1st stage pass adding the Menu system from Unite.

Need to finish testing and add docs
pull/413/head
Simon Jackson 2017-08-02 17:50:22 +01:00
parent e7406318c9
commit a1b2b38a0f
38 changed files with 4263 additions and 2 deletions

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using UnityEngine;
namespace UnityEngine.UI.Extensions.Examples
namespace UnityEngine.UI.Extensions.Examples
{
public class ComboBoxChanged : MonoBehaviour
{

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namespace UnityEngine.UI.Extensions.Examples
{
public class AwesomeMenu : Menu<AwesomeMenu>
{
public Image Background;
public Text Title;
public static void Show(float awesomeness)
{
Open();
Instance.Background.color = new Color32((byte)(129 * awesomeness), (byte)(197 * awesomeness), (byte)(34 * awesomeness), 255);
Instance.Title.text = string.Format("This menu is {0:P} awesome", awesomeness);
}
public static void Hide()
{
Close();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class GameMenu : SimpleMenu<GameMenu>
{
public override void OnBackPressed()
{
PauseMenu.Show();
}
}
}

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using UnityEngine.UI.Extensions.Examples;
namespace UnityEngine.UI.Extensions.Examples
{
public class MainMenu : SimpleMenu<MainMenu>
{
public void OnPlayPressed()
{
GameMenu.Show();
}
public void OnOptionsPressed()
{
OptionsMenu.Show();
}
public override void OnBackPressed()
{
Application.Quit();
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class OptionsMenu : SimpleMenu<OptionsMenu>
{
public Slider Slider;
public void OnMagicButtonPressed()
{
AwesomeMenu.Show(Slider.value);
}
}
}

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namespace UnityEngine.UI.Extensions.Examples
{
public class PauseMenu : SimpleMenu<PauseMenu>
{
public void OnQuitPressed()
{
Hide();
Destroy(this.gameObject); // This menu does not automatically destroy itself
GameMenu.Hide();
}
}
}

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9
Scripts/MenuSystem.meta Normal file
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/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
public abstract class Menu<T> : Menu where T : Menu<T>
{
public static T Instance { get; private set; }
protected virtual void Awake()
{
Instance = (T)this;
}
protected virtual void OnDestroy()
{
Instance = null;
}
protected static void Open()
{
if (Instance == null)
MenuManager.Instance.CreateInstance(typeof(T).Name);
//MenuManager.Instance.CreateInstance<T>();
else
Instance.gameObject.SetActive(true);
MenuManager.Instance.OpenMenu(Instance);
}
protected static void Close()
{
if (Instance == null)
{
Debug.LogErrorFormat("Trying to close menu {0} but Instance is null", typeof(T));
return;
}
MenuManager.Instance.CloseMenu(Instance);
}
public override void OnBackPressed()
{
Close();
}
}
public abstract class Menu : MonoBehaviour
{
[Tooltip("Destroy the Game Object when menu is closed (reduces memory usage)")]
public bool DestroyWhenClosed = true;
[Tooltip("Disable menus that are under this one in the stack")]
public bool DisableMenusUnderneath = true;
public abstract void OnBackPressed();
}
}

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/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
using System.Collections.Generic;
using System.Reflection;
namespace UnityEngine.UI.Extensions
{
public class MenuManager : MonoBehaviour
{
public Menu[] MenuScreens;
public int StartScreen = 0;
private Stack<Menu> menuStack = new Stack<Menu>();
public static MenuManager Instance { get; set; }
private void Awake()
{
Instance = this;
if (MenuScreens.Length > 0 + StartScreen)
{
CreateInstance(MenuScreens[StartScreen].name);
OpenMenu(MenuScreens[StartScreen]);
}
else
{
Debug.LogError("Not enough Menu Screens configured");
}
}
private void OnDestroy()
{
Instance = null;
}
public void CreateInstance<T>() where T : Menu
{
var prefab = GetPrefab<T>();
Instantiate(prefab, transform);
}
public void CreateInstance(string MenuName)
{
var prefab = GetPrefab(MenuName);
Instantiate(prefab, transform);
}
public void OpenMenu(Menu instance)
{
// De-activate top menu
if (menuStack.Count > 0)
{
if (instance.DisableMenusUnderneath)
{
foreach (var menu in menuStack)
{
menu.gameObject.SetActive(false);
if (menu.DisableMenusUnderneath)
break;
}
}
var topCanvas = instance.GetComponent<Canvas>();
var previousCanvas = menuStack.Peek().GetComponent<Canvas>();
topCanvas.sortingOrder = previousCanvas.sortingOrder + 1;
}
menuStack.Push(instance);
}
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);
}
private T GetPrefab<T>() where T : Menu
{
// Get prefab dynamically, based on public fields set from Unity
// You can use private fields with SerializeField attribute too
var fields = this.GetType().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly);
foreach (var field in fields)
{
var prefab = field.GetValue(this) as T;
if (prefab != null)
{
return prefab;
}
}
throw new MissingReferenceException("Prefab not found for type " + typeof(T));
}
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 instance = menuStack.Pop();
if (instance.DestroyWhenClosed)
Destroy(instance.gameObject);
else
instance.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 (Input.GetKeyDown(KeyCode.Escape) && menuStack.Count > 0)
{
menuStack.Peek().OnBackPressed();
}
}
}
}

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/// Credit BinaryX
/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/page-2#post-1945602
/// Updated by ddreaper - removed dependency on a custom ScrollRect script. Now implements drag interfaces and standard Scroll Rect.
namespace UnityEngine.UI.Extensions
{
/// <summary>
/// A base menu class that implements parameterless Show and Hide methods
/// </summary>
public abstract class SimpleMenu<T> : Menu<T> where T : SimpleMenu<T>
{
public static void Show()
{
Open();
}
public static void Hide()
{
Close();
}
}
}

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