Mar5
Delegates and UI Programming
or: a perfect match.
I am using Delegates to define UI content in functions. Switching UI windows is as easy as changing the delegate assignments. My previous system used a MonoBehavior-Derived component for each UI Window, which gave me around 30 components to handle. Now I have one component and one static class, that holds all the window content code. Drawing is handled by a single GameObject with the main UI component attached.
This approach uses less GameObject and Component and therefore is faster than a GameObject-based handling of different UI windows.




