Manual / Setup Guides
UI Screens
Configure the ready-made screens used during and between levels: the win screen, the in-game options menu, and the item list window. All three extend Window and follow the same open/close pattern.
Win Screen (WinScreenController)
The win screen is shown when the player completes a level. Place it in the level scene as a child of the level's Canvas.
- Add
WinScreenControllerto the panel's root GameObject. - Assign Open Sound and Close Sound (inherited from Window).
- In
LevelManager's On Successful Exit event slot in the Inspector, add a listener →WinScreenController.Open. - Wire any Retry button's OnClick →
WinScreenController.ResetLevel().
See Level Screens.
Options Menu (GameOptionsMenu)
The options/pause panel gives the player sound controls and a way to quit to the world map.
- Add
GameOptionsMenuto the panel root. - Assign audio clips as needed (inherited from Window).
- Wire an in-game Options button's OnClick →
GameOptionsMenu.Open(). - Wire a close/back button →
GameOptionsMenu.Close(). - Wire a "Quit to Map" button →
GameOptionsMenu.GoToWorldMap().
See Level Screens.
Items List Window (ItemsListWindow)
Used by interactables that let the player choose an item from their inventory (e.g. a merchant or altar). The window does not need to be wired to any automatic events — it is opened programmatically.
- Add
ItemsListWindowto the window panel root. - Assign audio clips and any item slot references as needed.
- From your interactable code, call
ItemsListWindow.Open(onSelectCallback), passing a delegate that receives the chosenItem.
// inside an Interactable method itemsListWindow.Open((item) => { // handle the selected item itemsListWindow.Close(); });
See Level Screens.
All three screens extend Window. Start the panel GameObjects disabled in the scene —
Open() activates them and Close() deactivates them.