unity-menustack
0.1.0
A way to track unity menu navigation that doesn't suck too much
|
A menu that operates as an overlay More...
Additional Inherited Members | |
Public Types inherited from MenuStack.Menu | |
enum | InteractableType { InteractableType.SelectableEnable, InteractableType.SelectableInteractive } |
Represents a particular style of interactivity for a Menu More... | |
Public Member Functions inherited from MenuStack.Menu | |
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 inherited from MenuStack.Menu | |
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 inherited from MenuStack.Menu | |
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... | |
A menu that operates as an overlay
Overlay menus do not cause an existing open menu to be hidden, they instead get overlayed atop the existing (if any)