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
Object
Component
Behaviour
MonoBehaviour
GameUiRoot
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.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.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.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.name
Object.hideFlags

Constructors

GameUiRoot()

public GameUiRoot()

Fields

Alerts

public CombatAlertsPanel Alerts

Field Value

CombatAlertsPanel

Catalog

public ViewCatalogAsset Catalog

Field Value

ViewCatalogAsset

DevTools

[Tooltip("DPS meter (any build) and the playtest panel (Editor and Development Builds).")]
public DevToolsOptions DevTools

Field Value

DevToolsOptions

GameOver

public GameOverPanel GameOver

Field Value

GameOverPanel

Hud

public HudPanel Hud

Field Value

HudPanel

LevelUp

public LevelUpPanel LevelUp

Field Value

LevelUpPanel

Menu

public MainMenu Menu

Field Value

MainMenu

Pause

public PausePanel Pause

Field Value

PausePanel

Records

public RecordsPanel Records

Field Value

RecordsPanel

Session

public SurvivorsGame Session

Field Value

SurvivorsGame

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

SettingsPanel

Shop

public ShopPanel Shop

Field Value

ShopPanel

Status

public TextMeshProUGUI Status

Field Value

TextMeshProUGUI

TextSource

[Tooltip("Optional translations. Empty = the authored text only (one language).")]
public LocalizedTextAsset TextSource

Field Value

LocalizedTextAsset

Theme

public UiTheme Theme

Field Value

UiTheme

Unlocks

public UnlockPanel Unlocks

Field Value

UnlockPanel

WaveResult

public WaveResultPanel WaveResult

Field Value

WaveResultPanel

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

ContentTextTable

DpsMeter

The live DPS meter, built at runtime in play mode.

public DpsMeterPanel DpsMeter { get; }

Property Value

DpsMeterPanel

Languages

Languages offered by the settings screen. Defaults to the string table's own language only.

public IUiLanguageProvider Languages { get; set; }

Property Value

IUiLanguageProvider

Playtest

The playtest panel; null in release builds (see Supported).

public PlaytestPanel Playtest { get; }

Property Value

PlaytestPanel

SettingsOpen

public bool SettingsOpen { get; }

Property Value

bool

Strings

public UiStrings Strings { get; }

Property Value

UiStrings

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

ITextProvider

Methods

Act(Func<RunController, RunResult>)

public void Act(Func<RunController, RunResult> action)

Parameters

action Func<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

session SurvivorsGame

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

session SurvivorsGame
menuRequest RunRequest
catalog ViewCatalogAsset

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

result RunResult