Table of Contents
Class for a custom BTD6 menu
public abstract class ModGameMenu : BTD_Mod_Helper.Api.ModContent
Inheritance System.Object ModContent ModGameMenu
Derived
↳ ModGameMenu<T>
The string name of the in game menu to copy from
public abstract string BaseMenu { get; }
The text of the Header component that's on many UI screens, might be null
protected NK_TextMeshProUGUI CommonForegroundHeader { get; }
The current GameMenu
public GameMenu GameMenu { get; set; }
Il2CppAssets.Scripts.Unity.Menu.GameMenu
Whether this Menu is open or not
public bool IsOpen { get; set; }
The name NinjaKiwi gave to the menu of the given screen type
protected static string MenuName<T>()
where T : GameMenu;
T
Runs right as your custom menu is being closed
public virtual void OnMenuClosed();
Runs right as your custom menu is being opened, with the optional data argument that can be passed into
Open<T>(Object, Object)
public abstract bool OnMenuOpened(Object data);
data
Il2CppSystem.Object
System.Boolean
Whether to run the base menu's OnOpen code
Runs every time that your custom menu updates
public virtual void OnMenuUpdate();
Opens a custom menu
public static void Open<T>(Object data=null, Object baseData=null)
where T : BTD_Mod_Helper.Api.ModGameMenu;
T
The custom menu type to open
data
Il2CppSystem.Object
The custom data to pass into your ModGameMenu's OnMenuOpened(Object) method
baseData
Il2CppSystem.Object
The data that you want to pass into the base menu's Open method, if you're still running the
code