Manages a UI panel. More...
Public Types | |
enum | StartState { GameObjectState , Open , Closed } |
enum | PanelState { Uninitialized , Opening , Open , Closing , Closed } |
Public Member Functions | |
void | RefreshSelectablesList () |
void | RefreshAfterOneFrame () |
void | TakeFocus () |
Move this panel to the top of the stack. | |
virtual void | Open () |
virtual void | Close () |
virtual void | SetOpen (bool value) |
virtual void | Toggle () |
virtual void | SetFocus (GameObject selectable) |
virtual void | CheckFocus () |
Public Attributes | |
GameObject | firstSelected |
float | focusCheckFrequency = 0.2f |
float | refreshSelectablesFrequency = 0 |
bool | selectPreviousOnDisable = true |
string | showAnimationTrigger = "Show" |
string | hideAnimationTrigger = "Hide" |
StartState | startState = StartState.GameObjectState |
bool | waitForShowAnimationToSetOpen = false |
UnityEvent | onOpen = new UnityEvent() |
UnityEvent | onClose = new UnityEvent() |
UnityEvent | onClosed = new UnityEvent() |
UnityEvent | onBackButtonDown = new UnityEvent() |
Static Public Attributes | |
static bool | monitorSelection = true |
If false, turns off checking of current selection to make sure a valid selectable is selected. | |
Protected Member Functions | |
virtual void | Start () |
void | PushToPanelStack () |
void | PopFromPanelStack () |
virtual void | OnEnable () |
virtual void | OnDisable () |
virtual void | OnVisible () |
virtual void | OnHidden () |
virtual void | Update () |
GameObject | GetFirstInteractableButton () |
Protected Attributes | |
bool | m_deactivateOnHidden = true |
GameObject | m_previousSelected = null |
GameObject | m_lastSelected = null |
List< GameObject > | selectables = new List<GameObject>() |
Static Protected Attributes | |
static List< UIPanel > | panelStack = new List<UIPanel>() |
Properties | |
bool | deactivateOnHidden [get, set] |
static UIPanel | topPanel [get] |
PanelState | panelState [get, set] |
virtual bool | waitForShowAnimation [get, set] |
bool | isOpen [get] |
UIAnimatorMonitor | animatorMonitor [get] |
UnityEngine.EventSystems.EventSystem | eventSystem [get, set] |
Properties inherited from PixelCrushers.IEventSystemUser |
Manages a UI panel.
When the panel is active and on top, it ensures that one of its Selectables is selected if using joystick or keyboard.
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Reimplemented in PixelCrushers.DialogueSystem.StandardUIMenuPanel.
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Reimplemented in PixelCrushers.DialogueSystem.StandardUISubtitlePanel.
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Reimplemented in PixelCrushers.DialogueSystem.StandardUISubtitlePanel.
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Reimplemented in PixelCrushers.DialogueSystem.StandardUIInputField.
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Move this panel to the top of the stack.
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GameObject PixelCrushers.UIPanel.firstSelected |
float PixelCrushers.UIPanel.focusCheckFrequency = 0.2f |
string PixelCrushers.UIPanel.hideAnimationTrigger = "Hide" |
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If false, turns off checking of current selection to make sure a valid selectable is selected.
You can temporarily set this false if you open a non-UIPanel window and don't want any UIPanels to steal focus.
UnityEvent PixelCrushers.UIPanel.onBackButtonDown = new UnityEvent() |
UnityEvent PixelCrushers.UIPanel.onClose = new UnityEvent() |
UnityEvent PixelCrushers.UIPanel.onClosed = new UnityEvent() |
UnityEvent PixelCrushers.UIPanel.onOpen = new UnityEvent() |
float PixelCrushers.UIPanel.refreshSelectablesFrequency = 0 |
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bool PixelCrushers.UIPanel.selectPreviousOnDisable = true |
string PixelCrushers.UIPanel.showAnimationTrigger = "Show" |
StartState PixelCrushers.UIPanel.startState = StartState.GameObjectState |
bool PixelCrushers.UIPanel.waitForShowAnimationToSetOpen = false |
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Implements PixelCrushers.IEventSystemUser.
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