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
Object
Component
Behaviour
MonoBehaviour
MainMenu
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

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

RunContent

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

root RectTransform
theme UiTheme

Configure(RunRequest)

public void Configure(RunRequest template)

Parameters

template RunRequest

ConfigureFromContent(SurvivorsGame)

public void ConfigureFromContent(SurvivorsGame session)

Parameters

session SurvivorsGame

Refresh()

public override void Refresh()

Wire()

public void Wire()