The UIPopup is a core component in the DoozyUI system that works and behaves like a pop-up window. It appears superimposed over everything and without the user explicitly triggering it.
It also works as a modal window that can force the user to interact with it before they can go back to using the parent application.
UIPopups are sometimes called heavy windows or modal dialogs because they often display a dialog box that communicates information to the user and prompts them for a response.
Manual ? Link to the manual page for this component
YouTube?? Link to the quick video tutorial for this component
Debug Mode – Enables relevant debug messages to be printed to the console
Add To Popup Queue – Should this popup be added to the PopupQueue? By adding this popup to the PopupQueue means that if another UIPopup is currently visible, then this UIPopup will appear only after that one has been closed.
Display Target? – Determines if this UIPopup should be displayed on the PopupCanvas or on a specific target canvas
Target Canvas?– The implicit target UICanvas where this UIPopup will be shown
Custom Name – Allows you to type a custom canvas name instead of selecting it from the database
Show Popup – Behavior when this UIPopup gets shown (becomes visible on screen)
Hide Popup – Behavior when this UIPopup gets hidden (goes off screen)
Auto Hide After Show – If enabled, after this UIPopup gets shown, it will get automatically hidden after the AutoHideAfterShowDelay time interval has passed
Auto Hide After Show Delay – If AutoHideAfterShow is enabled, this is the time interval after which this UIPopup will get automatically hidden
Auto selected button after Show – If enabled, after this UIPopup has been shown, the referenced SelectedButton GameObject will get automatically selected by EventSystem.current
Enabled (Overlay) – Should this UIPopup use the Overlay
Overlay – UIContainer used to dim the screen when the this UIPopup is shown. This is the popup’s background that gets faded in/out. Its effect is to tint the screen by being drawn (sorted) behind the UIContainer Container
Container – UIDrawer container settings. This is the actual popup that gets animated
When this UIPopup is hidden disable the Container Game Object – If enabled, the container’s GameObject can be automatically disabled when not in view
When this UIPopup is hidden disable the Container Canvas – If enabled, the Canvas component can be automatically disabled when not in view
When this UIPopup is hidden disable the Container Graphic Raycaster – If enabled, the GraphicRaycaster component can be automatically disabled when not in view
Labels – References to UIPopup child GameObjects that have either a Text or a TextMeshPro component attached, that can be customized
Images – References to UIPopup child Images that can be customized
Buttons – References to UIPopup child UIButtons that can be customized
ShowProgressor – Reference to a Progressor that allows animating anything (texts, images, animations…) while showing this UIPopup
Update on Hide – Should the Show Progressor get updated when this UIPopup is hiding?
Hide Progressor – Reference to a Progressor that allows animating anything (texts, images, animations…) while hiding this UIPopup
Update on Show – Should the Hide Progressor get updated when this UIPopup is showing?
OnVisibilityChanged – ProgressEvent executed when the popup is animating (showing or hiding) and the progress has been updated. Passes the Visibility (float between 0 – NotVisible and 1 – Visible)
OnInverseVisibilityChanged – ProgressEvent executed when the popup is animating (showing or hiding) and the progress has been updated. Passes the InverseVisibility (float between 1 – NotVisible and 0 – Visible). InverseVisibility = 1 – Visibility
Show Popup Behavior
New Preset – Create a new preset with the current animation settings
Load Preset – Load the currently selected preset
Delete Preset – Delete the currently selected preset
Preset Category – Preset category name
Preset Name – Preset name
Load selected preset at runtime – Determines if the selected preset should override at runtime the current editor settings or not