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Repository: YousicianGit/UnityMenuSystem
Branch: master
Commit: e6ff71e72874
Files: 55
Total size: 21.4 KB

Directory structure:
gitextract_di2dtk28/

├── .gitignore
├── Assets/
│   ├── MainScene.unity
│   ├── MainScene.unity.meta
│   ├── Prefabs/
│   │   ├── MenuSystem/
│   │   │   ├── MenuManager.prefab
│   │   │   └── MenuManager.prefab.meta
│   │   ├── MenuSystem.meta
│   │   ├── Menus/
│   │   │   ├── AwesomeMenu.prefab
│   │   │   ├── AwesomeMenu.prefab.meta
│   │   │   ├── GameMenu.prefab
│   │   │   ├── GameMenu.prefab.meta
│   │   │   ├── MainMenu.prefab
│   │   │   ├── MainMenu.prefab.meta
│   │   │   ├── OptionsMenu.prefab
│   │   │   ├── OptionsMenu.prefab.meta
│   │   │   ├── PauseMenu.prefab
│   │   │   └── PauseMenu.prefab.meta
│   │   └── Menus.meta
│   ├── Prefabs.meta
│   ├── Scripts/
│   │   ├── MenuSystem/
│   │   │   ├── Menu.cs
│   │   │   ├── Menu.cs.meta
│   │   │   ├── MenuManager.cs
│   │   │   ├── MenuManager.cs.meta
│   │   │   ├── SimpleMenu.cs
│   │   │   └── SimpleMenu.cs.meta
│   │   ├── MenuSystem.meta
│   │   ├── Menus/
│   │   │   ├── AwesomeMenu.cs
│   │   │   ├── AwesomeMenu.cs.meta
│   │   │   ├── GameMenu.cs
│   │   │   ├── GameMenu.cs.meta
│   │   │   ├── MainMenu.cs
│   │   │   ├── MainMenu.cs.meta
│   │   │   ├── OptionsMenu.cs
│   │   │   ├── OptionsMenu.cs.meta
│   │   │   ├── PauseMenu.cs
│   │   │   └── PauseMenu.cs.meta
│   │   └── Menus.meta
│   └── Scripts.meta
├── LICENSE
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   └── UnityConnectSettings.asset
└── README.md

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/Assets/AssetStoreTools*

# Visual Studio 2015 cache directory
/.vs/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb

# Unity3D generated meta files
*.pidb.meta

# Unity3D Generated File On Crash Reports
sysinfo.txt

# Builds
*.apk
*.unitypackage


================================================
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================================================
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================================================
FILE: Assets/Scripts/MenuSystem/Menu.cs
================================================
using UnityEngine;

public abstract class Menu<T> : Menu where T : Menu<T>
{
    public static T Instance { get; private set; }

    protected virtual void Awake()
    {
        Instance = (T)this;
    }

    protected virtual void OnDestroy()
    {
        Instance = null;
	}

	protected static void Open()
	{
		if (Instance == null)
			MenuManager.Instance.CreateInstance<T>();
		else
			Instance.gameObject.SetActive(true);
		
		MenuManager.Instance.OpenMenu(Instance);
	}

	protected static void Close()
	{
		if (Instance == null)
		{
			Debug.LogErrorFormat("Trying to close menu {0} but Instance is null", typeof(T));
			return;
		}

		MenuManager.Instance.CloseMenu(Instance);
	}

	public override void OnBackPressed()
	{
		Close();
	}
}

public abstract class Menu : MonoBehaviour
{
	[Tooltip("Destroy the Game Object when menu is closed (reduces memory usage)")]
	public bool DestroyWhenClosed = true;

	[Tooltip("Disable menus that are under this one in the stack")]
	public bool DisableMenusUnderneath = true;

	public abstract void OnBackPressed();
}


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================================================
FILE: Assets/Scripts/MenuSystem/MenuManager.cs
================================================
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;

public class MenuManager : MonoBehaviour
{
	public MainMenu MainMenuPrefab;
	public GameMenu GameMenuPrefab;
	public PauseMenu PauseMenuPrefab;
	public OptionsMenu OptionsMenuPrefab;
	public AwesomeMenu AwesomeMenuPrefab;

    private Stack<Menu> menuStack = new Stack<Menu>();

    public static MenuManager Instance { get; set; }

    private void Awake()
    {
        Instance = this;

		MainMenu.Show();
    }

    private void OnDestroy()
    {
        Instance = null;
    }

	public void CreateInstance<T>() where T : Menu
	{
		var prefab = GetPrefab<T>();

