Inventool Action Menu

📋 InventoolActionMenu Class

A pop-up menu for custom actions.

Namespace: Esper.Inventool.UI Access: public Type: class Inherits: CrossInputSupportedWindow


📦 Fields

Access
Field
Type
Description

protected

root

VisualElement

The root of the content.

protected

optionContainer

VisualElement

The visual element that contains options.

protected

closeButton

Button

The full-screen invisible close button.


🔍 Properties

Access
Property
Type
Description

public static

Instance

InventoolActionMenu

Active singleton instance.


🧰 Methods

Access
Method
Returns
Description

protected override

Awake()

void

Initialize singleton and cache UI elements.

protected virtual

CreateMenuOption(ActionMenuOption actionMenuOption)

Button

Create a button for a menu option.

public virtual

Open(VisualElement target, params ActionMenuOption[] options)

void

Display menu at target with specified options.

public virtual

Open(VisualElement target, List<ActionMenuOption> options)

void

Display menu at target with an option list.

public virtual

Close()

void

Hide menu and invoke close callbacks.

protected

ForceInsideView()

IEnumerator

Ensure the menu stays within the viewport.

Active Instance

You can get the active InventoolActionMenu instance with InventoolActionMenu.Instance. Ensure there's an instance of it in your scene before using this field.

Opening

Opening the action menu requires a VisualElement target and a list of Action Menu Option.

InventoolActionMenu.Instance.Open(targetElement, myMenuOptions);

Closing

InventoolActionMenu.Instance.Close();

Customizations

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.

Last updated