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    Class UnityToastComponent

    Lightweight, non-blocking notification ("toast"): shows a short message, holds it, and removes it, without interrupting input the way a modal does.
    Fully no-code to trigger: Show(string) is wirable from any UnityEvent (a Button's onClick, a SignalReactionComponent response, an animation event…) with the message typed straight into the inspector — so "when signal X happens, toast 'Saved!'" needs no script.

    Inheritance
    object
    UnityToastComponent
    Namespace: Serenity.Ui.Infrastructure.Components.Toast
    Assembly: Serenity.UnityUi.Infrastructure.dll
    Syntax
    public class UnityToastComponent : MonoBehaviour
    Remarks

    The visual is a prefab (any GameObject carrying a TMPro.TMP_Text) resolved as: the per-component Serenity.Ui.Infrastructure.Components.Toast.UnityToastComponent.toastPrefab when assigned (explicit override), otherwise the active UI theme's ToastTemplate (resolved once via the service locator and cached) — so a designer can theme all toasts in one place and only override per scene when needed.

    Animation lives entirely on the prefab. A theme that wants its toast animated gives its toast prefab an UnityEngine.Animator + controller exposing a bool Serenity.Ui.Infrastructure.Components.Toast.UnityToastComponent.showToggleParameter and a Serenity.Ui.Infrastructure.Components.Toast.UnityToastComponent.hideAnimationState state (the same convention as the modal). This component does not animate anything in code — it just toggles that parameter on to show and off to hide, then destroys the instance once the hide state has played. A theme whose prefab has no Animator simply appears and is removed after the hold with no animation. Timing uses UnityEngine.Time.unscaledDeltaTime so toasts work while paused.

    Intentionally no Business IToast port: the Business-facing contract already exists as ShowToastSignal dispatched through IEventDispatcherService (the same signal/dispatcher abstraction used elsewhere), with UnityToastSignalReactionComponent as the bridge. This component is purely the Unity-side renderer (prefab instantiation, uGUI sizing, Animator-driven show/hide, coroutine lifecycle) behind that contract, re-authored per engine.

    Constructors

    UnityToastComponent()

    Declaration
    public UnityToastComponent()

    Methods

    Show(string)

    Shows a toast carrying message (falls back to the default message when empty).

    Declaration
    public void Show(string message)
    Parameters
    Type Name Description
    string message

    The text to display.

    ShowDefault()

    Shows a toast carrying the configured Serenity.Ui.Infrastructure.Components.Toast.UnityToastComponent.defaultMessage.

    Declaration
    public void ShowDefault()
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