The InventoolActionMenuUGUI class is a pop-up menu for custom actions.
Fields & Properties
Name
Description
Type
Access
canvas
The root canvas.
Canvas
public
content
The main content container.
RectTransform
public
optionPrefab
The action menu option prefab.
ActionMenuOptionPrefab
protected
optionContainer
The RectTransform that will contain all options.
RectTransform
protected
closeButton
The full-screen invisible close button.
Button
protected
canvasGroup
The canvas group component.
CanvasGroup
protected
loadedOptions
A list of loaded action menu options.
List<ActionMenuOptionUGUI>
protected
IsOpen
If the action menu is currently open.
bool
public
Active Instance
You can get the active InventoolActionMenuUGUI instance with InventoolActionMenuUGUI.Instance. Ensure there's an instance of it in your scene before using this field.
Opening
Opening the action menu requires a RectTransform target and a list of Action Menu Option.
The options displayed on the action menu are customizable through scripting.
Customize For Inventory Item Stacks
To customize the action menu options displayed when an item stack in the inventory is clicked, edit the ItemStack.actionMenuOptionsGetter field.
using Esper.Inventool.Items;
using Esper.Inventool.UI;
using System.Collections.Generic;
using UnityEngine;
public class ActionMenuCustomizer : MonoBehaviour
{
public Sprite myIcon;
private void Awake()
{
// Apply the customization on awake
ItemStack.actionMenuOptionsGetter = MyActionMenuOptionsGetter;
}
/// <summary>
/// Creates and returns the action menu options.
/// </summary>
/// <param name="itemStack">The item stack target to create the options for.</param>
/// <returns>A list of action menu options.</returns>
private List<ActionMenuOption> MyActionMenuOptionsGetter(ItemStack itemStack)
{
// Create a list that will contain the options
var options = ItemStack.GetDefaultActionMenuOptions(itemStack);
// Add an option
var myOption = new ActionMenuOption()
{
// Set the button text (smallcaps is generally used for styling purposes)
text = $"<smallcaps>My Option</smallcaps>",
// Set the button color
backgroundColor = new Color(0.3f, 0.3f, 0.3f),
// Set its order in the menu (lower numbers appear at the top)
sortingOrder = 0,
// Create an on-click action
action = () => Debug.Log("Do something"),
// Display a small icon beside the text
icon = myIcon
};
options.Add(myOption);
return options;
}
}
If you'd like a reference, you can find the original in the ItemStack.actionMenuOptionsGetter field in the ItemStack.cs script.
Customize For Equipment Slots
To customize the action menu options displayed when an equipment slot in the inventory is clicked, edit the EquipmentSlot.actionMenuOptionsGetter field.
using Esper.Inventool;
using Esper.Inventool.UI;
using System.Collections.Generic;
using UnityEngine;
public class ActionMenuCustomizer : MonoBehaviour
{
private void Awake()
{
// Apply the customization on awake
EquipmentSlot.actionMenuOptionsGetter = MyActionMenuOptionsGetter;
}
/// <summary>
/// Creates and returns the action menu options.
/// </summary>
/// <param name="slot">The equipment slot target to create the options for.</param>
/// <returns>A list of action menu options.</returns>
private List<ActionMenuOption> MyActionMenuOptionsGetter(EquipmentSlot slot)
{
// Create a list that will contain the options
var options = EquipmentSlot.GetDefaultActionMenuOptions(slot);
// Add an option
var myOption = new ActionMenuOption()
{
// Set the button text (smallcaps is generally used for styling purposes)
text = $"<smallcaps>My Option</smallcaps>",
// Set the button color
backgroundColor = new Color(0.3f, 0.3f, 0.3f),
// Set its order in the menu (lower numbers appear at the top)
sortingOrder = 0,
// Create an on-click action
action = () => Debug.Log("Do something")
};
options.Add(myOption);
return options;
}
}
If you'd like a reference, you can find the original in the EquipmentSlot.actionMenuOptionsGetter field in the EquipmentSlot.cs script.