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unity-menustack
0.1.0
A way to track unity menu navigation that doesn't suck too much
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Represents the root node (and controller) of a menu system More...
Public Member Functions | |
| delegate void | MenuChangedHandler (Menu menu) |
| Menu event handler More... | |
| void | OpenAsync (Menu menu) |
| Opens a specific Menu More... | |
| void | CloseAsync () |
| Closes the currently open Menu More... | |
Public Attributes | |
| bool | DisableRuntimeMenuTagging = false |
| Disabling runtime menu tagging requires the caller to specify TrackedMenus in order for anything to work More... | |
| string | MenuPrefix = "menu" |
| A custom prefix with which menu components are identified More... | |
| string | OverlayPrefix = "overlay" |
| A custom prefix with which overlay menu components are identified More... | |
| Menu.InteractableType | PrefixDefaultInteractionType = Menu.InteractableType.SelectableInteractive |
| An interactivity value to set on all Menus that are created with prefixing More... | |
| Menu [] | TrackedMenus = null |
| Manually specify Menus that this MenuRoot controls More... | |
| Menu | SelectedMenu = null |
| The initially selected menu More... | |
| RuntimeMenuTagger | Tagger = null |
| Specific tagger to use to tag menus More... | |
Static Public Attributes | |
| static readonly Version | Version = new Version(1, 4, 0) |
| The current Unity-MenuStack version More... | |
Events | |
| MenuChangedHandler | Opened |
| Menu opened event. fired when a menu is opened More... | |
| MenuChangedHandler | Closed |
| Menu closed event. fired when a menu is closed More... | |
Represents the root node (and controller) of a menu system
| void MenuStack.MenuRoot.CloseAsync | ( | ) |
Closes the currently open Menu
| delegate void MenuStack.MenuRoot.MenuChangedHandler | ( | Menu | menu | ) |
Menu event handler
| menu | the changed menu |
| void MenuStack.MenuRoot.OpenAsync | ( | Menu | menu | ) |
| bool MenuStack.MenuRoot.DisableRuntimeMenuTagging = false |
Disabling runtime menu tagging requires the caller to specify TrackedMenus in order for anything to work
The caller may find this useful if they see runtime perf costs of iterating over a large menu system
| string MenuStack.MenuRoot.MenuPrefix = "menu" |
A custom prefix with which menu components are identified
This is only used when DisableRuntimeMenuTagging is false
| string MenuStack.MenuRoot.OverlayPrefix = "overlay" |
A custom prefix with which overlay menu components are identified
This is only used when DisableRuntimeMenuTagging is false
| Menu.InteractableType MenuStack.MenuRoot.PrefixDefaultInteractionType = Menu.InteractableType.SelectableInteractive |
An interactivity value to set on all Menus that are created with prefixing
| Menu MenuStack.MenuRoot.SelectedMenu = null |
The initially selected menu
If this isn't set, the first Menu in the heirarchy will be used
| RuntimeMenuTagger MenuStack.MenuRoot.Tagger = null |
Specific tagger to use to tag menus
This is only used when DisableRuntimeMenuTagging is false
| Menu [] MenuStack.MenuRoot.TrackedMenus = null |
Manually specify Menus that this MenuRoot controls
Overriden at runtime when DisableRuntimeMenuTagging is false
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static |
The current Unity-MenuStack version
| MenuChangedHandler MenuStack.MenuRoot.Closed |
Menu closed event. fired when a menu is closed
| MenuChangedHandler MenuStack.MenuRoot.Opened |
Menu opened event. fired when a menu is opened
1.8.13