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One of the stated use cases for the generic button is "use it to open custom menus for your mod," but it provides no access to the game's gui. I don't see another way of injecting a menu into the scene on the button press besides rewriting the hooks already present in this mod, which seems like unnecessary and error-prone duplicated work for anyone with this use case. I'd recommend modifying the current generic button delegate or adding a new menu button class that takes a different type of delegate, and in either case having the delegate return a rect transform or a game object that lethalconfig will then add to the canvas along with some canned means of removing or hiding it once the configuration is finished.
The text was updated successfully, but these errors were encountered:
One of the stated use cases for the generic button is "use it to open custom menus for your mod," but it provides no access to the game's gui. I don't see another way of injecting a menu into the scene on the button press besides rewriting the hooks already present in this mod, which seems like unnecessary and error-prone duplicated work for anyone with this use case. I'd recommend modifying the current generic button delegate or adding a new menu button class that takes a different type of delegate, and in either case having the delegate return a rect transform or a game object that lethalconfig will then add to the canvas along with some canned means of removing or hiding it once the configuration is finished.
The text was updated successfully, but these errors were encountered: