Others
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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