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…operly docs: update the readme doc to be cleaned
…in this Unity package library
…cumentation and more clarity on the purpose of the package
refactor: Remove the action dependency from the Delay Features chore: Update the Samples to match the latest updates of the project
…etion dependencies. All samples updated
… for each of the UiPresenter features: - TimeDelayFeature behavior - AnimationDelayFeature behavior - IPresenterFeature lifecycle - PresenterFeatureBase - Feature discovery via GetComponents
…gs. Also removed the dependency from the EditMode tests helpers chore: cleanup the samples dependency on the different input systems so each project can run independently. Now uses UI buttons
…ersion to 1.1.0 fix: fix all samples GUID files
… features. fix: DelayedPresenter meta files fixed
…erent asset loading scenarios: - `AddressablesUiAssetLoader` (default): Integration with Unity Addressables. - `PrefabRegistryUiAssetLoader`: Simple loader for direct prefab references (useful for testing and samples). - `ResourcesUiAssetLoader`: Support for loading from Unity's `Resources` folder.
…itor` for managing non-Addressable UI configurations.
…alized subclasses (`AddressablesUiConfigs`, `ResourcesUiConfigs`, `PrefabRegistryUiConfigs`) and prevent runtime errors from misconfiguration refactor: merged the different scriptable objects for the prefab registry into a single scriptable object
…Presenter` and features could call `SetActive(false)`, allowing now to properly close the presenters in all scenarios feat: added `ITransitionFeature` interface for features that provide open/close transition delays feat: added `OpenTransitionTask` and `CloseTransitionTask` public properties on `UiPresenter` for awaiting transition completion externally
… logs for all samples
…ter that automatically triggers `OnSetData()` when assigned
…IUiService` for opening all UI presenters in a set with proper address handling, ensuring compatibility with `CloseAllUiSet` and `UnloadUiSet` chore: fix and improving the samples to work as intended
… it on an already-visible presenter with `openAfter=false` would disable the GameObject but not update `VisiblePresenters`, causing subsequent `OpenUiAsync` calls to fail silently fix: fixed the AssetLoadingStrategies sample
…ync<T>`, `UnloadUi<T>`, `OpenUiAsync<T>`, `CloseUi<T>`) from default interface implementations in `IUiService` to explicit methods on `UiService` for better visibility when using the concrete type fix: fixed multi-instance ambiguity when calling `Close(destroy: true)` from within a presenter and now correctly unloads the specific instance instead of potentially unloading the wrong one fix: multiinstance issues fixed
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New:
OpenUiSetAsync(int setId, CancellationToken)method toIUiServicefor opening all UI presenters in a set with proper address handling, ensuring compatibility withCloseAllUiSetandUnloadUiSetOnOpenTransitionCompleted()andOnCloseTransitionCompleted()lifecycle hooks toUiPresenterfor reacting after all transition animations/delays completeUiAnalytics,UiConfig,UiInstanceId,UiServiceCore,UiSetConfigAnimationDelayFeature,TimeDelayFeature, andPresenterFeatureBaseITransitionFeatureinterface for features that provide open/close transition delaysOpenTransitionTaskandCloseTransitionTaskpublic properties onUiPresenterfor awaiting transition completion externallyAGENTS.mddocumentation for AI coding agentsdocs/folder with separate pages for getting started, core concepts, API reference, advanced topics, and troubleshootingIUiAssetLoaderimplementations to support different asset loading scenarios:AddressablesUiAssetLoader(default): Integration with Unity Addressables.PrefabRegistryUiAssetLoader: Simple loader for direct prefab references (useful for testing and samples).ResourcesUiAssetLoader: Support for loading from Unity'sResourcesfolder.AddressablesUiConfigs,ResourcesUiConfigs,PrefabRegistryUiConfigs,ResourcesUiConfigsEditor,AddressablesUiConfigsEditorandPrefabRegistryUiConfigsEditorfor managing UI configurations.Changed:
UiConfigsclassabstractto enforce usage of specialized subclasses (AddressablesUiConfigs,ResourcesUiConfigs,PrefabRegistryUiConfigs) and prevent runtime errors from misconfigurationIPresenterFeatureinterface; features now extendPresenterFeatureBasedirectlyUiAssetLoadertoAddressablesUiAssetLoaderto reflect its specific loading mechanism.UiConfig.AddressableAddresstoUiConfig.Addressfor loader-agnosticismUiPresenter<T>.Dataproperty to have a public setter that automatically triggersOnSetData()when assignedTimeDelayFeatureandAnimationDelayFeatureto no longer callgameObject.SetActive(false)directly; visibility is now controlled solely byUiPresenterUiPresenter.InternalOpen()andInternalClose()to use internal async processes that awaitITransitionFeaturetasksAnimationDelayFeatureandTimeDelayFeatureto usePresenter.NotifyOpenTransitionCompleted()andPresenter.NotifyCloseTransitionCompleted()instead of internal eventsOnOpenCompletedEventandOnCloseCompletedEventinternal events from delay featuresFixed:
AnimationDelayFeatureanimation playback logic - was incorrectly checking!_introAnimationClipinstead of_introAnimationClip != nullUiPresenterEditorplay-mode buttons to properly callInternalOpen()andInternalClose()instead of just togglinggameObject.SetActive()OnOpenTransitionCompleted/OnCloseTransitionCompletedwere only called when features existedUiPresenterand features could callSetActive(false), allowing now to properly close the presenters in all scenariosLoadUiAsyncvisibility state inconsistency where calling it on an already-visible presenter withopenAfter=falsewould disable the GameObject but not updateVisiblePresenters, causing subsequentOpenUiAsynccalls to fail silentlyClose(destroy: true)from within a presenter and now correctly unloads the specific instance instead of potentially unloading the wrong oneOnInitialized()would fail because the visual tree was not yet attached to a panel