		Instantiate(prefab, transform);
	}

	public void OpenMenu(Menu instance)
    {
        // De-activate top menu
        if (menuStack.Count > 0)
        {
			if (instance.DisableMenusUnderneath)
			{
				foreach (var menu in menuStack)
				{
					menu.gameObject.SetActive(false);

					if (menu.DisableMenusUnderneath)
						break;
				}
			}

            var topCanvas = instance.GetComponent<Canvas>();
            var previousCanvas = menuStack.Peek().GetComponent<Canvas>();
			topCanvas.sortingOrder = previousCanvas.sortingOrder + 1;
        }

        menuStack.Push(instance);
    }

    private T GetPrefab<T>() where T : Menu
    {
        // Get prefab dynamically, based on public fields set from Unity
		// You can use private fields with SerializeField attribute too
        var fields = this.GetType().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly);
        foreach (var field in fields)
        {
            var prefab = field.GetValue(this) as T;
            if (prefab != null)
            {
                return prefab;
            }
        }

        throw new MissingReferenceException("Prefab not found for type " + typeof(T));
    }
	
	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 instance = menuStack.Pop();

		if (instance.DestroyWhenClosed)
        	Destroy(instance.gameObject);
		else
			instance.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 (Input.GetKeyDown(KeyCode.Escape) && menuStack.Count > 0)
        {
            menuStack.Peek().OnBackPressed();
        }
    }
}



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================================================
FILE: Assets/Scripts/MenuSystem/SimpleMenu.cs
================================================
/// <summary>
/// A base menu class that implements parameterless Show and Hide methods
/// </summary>
public abstract class SimpleMenu<T> : Menu<T> where T : SimpleMenu<T>
{
	public static void Show()
	{
		Open();
	}

	public static void Hide()
	{
		Close();
	}
}


================================================
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================================================
FILE: Assets/Scripts/Menus/AwesomeMenu.cs
================================================
using UnityEngine;
using UnityEngine.UI;

public class AwesomeMenu : Menu<AwesomeMenu>
{
	public Image Background;
    public Text Title;

    public static void Show(float awesomeness)
    {
		Open();

		Instance.Background.color = new Color32((byte)(129 * awesomeness), (byte)(197 * awesomeness), (byte)(34 * awesomeness), 255);
		Instance.Title.text = string.Format("This menu is {0:P} awesome", awesomeness);
    }

    public static void Hide()
    {
		Close();
    }
}

================================================
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================================================
FILE: Assets/Scripts/Menus/GameMenu.cs
================================================
public class GameMenu : SimpleMenu<GameMenu>
{
	public override void OnBackPressed()
	{
		PauseMenu.Show();
	}
}


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================================================
FILE: Assets/Scripts/Menus/MainMenu.cs
================================================
using UnityEngine;

public class MainMenu : SimpleMenu<MainMenu>
{
	public void OnPlayPressed()
	{
		GameMenu.Show();
	}

    public void OnOptionsPressed()
    {
		OptionsMenu.Show();
	}

	public override void OnBackPressed()
	{
		Application.Quit();
	}
}


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================================================
FILE: Assets/Scripts/Menus/OptionsMenu.cs
================================================
using UnityEngine.UI;

public class OptionsMenu : SimpleMenu<OptionsMenu>
{
	public Slider Slider;

	public void OnMagicButtonPressed()
	{
		AwesomeMenu.Show(Slider.value);
	}
}


================================================
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================================================
FILE: Assets/Scripts/Menus/PauseMenu.cs
================================================
public class PauseMenu : SimpleMenu<PauseMenu>
{
	public void OnQuitPressed()
	{
		Hide();
		Destroy(this.gameObject); // This menu does not automatically destroy itself

		GameMenu.Hide();
	}
}


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================================================
FILE: LICENSE
================================================
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   Copyright {yyyy} {name of copyright owner}

   Licensed under the Apache License, Version 2.0 (the "License");
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================================================
FILE: ProjectSettings/ProjectVersion.txt
================================================
m_EditorVersion: 5.6.1p1


================================================
FILE: README.md
================================================
# UnityMenuSystem
Download .txt
gitextract_di2dtk28/

├── .gitignore
├── Assets/
│   ├── MainScene.unity
│   ├── MainScene.unity.meta
│   ├── Prefabs/
│   │   ├── MenuSystem/
│   │   │   ├── MenuManager.prefab
│   │   │   └── MenuManager.prefab.meta
│   │   ├── MenuSystem.meta
│   │   ├── Menus/
│   │   │   ├── AwesomeMenu.prefab
│   │   │   ├── AwesomeMenu.prefab.meta
│   │   │   ├── GameMenu.prefab
│   │   │   ├── GameMenu.prefab.meta
│   │   │   ├── MainMenu.prefab
│   │   │   ├── MainMenu.prefab.meta
│   │   │   ├── OptionsMenu.prefab
│   │   │   ├── OptionsMenu.prefab.meta
│   │   │   ├── PauseMenu.prefab
│   │   │   └── PauseMenu.prefab.meta
│   │   └── Menus.meta
│   ├── Prefabs.meta
│   ├── Scripts/
│   │   ├── MenuSystem/
│   │   │   ├── Menu.cs
│   │   │   ├── Menu.cs.meta
│   │   │   ├── MenuManager.cs
│   │   │   ├── MenuManager.cs.meta
│   │   │   ├── SimpleMenu.cs
│   │   │   └── SimpleMenu.cs.meta
│   │   ├── MenuSystem.meta
│   │   ├── Menus/
│   │   │   ├── AwesomeMenu.cs
│   │   │   ├── AwesomeMenu.cs.meta
│   │   │   ├── GameMenu.cs
│   │   │   ├── GameMenu.cs.meta
│   │   │   ├── MainMenu.cs
│   │   │   ├── MainMenu.cs.meta
│   │   │   ├── OptionsMenu.cs
│   │   │   ├── OptionsMenu.cs.meta
│   │   │   ├── PauseMenu.cs
│   │   │   └── PauseMenu.cs.meta
│   │   └── Menus.meta
│   └── Scripts.meta
├── LICENSE
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── Physics2DSettings.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   └── UnityConnectSettings.asset
└── README.md
Download .txt
SYMBOL INDEX (33 symbols across 8 files)

FILE: Assets/Scripts/MenuSystem/Menu.cs
  class Menu (line 3) | public abstract class Menu<T> : Menu where T : Menu<T>
    method Awake (line 7) | protected virtual void Awake()
    method OnDestroy (line 12) | protected virtual void OnDestroy()
    method Open (line 17) | protected static void Open()
    method Close (line 27) | protected static void Close()
    method OnBackPressed (line 38) | public override void OnBackPressed()
    method OnBackPressed (line 52) | public abstract void OnBackPressed();
  class Menu (line 44) | public abstract class Menu : MonoBehaviour
    method Awake (line 7) | protected virtual void Awake()
    method OnDestroy (line 12) | protected virtual void OnDestroy()
    method Open (line 17) | protected static void Open()
    method Close (line 27) | protected static void Close()
    method OnBackPressed (line 38) | public override void OnBackPressed()
    method OnBackPressed (line 52) | public abstract void OnBackPressed();

FILE: Assets/Scripts/MenuSystem/MenuManager.cs
  class MenuManager (line 5) | public class MenuManager : MonoBehaviour
    method Awake (line 17) | private void Awake()
    method OnDestroy (line 24) | private void OnDestroy()
    method CreateInstance (line 29) | public void CreateInstance<T>() where T : Menu
    method OpenMenu (line 36) | public void OpenMenu(Menu instance)
    method GetPrefab (line 60) | private T GetPrefab<T>() where T : Menu
    method CloseMenu (line 77) | public void CloseMenu(Menu menu)
    method CloseTopMenu (line 94) | public void CloseTopMenu()
    method Update (line 114) | private void Update()

FILE: Assets/Scripts/MenuSystem/SimpleMenu.cs
  class SimpleMenu (line 4) | public abstract class SimpleMenu<T> : Menu<T> where T : SimpleMenu<T>
    method Show (line 6) | public static void Show()
    method Hide (line 11) | public static void Hide()

FILE: Assets/Scripts/Menus/AwesomeMenu.cs
  class AwesomeMenu (line 4) | public class AwesomeMenu : Menu<AwesomeMenu>
    method Show (line 9) | public static void Show(float awesomeness)
    method Hide (line 17) | public static void Hide()

FILE: Assets/Scripts/Menus/GameMenu.cs
  class GameMenu (line 1) | public class GameMenu : SimpleMenu<GameMenu>
    method OnBackPressed (line 3) | public override void OnBackPressed()

FILE: Assets/Scripts/Menus/MainMenu.cs
  class MainMenu (line 3) | public class MainMenu : SimpleMenu<MainMenu>
    method OnPlayPressed (line 5) | public void OnPlayPressed()
    method OnOptionsPressed (line 10) | public void OnOptionsPressed()
    method OnBackPressed (line 15) | public override void OnBackPressed()

FILE: Assets/Scripts/Menus/OptionsMenu.cs
  class OptionsMenu (line 3) | public class OptionsMenu : SimpleMenu<OptionsMenu>
    method OnMagicButtonPressed (line 7) | public void OnMagicButtonPressed()

FILE: Assets/Scripts/Menus/PauseMenu.cs
  class PauseMenu (line 1) | public class PauseMenu : SimpleMenu<PauseMenu>
    method OnQuitPressed (line 3) | public void OnQuitPressed()
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// ... and 22 more files (download for full content)

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This page contains the full source code of the YousicianGit/UnityMenuSystem GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 55 files (21.4 KB), approximately 6.6k tokens, and a symbol index with 33 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

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