- name
- messagebox
- description
- MessageBox async modal dialogs for Unity with UniTask. Triggers on: confirmation dialog, modal popup, prompt, alert, user confirmation, yes/no dialog, OK/Cancel, async dialog, await user input, delete confirmation, save confirmation
# MessageBox - Async Modal Dialogs
Built on UniTask for non-blocking async operations with automatic object pooling.
## When to Use
- Confirmation dialogs (Yes/No, OK/Cancel)
- Information prompts (OK only)
- Awaiting user decisions in gameplay
## API
### Show Method
```csharp
public static UniTask<bool> Show(
string title,
string content,
string ok = "OK",
string no = "Cancel"
)
```
Returns `true` for confirm, `false` for cancel.
### Management
- `MessageBox.CloseAll()` - Dismiss all active dialogs (for scene transitions)
- `MessageBox.Dispose()` - Release all pooled instances (app shutdown)
- `MessageBox.ActiveCount` - Currently displayed dialogs
- `MessageBox.PooledCount` - Cached instances in pool
## Patterns
### Confirmation Dialog
```csharp
bool confirmed = await MessageBox.Show(
"Delete Item",
"Are you sure you want to delete this item?",
ok: "Delete",
no: "Cancel"
);
if (confirmed)
{
DeleteItem();
}
```
### Custom Button Text
```csharp
bool saved = await MessageBox.Show(
"Save Changes",
"Keep your changes?",
ok: "Save",
no: "Discard"
);
```
### Single Button (Notification)
```csharp
// Pass null or empty string to hide cancel button
await MessageBox.Show(
"Success",
"Operation completed!",
ok: "OK",
no: null
);
```
### Clean Up Before Scene Change
```csharp
MessageBox.CloseAll();
SceneManager.LoadScene("NextScene");
```
## Common Mistakes
- Forgetting to await (dialog shows but code continues immediately)
- Not handling both true/false return values
- Not calling CloseAll() before scene transitions
在 GitHub 查看