Flexible way to manage screens with transitions for Unity
Flexible way to manage your UI with transitions, layers and proper navigation handling for Unity.
( Note: The inspector window is not forcefully updated, which is why it lags a bit behind )
screenmgr.Show("MainMenu");
screenmgr.ShowPopup<Popup>("Alertbox").Message = "Custom Alert Text";
screenmgr.HideAll();
Simply create a new ScreenManager on any canvas element. (Preferably right underneath the main canvas element.)
Ignore the ScreenManager settings for now, let's create some screens.
To start, we can add SimpleTweenScreen under ScreenManager GameObject.
For custom screens: You can either inherit BaseScreen
class or any other pre-made classes: AnimatorScreen, Popup, SimpleTweenScreen, TweenedScreen
Once SimpleTweenScreen is added, you'll notice few things :
By default BaseScreen
class provides several important settings, these settings are the core of makes the screen work so well :
You can leave those settings as they are for now, no need for additional configuration.
Once we added SimpleTweenScreen to all our screens, we can define our default screen that's going to be open on run.
Go to ScreenManager ( Shortcut Ctrl+Alt+T or Window/Select ScreenManager in the menu )
Select your SimpleTweenScreen in the Screens section. Once selected you'll see a button named "Set Default" appear.
Click on it, it will set that screen as the default/main screen.
Now that's done we can pass to setting up our buttons.
There's two ways to setup the buttons :
You can either show a screen by its name, or by it's GameObject reference.
( Tutorial to be finished )
There's always more to add, so if you want to help then feel free to contribute !