Class MainMenu
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Chooses from content-backed definitions, or from an explicitly supplied runtime template.
public sealed class MainMenu : SessionPanel
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourMainMenu
- 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
MainMenu()
public MainMenu()
Fields
CharacterEffects
public TextMeshProUGUI CharacterEffects
Field Value
- TextMeshProUGUI
CharacterIcon
public Image CharacterIcon
Field Value
- Image
CharacterLock
Lock badge over the character icon for characters that are still locked.
public Image CharacterLock
Field Value
- Image
CharacterName
public TextMeshProUGUI CharacterName
Field Value
- TextMeshProUGUI
ContinueRun
Shown when the profile has a saved run.
public Button ContinueRun
Field Value
- Button
ModeChoice
public Button ModeChoice
Field Value
- Button
NextCharacter
public Button NextCharacter
Field Value
- Button
NextWeapon
public Button NextWeapon
Field Value
- Button
OpenSettings
Opens the settings screen.
public Button OpenSettings
Field Value
- Button
PreviousCharacter
public Button PreviousCharacter
Field Value
- Button
PreviousWeapon
public Button PreviousWeapon
Field Value
- Button
StartRun
public Button StartRun
Field Value
- Button
WeaponEffects
public TextMeshProUGUI WeaponEffects
Field Value
- TextMeshProUGUI
WeaponIcon
public Image WeaponIcon
Field Value
- Image
WeaponName
public TextMeshProUGUI WeaponName
Field Value
- TextMeshProUGUI
Properties
Content
Content the menu offers (null without a template).
public RunContent Content { get; }
Property Value
DefaultSelection
The button keyboard/gamepad focus starts on (the screen's main action). Null = first interactable button.
public override Button DefaultSelection { get; }
Property Value
- Button
Methods
Build(RectTransform, UiTheme)
Title, an optional Continue, two selector cards side by side (character, starting weapon) and a footer with the mode toggle and the Start button.
public override void Build(RectTransform root, UiTheme theme)
Parameters
rootRectTransformthemeUiTheme
Configure(RunRequest)
public void Configure(RunRequest template)
Parameters
templateRunRequest
ConfigureFromContent(SurvivorsGame)
public void ConfigureFromContent(SurvivorsGame session)
Parameters
sessionSurvivorsGame
Refresh()
public override void Refresh()
Wire()
public void Wire()