Component for management button.




focusOnClickMenuButton The focus on click menu button
tweenPositionOnClick The tween position on click
tweenAmount The tween amount
allowLongPress The allow long press


cachedGameObject Reference cache of GameObject
cachedTransform Reference cache of Transform
cachedRectTransform Reference cache of RectTransform
active True if the game object is active It is possible to change the state of the game object by setting bool
soundOnClick Gets or sets the sound on click.
subTransition Gets or sets the sub transition type.
subTargetGraphics Gets the sub target graphics.
subSpriteState Gets or sets the state of the sub sprite.
subColors Gets or sets the sub colors.
subAnimationTriggers Gets or sets the sub animation triggers.
selectableType Gets the type of the selectable.
disable Gets a value indicating whether this is disable.
NotRegisterAutomaticallySelect Gets a value indicating whether this instance do not register automatically select.
tweenTimeOnKey Gets or sets the tween time on key.
onLongClick Gets or sets the event on long click.
skinSource Gets or sets the skin source.
skins Skin data when skin source is Component
skinPaths Skin path


SetAdditionalSkins(mUniSm.Skin.SkinInfo,System.String[]) Sets the additional skins.
GetActiveSkinList( ) Get a list of valid skins
SetDisable(System.Object) Sets the disable forcibly.
SetEnable(System.Object) Sets the enable forcibly.
OnDestroy( ) Process on Destroy
OnSelect(UnityEngine.EventSystems.BaseEventData) Set selection and transition to appropriate state.
OnMove(UnityEngine.EventSystems.AxisEventData) Determine in which of the 4 move directions the next selectable object should be found.
UpdateListener(System.Boolean) Updates the listener.
Awake( ) Process on Awake
OnEnable( ) Process on Enable
OnDisable( ) Process on Enable
Validate( ) Callback method called when editing values in Unity Editor
OnPointerDown(UnityEngine.EventSystems.PointerEventData) Evaluate current state and transition to pressed state.
OnPointerUp(UnityEngine.EventSystems.PointerEventData) Evaluate eventData and transition to appropriate state.
OnSubmit(UnityEngine.EventSystems.BaseEventData) Registered ISubmitHandler callback.
DoStateTransition(UnityEngine.UI.Selectable.SelectionState,System.Boolean) Does the state transition.