
Image showing the GS_UIManager component, as seen in the Entity Inspector.
Targeting Handler Overview
Functionality
Setting Up Your Targeting Handler
API
// GameManagerOutgoingEventBus
void OnSetupManagers() override;
void OnStartupComplete() override;
void OnShutdownManagers() override;
void OnBeginGame() override;
// UIManagerIncomingEventBus
// The UI systems themselves
void LoadGSUI(const AZStd::string& uiName, const AZStd::string& uiPath) override; //If no string included, does not cause defaultFocus
bool RegisterHub(AZ::EntityId hubEntity) override;
void UnloadGSUI(const AZStd::string& uiName) override;
AZ::EntityId GetUIEntity(const AZStd::string& uiName) override;
// Any windows inside UIManager.
void ToggleUI(const AZStd::string& hubName, bool on) override;
void FocusUI(const AZStd::string& hubName) override;
void NavLastUI() override;
// StageManagerOutgoingEventBus
void BeginLoadStage() override;
void LoadStageComplete() override;