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 ================================================ FILE: Assets/MainScene.unity.meta ================================================ fileFormatVersion: 2 guid: c211d8a2924334d3597ff49224f68a27 timeCreated: 1492684244 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/MenuSystem/MenuManager.prefab.meta ================================================ fileFormatVersion: 2 guid: f0f89c3fccbfa4bddbac45ae1effe466 timeCreated: 1498565979 licenseType: Pro NativeFormatImporter: mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/MenuSystem.meta ================================================ fileFormatVersion: 2 guid: d8b966d608f92415db1cd34c3bb28350 folderAsset: yes timeCreated: 1498565987 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus/AwesomeMenu.prefab.meta ================================================ fileFormatVersion: 2 guid: 5617592ee912047459b98264a09ddb8a timeCreated: 1498565443 licenseType: Pro NativeFormatImporter: mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus/GameMenu.prefab.meta ================================================ fileFormatVersion: 2 guid: 85d45cc7dbcc7490b91c0aa61f4e73c2 timeCreated: 1498563199 licenseType: Pro NativeFormatImporter: mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus/MainMenu.prefab.meta ================================================ fileFormatVersion: 2 guid: e9be8b59801ec4bbe829f57f7b2b9d88 timeCreated: 1492689740 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus/OptionsMenu.prefab.meta ================================================ fileFormatVersion: 2 guid: 11104fd9ff8884a49b96b0d3d0accb5c timeCreated: 1492689765 licenseType: Pro NativeFormatImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus/PauseMenu.prefab.meta ================================================ fileFormatVersion: 2 guid: 5f7dc93bebf1e41e280baafd8eaa59ec timeCreated: 1498565735 licenseType: Pro NativeFormatImporter: mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs/Menus.meta ================================================ fileFormatVersion: 2 guid: 85fc92ec845a749cd9ddd6d6d9f8bbd9 folderAsset: yes timeCreated: 1498565991 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Prefabs.meta ================================================ fileFormatVersion: 2 guid: ca28a52eeb76642cc9b3c49971976f19 folderAsset: yes timeCreated: 1492686046 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/MenuSystem/Menu.cs ================================================ using UnityEngine; public abstract class Menu : Menu where T : Menu { 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(); 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(); } ================================================ FILE: Assets/Scripts/MenuSystem/Menu.cs.meta ================================================ fileFormatVersion: 2 guid: 9653e8a2f35df4e42b53f383913554af timeCreated: 1492685806 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ 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 menuStack = new Stack(); public static MenuManager Instance { get; set; } private void Awake() { Instance = this; MainMenu.Show(); } private void OnDestroy() { Instance = null; } public void CreateInstance() where T : Menu { var prefab = GetPrefab(); 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(); var previousCanvas = menuStack.Peek().GetComponent(); topCanvas.sortingOrder = previousCanvas.sortingOrder + 1; } menuStack.Push(instance); } private T GetPrefab() 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(); } } } ================================================ FILE: Assets/Scripts/MenuSystem/MenuManager.cs.meta ================================================ fileFormatVersion: 2 guid: adf0efbc9d5b148979111e50bec1893f timeCreated: 1492685806 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/MenuSystem/SimpleMenu.cs ================================================ /// /// A base menu class that implements parameterless Show and Hide methods /// public abstract class SimpleMenu : Menu where T : SimpleMenu { public static void Show() { Open(); } public static void Hide() { Close(); } } ================================================ FILE: Assets/Scripts/MenuSystem/SimpleMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 26f10b5c0981f4f7ea7a78a7073a7f09 timeCreated: 1498564881 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/MenuSystem.meta ================================================ fileFormatVersion: 2 guid: 6c7834b18b76b4abe8706dea6e8a7c95 folderAsset: yes timeCreated: 1498563357 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus/AwesomeMenu.cs ================================================ using UnityEngine; using UnityEngine.UI; public class AwesomeMenu : Menu { 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(); } } ================================================ FILE: Assets/Scripts/Menus/AwesomeMenu.cs.meta ================================================ fileFormatVersion: 2 guid: b6e15980f191049aea70c0c93594887b timeCreated: 1492693949 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus/GameMenu.cs ================================================ public class GameMenu : SimpleMenu { public override void OnBackPressed() { PauseMenu.Show(); } } ================================================ FILE: Assets/Scripts/Menus/GameMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 88abd442995e349778e1d164d50af64d timeCreated: 1498563208 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus/MainMenu.cs ================================================ using UnityEngine; public class MainMenu : SimpleMenu { public void OnPlayPressed() { GameMenu.Show(); } public void OnOptionsPressed() { OptionsMenu.Show(); } public override void OnBackPressed() { Application.Quit(); } } ================================================ FILE: Assets/Scripts/Menus/MainMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 36b6ee4bee83c498e935eebb6778babb timeCreated: 1492688474 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus/OptionsMenu.cs ================================================ using UnityEngine.UI; public class OptionsMenu : SimpleMenu { public Slider Slider; public void OnMagicButtonPressed() { AwesomeMenu.Show(Slider.value); } } ================================================ FILE: Assets/Scripts/Menus/OptionsMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 5b01016ffd900480386cb61341f3269f timeCreated: 1492688962 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus/PauseMenu.cs ================================================ public class PauseMenu : SimpleMenu { public void OnQuitPressed() { Hide(); Destroy(this.gameObject); // This menu does not automatically destroy itself GameMenu.Hide(); } } ================================================ FILE: Assets/Scripts/Menus/PauseMenu.cs.meta ================================================ fileFormatVersion: 2 guid: 0d6228c7c19194b999f9b95fa4711b67 timeCreated: 1498563349 licenseType: Pro MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts/Menus.meta ================================================ fileFormatVersion: 2 guid: 160ea0982342c4a0bbb267223478c461 folderAsset: yes timeCreated: 1498563380 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts.meta ================================================ fileFormatVersion: 2 guid: 5830ae34835484482a366d73d6a56144 folderAsset: yes timeCreated: 1492686031 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: LICENSE ================================================ Apache License Version 2.0, January 2004 http://www.apache.org/licenses/ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 1. 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See the License for the specific language governing permissions and limitations under the License. ================================================ FILE: ProjectSettings/ProjectVersion.txt ================================================ m_EditorVersion: 5.6.1p1 ================================================ FILE: README.md ================================================ # UnityMenuSystem