Class GameUiRoot
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Connects generated screens to a session without modifying gameplay state directly.
public sealed class GameUiRoot : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourGameUiRoot
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
GameUiRoot()
public GameUiRoot()
Fields
Alerts
public CombatAlertsPanel Alerts
Field Value
Catalog
public ViewCatalogAsset Catalog
Field Value
DevTools
[Tooltip("DPS meter (any build) and the playtest panel (Editor and Development Builds).")]
public DevToolsOptions DevTools
Field Value
GameOver
public GameOverPanel GameOver
Field Value
Hud
public HudPanel Hud
Field Value
LevelUp
public LevelUpPanel LevelUp
Field Value
Menu
public MainMenu Menu
Field Value
Pause
public PausePanel Pause
Field Value
Records
public RecordsPanel Records
Field Value
Session
public SurvivorsGame Session
Field Value
Settings
Device options, opened from the main menu or the pause screen. Built at runtime when the prefab predates it.
public SettingsPanel Settings
Field Value
Shop
public ShopPanel Shop
Field Value
Status
public TextMeshProUGUI Status
Field Value
- TextMeshProUGUI
TextSource
[Tooltip("Optional translations. Empty = the authored text only (one language).")]
public LocalizedTextAsset TextSource
Field Value
Theme
public UiTheme Theme
Field Value
Unlocks
public UnlockPanel Unlocks
Field Value
WaveResult
public WaveResultPanel WaveResult
Field Value
Properties
ContentText
Authored names and descriptions of the content (see Name(ContentTextKind, string, UiStrings)). Filled from the bound session's ContentAsset; assign one for runs built from a RunRequest. Null = names from ids.
public ContentTextTable ContentText { get; set; }
Property Value
DpsMeter
The live DPS meter, built at runtime in play mode.
public DpsMeterPanel DpsMeter { get; }
Property Value
Languages
Languages offered by the settings screen. Defaults to the string table's own language only.
public IUiLanguageProvider Languages { get; set; }
Property Value
Playtest
The playtest panel; null in release builds (see Supported).
public PlaytestPanel Playtest { get; }
Property Value
SettingsOpen
public bool SettingsOpen { get; }
Property Value
Strings
public UiStrings Strings { get; }
Property Value
TextProvider
Text by key and language for UI strings and content names/descriptions. Setting it offers its languages on the settings screen and re-applies the visible text. Null = TextSource, else the authored text only.
public ITextProvider TextProvider { get; set; }
Property Value
Methods
Act(Func<RunController, RunResult>)
public void Act(Func<RunController, RunResult> action)
Parameters
actionFunc<RunController, RunResult>
ApplyLanguage()
Installs the chosen language's text lookup and re-applies every bound label.
public void ApplyLanguage()
ApplyStrings()
[ContextMenu("Apply UI Text")]
public void ApplyStrings()
ApplyTheme()
public void ApplyTheme()
Bind(SurvivorsGame)
public void Bind(SurvivorsGame session)
Parameters
sessionSurvivorsGame
CloseSettings()
Saves the options and returns to the screen the settings were opened from.
public void CloseSettings()
Configure(SurvivorsGame, RunRequest, ViewCatalogAsset)
public void Configure(SurvivorsGame session, RunRequest menuRequest = null, ViewCatalogAsset catalog = null)
Parameters
sessionSurvivorsGamemenuRequestRunRequestcatalogViewCatalogAsset
OpenSettings()
Shows the settings screen over the menu or the pause screen.
public void OpenSettings()
Refresh()
public void Refresh()
ShowResult(RunResult)
public void ShowResult(RunResult result)
Parameters
resultRunResult