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UnturnedUIAssets

Collection of all the icons used by the vanilla UI in Unturned. I do not own rights to these icons, they are property of SDG.

The main point of this is the images in UI/uGUI/DarkTheme/ which should be used for Unity UI's going for the Unturned style.
There is also a unity bundle at UI/uGUI/DarkTheme/uGUI Assets.unitypackage with vanilla UI prefabs.

Using the vanilla UI components

image

Disableables

Disableables contain a State object which has an Activation hook on it. You can set the visibility of the state object and it will set the interactable property of the actual object (button, scroll handle, etc).

Toggles

Use the plugin-controlled toggles if a plugin needs to know about the toggle, instead of if it's purely used for animations.
To listen for changes, listen for a button click on the root element.
To apply the changes or set an initial value, set the visibility of the ToggleState object. This is called the CheckedState on the disableable variant.

Sliders

Vertical and horizontal sliders are available.
There is unfortunately no way to get the value of a slider from the server, but you can enable/disable them if desired by using the disableable variants.

Scroll Views

Scroll views let you create a scroll box. There is a disableable variant available.
These are commonly used with a layout group (vertical or horizontal).
To make them one-directional, delete the slider you don't want, then set the Vertical/Horizontal Scrollbar property of the one you deleted on the ScrollBoxEx component of the base element to None.
You'll also have to adjust the height/width of the other scroll bar so that it goes all the way down or across.

Labels

Label Contrast

The correct label to use depends on the context.
Usually, default labels are used when on a button or when they have a solid background. This is called ETextContrastContext.Default for vanilla UIs (or when shadowStyle is not set at all).
Shadow labels are used when the label may be harder to see. This is called ETextContrastContext.InconspicuousBackdrop for vanilla UIs.
Outline labels are used when the label is in front of the viewport or needs more contrast (in front of the map, for example). This is called ETextContrastContext.ColorfulBackdrop for vanilla UIs.
Tooltip labels are used for item tooltips and have the contrast ETextContrastContext.Tooltip.

Font Sizes ESleekFontSize

  • Default: 12
  • Tiny: 8
  • Small: 10
  • Medium: 14
  • Large: 20
  • Title: 50

Text Colors ESleekTint (default settings, dark theme)

RGB values are 0-1, not 0-255

  • Background: RGB(0.9, 0.9, 0.9) (note that even though this is almost white, the box uses a dark background so it just slightly lightens it)
  • Foreground: RGB(0.9, 0.9, 0.9) (same here)
  • Font: RGB(0.9, 0.9, 0.9)
  • Rich Text Default: RGB(0.7, 0.7, 0.7)
  • Bad: RGB(0.75, 0.12, 0.12)

Rich Text Default should be used when you're going to be using rich text sometimes, like an item description. All labels in this pack default to RGB(0.9, 0.9, 0.9)

Buttons

Right-clickable buttons are available which use a second button to listen for right clicks.
Listen for the root component for left clicks, and the RightClickListener button for right clicks.
There is a disableable right-clickable variant available.
For non-right-clickable buttons, both clicks trigger the on clicked event.

Input Fields

Input trigger the on text committed event when someone presses enter or leaves the control. There is a disableable input field available as well.
Set the Placeholder text to change the placeholder (this also works at run-time).
Set the root element's text to set the actual value of the input field at run-time, not the Text element.

Boxes

Boxes are just panels that have the classic box background from unturned. You can put text, images, etc on them.

Vanilla Canvases

The canvases are available to mimic Unturned's scaling. This works... unless the player has changed their UI scaling. Beg Nelson for this if you want it to work properly.

SmartlyDressedGames/Unturned-3.x-Community#3967

Images

There are no differences between the Unity Image component and the Glazier image, so I did not include a custom image prefab.

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