Table of Contents

Class UITKMenu

Namespace
FishMMO.Client
Assembly
FishMMO.Client.dll

UI Toolkit main menu control. Provides access to the options panel, returning to the login screen, and quitting the game.

public class UITKMenu : UITKControl
Inheritance
Object
Component
Behaviour
MonoBehaviour
UITKMenu
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Remarks

Both destructive actions ask first. They sit directly under Resume and Options in a panel the Escape key opens mid-combat, so a single mis-aimed click used to drop the player to the login screen or close the client outright — with a character still in the world, and no way to take it back.

Properties

Layer

Draw order tier for this panel. See UITKPanelLayer.

protected override UITKPanelLayer Layer { get; }

Property Value

UITKPanelLayer

Methods

OnButtonChannels()

Opens the scene-channel picker.

public void OnButtonChannels()

Remarks

Reached from here rather than from a key binding because a channel switch is a rare, deliberate act — it releases the character and reconnects them through the world server — and because the menu is the one panel a player can always open. The picker asks the server for a fresh list as it opens; nothing is armed by this click.

The menu stays open behind it. Closing here would leave a player who opened the picker by mistake with nothing on screen and no way back to Resume.

OnButtonInstance()

Opens the instance-management panel.

public void OnButtonInstance()

Remarks

Offered unconditionally rather than only while the player is in a dungeon. The menu is built once and the panel is what knows whether there is an instance to describe — it asks the server on every open and says "You are not in a dungeon" when there is not, which is a better answer than a button that is sometimes missing for reasons the player has to infer.

The menu stays open behind it, as it does for Options and Channels: closing here would leave a player who opened it by mistake with no way back to Resume.

OnButtonOptions()

Shows the options panel if available.

public void OnButtonOptions()

OnButtonQuit()

Asks for confirmation, then exits the game client.

public void OnButtonQuit()

OnButtonQuitToLogin()

Asks for confirmation, then returns the player to the login screen.

public void OnButtonQuitToLogin()

OnStarting()

Resolves and wires the menu buttons.

public override void OnStarting()