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Reach UI

  • Quick Start
  • Animations
  • Controller & Input
    • Controller Manager
    • Controller Presets
    • Hotkey Event
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    • Achievements
    • Audio
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    • Credits
    • Effects
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  • Localization
    • Getting Started
    • Localization Settings
    • Localization Manager
    • Localized Object
  • UI Elements
    • Button
    • Dropdown
    • Modal Window
    • Panel Manager
    • Progress Bar
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  • UI Manager
  • Others & Add-ons
  1. Home
  2. Docs
  3. Reach UI
  4. Handlers & Managers
  5. Chapters
Updated on November 30, 2022

Reach UI

  • Quick Start
  • Animations
  • Controller & Input
    • Controller Manager
    • Controller Presets
    • Hotkey Event
    • UI Navigation
  • Handlers & Managers
    • Achievements
    • Audio
    • Chapters
    • Credits
    • Effects
    • In-Game
  • Localization
    • Getting Started
    • Localization Settings
    • Localization Manager
    • Localized Object
  • UI Elements
    • Button
    • Dropdown
    • Modal Window
    • Panel Manager
    • Progress Bar
    • Selectors
    • Slider
    • Switch
    • Widgets
    • Others
  • UI Manager
  • Others & Add-ons

Chapters

Author: admin 38 views

Workflow

Chapters are entirely managed by the ‘Chapter Manager’ component, which is attached to the Main Content > Story Mode object in the demo scene. Here you can add new chapters and modify existing items. If you need to localize the content, you can fill in the key parameters.

There are four types of chapter states.

  • Locked: Can’t be played, not unlocked yet.
  • Unlocked: Can be played, not yet completed.
  • Completed: Can be re-played, completed.
  • Current: Can be played, not completed but started.

Scripting

				
					using UnityEngine;
using Michsky.UI.Reach; // Reach UI namespace

public class SampleClass : MonoBehaviour
{
    [SerializeField] private ChapterManager chapterManager;

    void Start()
    {
        // Re-initialize chapters
        chapterManager.InitializeChapters();

        // Change chapter page
        chapterManager.NextChapter();
        chapterManager.PrevChapter();

        // Set chapter states
        // No reference required for this call as it's static
        ChapterManager.SetLocked("ChapterID");
        ChapterManager.SetUnlocked("ChapterID");
        ChapterManager.SetCurrent("ChapterID");
        ChapterManager.SetCompleted("ChapterID");
    }
}
				
			

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