How would I go about switching between multiple canvas?
Up until now I have just enabled and disabled the “canvas” component, but this means I can still interact with the buttons. I ran into this problem when I closed a canvas after opening it, and then jumped. This disabled the players movement scripts (like it should do when I open a canvas) and tried to do what the buttons were supposed to do.
So my question is, how would I go about switching between multiple canvas, without having to define every single canvas?
Short answer, the main thing is to get the UnityEngine.CanvasGroup’s and set the .alpha .interactable and .blocksRaycasts properties, as desired.
Long answer; Here’s an Abstract class the individual controller scripts for each canvas implement, it may be of use. It also fades them in & out. Client code must implement PostMenuClose() which can be custom code called when the manu/panel is closed. Take from it what you like
using UnityEngine;
using System.Collections;
public abstract class AbstractFadePanel : MonoBehaviour
{
protected UnityEngine.UI.Text[] textEls;
protected CanvasGroup RootCanvasGroup;
public abstract bool MenuOpen { get; protected set; }
public abstract void PostMenuClose ();
UnityEngine.UI.Image[] imageEls;
bool firstTime = true;
const float FADE_TIME = 0.2f;
void Awake ()
{
RootCanvasGroup = gameObject.GetComponentsInChildren<UnityEngine.CanvasGroup> () [0];
if (RootCanvasGroup == null)
RootCanvasGroup = gameObject.GetComponent<UnityEngine.CanvasGroup> ();
textEls = gameObject.GetComponentsInChildren<UnityEngine.UI.Text> (includeInactive: true);
imageEls = gameObject.GetComponentsInChildren<UnityEngine.UI.Image> (includeInactive: true);
}
/// <summary>
/// Toggles the visibility of the entire panel
/// </summary>
/// <param name="turnOn">If set to <c>true</c> turn on.</param>
public void ToggleVisibility (bool turnOn)
{
// Until used, the menus may exist in the editor in a crippled state
if (firstTime) {
RootCanvasGroup.alpha = 1;
RootCanvasGroup.interactable = true;
}
RootCanvasGroup.interactable = turnOn;
// Remove focus from the menu so arrow keys don't also move through widgets
// after it's been hidden.
UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject (null);
// Fade out constituent els
float targetAlpha = turnOn ? 1f : 0f;
foreach (var t in textEls)
t.CrossFadeAlpha (targetAlpha, FADE_TIME, false);
foreach (var i in imageEls)
i.CrossFadeAlpha (targetAlpha, FADE_TIME, false);
if (turnOn)
StartCoroutine (ForceInteractableRedraw ());
}
/// <summary>
/// Closes the menu
/// </summary>
protected void closeMenu ()
{
if (!UI.UIRegistry.GetClickLock ())
return;
RootCanvasGroup.interactable = false;
RootCanvasGroup.blocksRaycasts = false;
MenuOpen = false;
ToggleVisibility (turnOn: false);
PostMenuClose ();
}
/// <summary>
/// Opens the menu
/// </summary>
protected void openMenu ()
{
RootCanvasGroup.interactable = true;
RootCanvasGroup.blocksRaycasts = true;
MenuOpen = true;
ToggleVisibility (turnOn: true);
}
/// <summary>
/// For some reason toggling Interactable does not ensure the objects will
/// redraw correctly to reflect the new state. This forces it.
/// Note Canvas.ForceUpdateCanvases() sounds like it should address this, but couldn't
/// get it working in a quick test.
/// </summary>
/// <returns>The interactable redraw.</returns>
IEnumerator ForceInteractableRedraw ()
{
yield return new WaitForSeconds (0.04f);
RootCanvasGroup.interactable = false;
RootCanvasGroup.interactable = true;
}
}