration Documentation

◆ InteractableType

Represents a particular style of interactivity for a Menu

Enumerator
SelectableEnable 

Indicates that we should toggle interactivity by enabling or disabling any attached Selectables

SelectableInteractive 

Indicates that we should toggle interactivity by changing the Selectable.interactable property on any attached Selectables

Member Function Documentation

◆ SetInteractable()

virtual void MenuStack.Menu.SetInteractable ( bool  value)
virtual

Setter to change the interactable state of this menu

Note: this changes the state of the menus underlying Selectable components

Parameters
valuenew state

◆ SetVisible()

virtual void MenuStack.Menu.SetVisible ( bool  value)
virtual

Setter to change the visible state of this menu

Note: this changes the state of the menus underlying GameObjects

Parameters
valuenew state

Member Data Documentation

◆ AlwaysUseInitialSelected

bool MenuStack.Menu.AlwaysUseInitialSelected = false

Determines if we use initially selected Selectable when returning to the menu after the first time

If this is false we'll instead keep history and return to the last selected Selectable

◆ CustomName

string MenuStack.Menu.CustomName = null

A custom name for this menu

Overrides the default Name

◆ InitialSelected

Selectable MenuStack.Menu.InitialSelected = null

The initially selected Selectable when this Menu is Visible

◆ InteractionType

Determines how we handle interactivity for this menu

SetInteractable(bool)

Property Documentation

◆ Interactable

bool MenuStack.Menu.Interactable
getprotected set

Indicates if this menu is interactable

◆ Name

string MenuStack.Menu.Name
get

The runtime name for this menu

◆ Visible

bool MenuStack.Menu.Visible
getprotected set

Indicates if this menu is visible


The documentation for this class was generated from the following file: