UIElementsUnturned.UIElementsLib 1.0.0

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dotnet add package UIElementsUnturned.UIElementsLib --version 1.0.0
NuGet\Install-Package UIElementsUnturned.UIElementsLib -Version 1.0.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="UIElementsUnturned.UIElementsLib" Version="1.0.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add UIElementsUnturned.UIElementsLib --version 1.0.0
#r "nuget: UIElementsUnturned.UIElementsLib, 1.0.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install UIElementsUnturned.UIElementsLib as a Cake Addin
#addin nuget:?package=UIElementsUnturned.UIElementsLib&version=1.0.0

// Install UIElementsUnturned.UIElementsLib as a Cake Tool
#tool nuget:?package=UIElementsUnturned.UIElementsLib&version=1.0.0

UIElementsUnturned

This lib will help you to easy communicate UI in Unturned with Rocket!

About this library

This is Rocket based library that makes easy listening player UI button clicks and inputfield entering text and more.

Getting Started →

Documentation

Examples

Plugin

/// <summary>
/// Example how to use UIElementsLib
/// </summary>
public sealed class UIElementsLibPluginExample : RocketPlugin<UIElementsLibPluginExampleConfiguration>
{
    // Examples by next namespaces
    // UI.Elements
    // Player.Components.PlayerUIListenerComponent

    public static UIElementsLibPluginExample Instance { get; private set; }



    protected override void Load()
    {
        Instance = this;
    }
}

Configuration

public sealed class UIElementsLibPluginExampleConfiguration : IRocketPluginConfiguration
{
    /// <summary>
    /// Best practice to use your effects.
    /// </summary>
    public SerializableEffectArguments TestEffectArguments;



    public void LoadDefaults()
    {
        // Creating it.
        // Your effect id, and key.
        TestEffectArguments = new SerializableEffectArguments(id: 4500, key: 600);
    }
}

UI Listener Component the Heart of it System

/// <summary>
/// Example how to subscribe it all holders.
/// </summary>
public sealed class PlayerUIListenerComponent : UnturnedPlayerComponent
{
    private InputFieldUIHolder inputFieldUIHolder;

    private ButtonUIHolder buttonUIHolder;



    protected override void Load()
    {
        // Creating Input Fields holder
        inputFieldUIHolder = new InputFieldUIHolder(items: new List<IInputField>
        {
            new SearchInputField(),
        });

        // Creating Buttons holder
        buttonUIHolder = new ButtonUIHolder(items: new List<IButton>
        {
            new CloseUIButton(UIElementsLibPluginExample.Instance.Configuration),
        });

        // Adding new Button, for special tests or fast work you can use ActionButton
        buttonUIHolder.AddNew(new ActionButton(childObjectName: "Testing", onClickCallback: (uPlayer) =>
        {
            // Code
        }));

        // Or like that same with input field
        inputFieldUIHolder.AddNew(new ActionInputField(childObjectName: "MyInputField", onEnterInputCallback: onEnterInputInMyInputFieldCallback));

        // Removing input field
        inputFieldUIHolder.Remove(inputFieldUIHolder.FindItem("MyInputField"));

        EffectManager.onEffectTextCommitted += onInputFieldTextCommitted;
        EffectManager.onEffectButtonClicked += onButtonClicked;
    }

    protected override void Unload()
    {
        EffectManager.onEffectTextCommitted -= onInputFieldTextCommitted;
        EffectManager.onEffectButtonClicked -= onButtonClicked;
    }



    private void onInputFieldTextCommitted(SDG.Unturned.Player player, string inputField, string text)
    {
        // When player writes something searching for input field and executing it
        inputFieldUIHolder.FindItem(inputField)?.OnEnterInput(new UPlayer(player), text);
    }

    private void onButtonClicked(SDG.Unturned.Player player, string button)
    {
        // When clicks button searching for button and executing it
        buttonUIHolder.FindItem(button)?.OnClick(new UPlayer(player));
    }

    // Called from (MyInputField)
    private void onEnterInputInMyInputFieldCallback(UPlayer uPlayer, string text)
    {

    }
}

Example of using Button

/// <summary>
/// Example usage of Button.
/// </summary>
public class CloseUIButton : IButton
{
    /// <summary>
    /// Configuration asset field.
    /// </summary>
    private readonly IAsset<UIElementsLibPluginExampleConfiguration> configurationAsset;



    /// <summary>
    /// Injecting dependencies.
    /// </summary>
    public CloseUIButton(IAsset<UIElementsLibPluginExampleConfiguration> configurationAsset)
    {
        this.configurationAsset = configurationAsset ?? throw new ArgumentNullException(nameof(configurationAsset));
    }



    /// <summary>
    /// Equal this property same name of your GameObject as you have in Unity, in simple words your GameObject name. 
    /// </summary>
    public string ChildObjectName => "CloseButton";



    /// <summary>
    /// Best practice to use it explicitly, but you can use it by default.
    /// </summary>
    /// <param name="executor"></param>
    void IButton.OnClick(UPlayer executor)
    {
        // Example of using player.
        // executor.Player - this is UnturnedPlayer

        // Clearing our test effect
        EffectManager.askEffectClearByID(this.configurationAsset.Instance.TestEffectArguments.Id, Provider.findTransportConnection(executor.Player.CSteamID));

        // Making player screen not blurry
        executor.Player.Player.setPluginWidgetFlag(EPluginWidgetFlags.Modal, false);
    }
}

Example of using InputField

// <summary>
/// One more example, better check CloseUIButton.
/// </summary>
public sealed class SearchInputField : IInputField
{
    public string ChildObjectName => "SearchInputField";



    void IInputField.OnEnterInput(UPlayer executor, string text)
    {
        // executor is unturnedplayer who called it
        // text - the text which player enter in input field

        Rocket.Core.Logging.Logger.Log("Executor Name: " + executor.Player.CharacterName);
        Rocket.Core.Logging.Logger.Log("Wrote in inputfield next text: " + text);
    }
}

Button Holder

public sealed class ButtonUIHolder : UIHolderBase<IButton>
{
    public ButtonUIHolder(IEnumerable<IButton> items) : base(items)
    {
    }

    public ButtonUIHolder() : this(null)
    {
    }
}

InputField Holder

public sealed class InputFieldUIHolder : UIHolderBase<IInputField>
{
    public InputFieldUIHolder(IEnumerable<IInputField> items) : base(items)
    {
    }

    public InputFieldUIHolder() : this(null)
    {
    }
}
Product Compatible and additional computed target framework versions.
.NET Framework net472 is compatible.  net48 was computed.  net481 was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on UIElementsUnturned.UIElementsLib:

Package Downloads
UIElementsUnturned.UIElementsLib.OpenMod

Powerful lib to easy communicate with UI in Unturned with OpenMod!

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
3.5.0 958 5/30/2022
3.4.0 748 5/27/2022
3.3.0 785 5/12/2022
1.1.0 835 4/20/2022
1.0.3 780 4/15/2022
1.0.2 835 4/14/2022
1.0.1 778 4/12/2022
1.0.0 860 4/11/2022

Initial Release