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Updated on January 23, 2024

Beam UI

  • Quick Start
  • Animations
  • Controller & Input
    • Controller Manager
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    • Hotkey Event
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  • Handlers & Managers
    • Achievements
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    • Localization Settings
    • Localization Manager
    • Localized Object
  • UI Elements
    • Button
    • Dropdown
    • Modal Window
    • Notifications
    • Panel Manager
    • Progress Bar
    • Selectors
    • Sidebar
    • Slider
    • Switch
    • Timer
    • Widgets
    • Others
  • UI Manager
  • Others & Add-ons
  • FAQs

Others

Author: admin 159 views

Quest Item

It can be used to show in-game missions. It is automatically minimized after a certain amount of time, based on the ‘Minimize After’ parameter.

Quest Item Scripting

				
					using UnityEngine;
using Michsky.UI.Beam; // Namespace

public class SampleClass : MonoBehaviour
{
    [SerializeField] private QuestItem questItem;

    void YourMethod()
    {
        // Set new quest text
        questItem.questText = "Mission or Quest Text";
        questItem.UpdateUI();

        // Animate quest
        questItem.AnimateQuest();
        questItem.ExpandQuest();
        questItem.MinimizeQuest();
    }
}
				
			

Server Browser Item

Pre-made UI element designed for managing or showcasing a specific server. Features essential server options such as server name, ping, current players, max players, favorite state, and locked state.

Server Browser Item Scripting

				
					using System.Collections.Generic;
using UnityEngine;
using Michsky.UI.Beam; // Namespace

public class SampleClass : MonoBehaviour
{
    [SerializeField] private ServerBrowserItem serverItem;

    void YourMethod()
    {
        // Initialize server restrictions
        serverItem.maxPlayers = 4;

        // Set server information
        serverItem.SetName("Server Name");
        serverItem.SetPlayers(2);
        serverItem.SetPing(20);

        // Change server states
        serverItem.SetFavorite(false);
        serverItem.SetLocked(false);

        // Update 'Connect' button state
        serverItem.UpdateButtonState();

        // Animate, expand or minimize
        serverItem.Animate();
        serverItem.Expand();
        serverItem.Minimize();
    }

    #region Server Creating Sample
    class MyServerClass
    {
        public string serverName;
        public int maxPlayers;
        public int currentPlayers;
        public int ping;
        public bool isFavorite;
        public bool isLocked;
    }

    List<MyServerClass> availableServers = new List<MyServerClass>();

    void CreateServerItems()
    {
        for (int i = 0; i < availableServers.Count; i++)
        {
            // serverItem has to be a prefab - think of it as a preset
            GameObject go = Instantiate(serverItem.gameObject, new Vector3(0, 0, 0), Quaternion.identity);

            // You can set a parent for server items
            Transform serverItemParent = transform;
            go.transform.SetParent(serverItemParent, false);

            // Initialize server item
            ServerBrowserItem sbi = go.GetComponent<ServerBrowserItem>();
            sbi.maxPlayers = availableServers[i].maxPlayers;
            sbi.SetName(availableServers[i].serverName);
            sbi.SetPlayers(availableServers[i].currentPlayers);
            sbi.SetPing(availableServers[i].ping);
            sbi.SetFavorite(availableServers[i].isFavorite);
            sbi.SetLocked(availableServers[i].isLocked);
        }
    }
    #endregion
}
				
			

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