Renders a CascadeMenuModel as FF8-style cascading panels: every open level is drawn at a
configurable offset from its parent (DefaultOffset, overridable per page), with only the
top level interactable and deeper-but-not-top levels dimmed as a breadcrumb. Multi-column pages draw
their columns side-by-side (target selection shows Enemies + Party at once).
Each column is the active theme's CascadeViewTemplate panel (a UnityCascadePanel)
filled with the theme's submittable option components, so the cascade matches the theme and focus uses
each component's native highlight. When the theme has no cascade template the renderer falls back to a
procedural panel. Supports keyboard/gamepad (Tick()) and mouse (hover focuses, click submits).
Inheritance
CascadeMenuRenderer
Assembly: Serenity.UnityMenu.Infrastructure.dll
public sealed class CascadeMenuRenderer
Constructors
Declaration
public CascadeMenuRenderer(SerenityUiContext ctx, RectTransform container)
Parameters
Fields
Declaration
public AudioPlayerPlayClip AudioPlayerPlayClip
Field Value
Declaration
public string AudioServiceId
Field Value
Declaration
public Vector2 BasePosition
Field Value
ColumnSpacing
Declaration
public float ColumnSpacing
Field Value
Declaration
public Vector2 DefaultOffset
Field Value
Declaration
Field Value
Declaration
Field Value
Invoked when Cancel is pressed on the base page (where Cancel is otherwise a no-op).
Declaration
public Action OnCancelAtBase
Field Value
Declaration
Field Value
Declaration
public int VisibleOptionsCount
Field Value
Methods
Declaration
public void Bind(CascadeMenuModel model)
Parameters
Poll input. Call once per frame while the menu is active.
Declaration