/// Credit Adam Kapos (Nezz) - http://www.songarc.net /// Sourced from - https://github.com/YousicianGit/UnityMenuSystem /// Updated by SimonDarksideJ - Refactored to be a more generic component /// Updated by SionDarksideJ - Fixed implementation as it assumed GO's we automatically assigned to instances using System.Collections.Generic; using System.Reflection; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Menu Manager")] [DisallowMultipleComponent] public class MenuManager : MonoBehaviour { [SerializeField] private Menu[] menuScreens; public Menu[] MenuScreens { get { return menuScreens; } set { menuScreens = value; } } [SerializeField] private int startScreen = 0; public int StartScreen { get { return startScreen; } set { startScreen = value; } } private Stack menuStack = new Stack(); public static MenuManager Instance { get; set; } private void Start() { Instance = this; if (MenuScreens.Length > 0 + StartScreen) { var startMenu = CreateInstance(MenuScreens[StartScreen].name); OpenMenu(startMenu.GetMenu()); } else { Debug.LogError("Not enough Menu Screens configured"); } } private void OnDestroy() { Instance = null; } public GameObject CreateInstance(string MenuName) { var prefab = GetPrefab(MenuName); return Instantiate(prefab, transform); } public void CreateInstance(string MenuName, out GameObject menuInstance) { var prefab = GetPrefab(MenuName); menuInstance = Instantiate(prefab, transform); } public void OpenMenu(Menu menuInstance) { // De-activate top menu if (menuStack.Count > 0) { if (menuInstance.DisableMenusUnderneath) { foreach (var menu in menuStack) { menu.gameObject.SetActive(false); if (menu.DisableMenusUnderneath) break; } } var topCanvas = menuInstance.GetComponent(); var previousCanvas = menuStack.Peek().GetComponent(); topCanvas.sortingOrder = previousCanvas.sortingOrder + 1; } menuStack.Push(menuInstance); } private GameObject GetPrefab(string PrefabName) { for (int i = 0; i < MenuScreens.Length; i++) { if (MenuScreens[i].name == PrefabName) { return MenuScreens[i].gameObject; } } throw new MissingReferenceException("Prefab not found for " + PrefabName); } public void CloseMenu(Menu menu) { if (menuStack.Count == 0) { Debug.LogErrorFormat(menu, "{0} cannot be closed because menu stack is empty", menu.GetType()); return; } if (menuStack.Peek() != menu) { Debug.LogErrorFormat(menu, "{0} cannot be closed because it is not on top of stack", menu.GetType()); return; } CloseTopMenu(); } public void CloseTopMenu() { var menuInstance = menuStack.Pop(); if (menuInstance.DestroyWhenClosed) Destroy(menuInstance.gameObject); else menuInstance.gameObject.SetActive(false); // Re-activate top menu // If a re-activated menu is an overlay we need to activate the menu under it foreach (var menu in menuStack) { menu.gameObject.SetActive(true); if (menu.DisableMenusUnderneath) break; } } private void Update() { // On Android the back button is sent as Esc if (UIExtensionsInputManager.GetKeyDown(KeyCode.Escape) && menuStack.Count > 0) { menuStack.Peek().OnBackPressed(); } } } public static class MenuExtensions { public static Menu GetMenu(this GameObject go) { return go.GetComponent(); } } }