mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-02 14:27:28 +00:00
169 lines
No EOL
4.7 KiB
C#
169 lines
No EOL
4.7 KiB
C#
/// 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<Menu> menuStack = new Stack<Menu>();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
Canvas topCanvas = menuInstance.GetComponent<Canvas>();
|
|
if (topCanvas != null)
|
|
{
|
|
Canvas previousCanvas = menuStack.Peek().GetComponent<Canvas>();
|
|
|
|
if(previousCanvas != null)
|
|
{
|
|
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<Menu>();
|
|
}
|
|
}
|
|
|
|
} |