UI Manager
The UI Manager acts as the central point for controlling which window is currently open (inspect screen, inventory window, etc), and toggling the HUD. It also manages sound effects for buttons.
By default, the UIManager is included in the ExplorationToolkitManager, so there's no need to manually add it.

On the component itself, you can assign some button sound effects. These are triggered when hovering and clicking on an ETButton, the toolkit's custom button implementation.

Game Window
If you have a window in-game you wish to open (e.g. inspect screen, inventory window), the process of doing so is controlled by the UIManager. A window is represented by a GameWindow component.
On the InventoryWindow prefab, you will see the GameWindow component attached. This is what's sent over to the UIManager when it wants to open. Upon opening, the UIManager reads its properties and makes adjustments if needed.
Can Override Open Windowwill cause any currently open window to close. If false and other window is open, this one will not open.Enable Cursorwill enable the mouse cursor when the window opens.Disable Player Inputwill disable all movement and interaction inputs, preventing the player from moving, looking, etc.Disable HUDwill disable all HUD elements (hotbar inventory, compass bar) when the window opens. This is good for full-screen windows like the inspect screen.

ETButton
ETButton is a component which replaces Unity's existing Button. It has events for OnClick, OnHoverEnter, and OnHoverExit. When hovered and clicked, it will play sound effects from the UIManager, via the Global Audio Source.
The button also has a scale adjustment when hovering and clicking to improve visual feedback. All the button elements in the toolkit use this custom implementation. There will also be improvements to it in the future, adding more features and quality of life things.
