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UI Manager: help you to navigate between Screens, Load Screen Prefabs, Modals

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gbviktor/ui-manager-for-unity

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UI Manager for Unity

Created to help me, and maybe you, to navigate between Screens, load Screen Prefabs, update list of available Screens in Editor etc.

Install with Unity Package Manager

  • in Unity go to Windows > Package Manager
  • press + and select Add package from git URL...
https://github.com/gbviktor/ui-manager-for-unity.git

Getting Started

  • Import from Samples a UILoadResources sample
  • create a Folder UIScreens in Resources folder
  • now you can create a ScriptableObject from Asset Menu in created UIScreens folder
    • Montana Games/DB/Screens List
      • this Scriptable Object looking for Prefabs inside this Folder (Root only) of type UIScreen and update list of available Screens
      • just put your Prefab in this Folder to make it visible for UI Manager
  • after, you can create your first Screen inherited from/extends UIScreen class
    • see UITestScreen as a sample
  • before UI Manager can work, initialize it with followed code (do it once, this script use static fields)
[SerializeField] ScreensList screensList;

void Awake(){
	//setup a Loader and
	new UI(new UILoaderResources(screensList))
}
  • now, you can call UI.OpenScreen<UITestScreen>() or UI.OpenNested<UITestScreen>()
    • OpenNested open Screens with save previous Screen in Stack, to open it back again, if you close current. (also save history)

API

  • UI.Open<UIYourScreenType>()
    • open new Screen and close automatically Previous (disabled/removed)
  • UI.OpenNested<UIYourNextScreen>()
    • open new Screen, and save previous in History (stack) open it, if you close current
  • UI.OpenAndCloseAllPrevious<UIMyScreen>()
    • close all Screen (clear history/stack), and open requested Screen
  • UI.OnBackButtonPressed() - use it to handle users inputs,
    • this method will be close current Screen and open previous if History is not empty.
  • UI.ForceCloseAll() - force close all opened Screens or saved in History (Stack)
    • use this, for Scenes transitions, to clear history of opened screens.
  • UI.CloseCurrentFocusPrevious() - close current screen, focus previous
  • UI.Get<UIMyScreen>() - instantiate a Screen, but not Open it (don't call OnOpen event)
    • you can manipulate or execute with this Screen before open
      • but i will be not recommend this method, smell like a bad practice
  • UI.DestroyScreen<UIMyScreen>() - remove/destroy this screen from Scene
    • use it careful, only if you manually want close screen and can't use UI.CloseCurrentFocusPrevious()

Create your custom Screen

  • create a new Canvas in Scene
  • add you script/component inherited from UIScreen to this Canvas
  • rename it, i recommend to name it like UI(some your name)Screen
  • save this Canvas as Prefab in root of folder where a ScriptableObject of type ScreensList already exist, or create it inside
    • this SO help you, it's make a updatable list of available Screens inside folder where SO persistent
  • after this steps, you can call in your code UI.OpenNested<UISomeMyNewScreen>()
    • if you got error, check this step again.

Feedback is awaited

  • under development...

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UI Manager: help you to navigate between Screens, Load Screen Prefabs, Modals

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