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<?xml version="1.0"?>
<doc>
<assembly>
<name>BasicMenu.core</name>
</assembly>
<members>
<member name="T:BasicMenu.UpdateMenuController">
<summary>
This Component implements an OnUpdate-based MenuController.
Pros: Easier to set up, requires only to implement OnUpdate.
Cons: The controller logic is called on every frame, even when nothing is happening.
</summary>
</member>
<member name="P:BasicMenu.MenuController.StartingMenu">
<summary>
[GET / SET] The starting MenuPage that should be displayed when the Scene opens.
</summary>
</member>
<member name="T:BasicMenu.EventMenuController">
<summary>
This Component implements an Event-based MenuController.
Pros: Logic gets called only when an event is fired, allows better timing due to the presence of
OnInit and OnShutdown.
Cons: Requires to clean up the event listeners once finished.
</summary>
</member>
<member name="P:BasicMenu.MenuComponent.HoverTint">
<summary>
[GET/SET] The color tint that will be used when the mouse is hovering
on the GameObject
</summary>
</member>
<member name="M:BasicMenu.MenuComponent.GetAreaOnScreen">
<summary>
This returns the area on screen that is currently occupied by the SpriteRenderer.
For simplicity, this works only if it is set with the ScreenOverlay flag.
A full 2.5D implementation (no ScreenOverlay) would require more complex calculations.
</summary>
<returns></returns>
</member>
</members>
</doc>