UI
The TBE runtime UI currently uses UGUI only.
| The documentation for UI is work in progress. |
UI meta
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The architecture of the TBE UI is such that the UI observes for data changes via publish subscribe (observe). See also R3. When using ReactiveProgramming thoroughly, the UI will always be current, without any update logic and nothing that has to happen every frame.
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In TBE, a maximum of one unit can be selected at the same time. This is the selected unit and is held in the
ScenePlayerContext. It is aReactivePropertyand can be observed. -
pressing shift and right-clicking an item can swap it into an appropriate, different inventory.
Unit UI

This image shows the default unit UI when using the HONETi skin
You can see:
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(1) attackPanel
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this panel is for debugging purposes and shows the cooldown of the currently equipped weapon.
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(2) equipPanel
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(3) charPanel
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(4) inventoryPanel
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(5) castPanel
You cannot see:
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castProgressBar
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This bar is only shown when the unit casts an ability whose Channel Time is greater than zero.
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buffsPanel
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This panel only has content when the unit has at least one buff that is not hidden.
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Customizing
You can find the aforementioned elements in the game-view prefab under unit-ui.
Also see SelectedUnitUiManager
Skinning
look at the TbeSystemManager to find the skinning options.