#Combine World UI and HUD Elements into one type, UI

8 messages · Page 1 of 1 (latest)

daring pike
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Heres how I think it should work, because the current system we have for it is a pile of burning garbage

World UI can be configured to Primary Bar, Secondary Bar, and Text
This configured value tells the game what UI element of world UI it refers to

HUD Element can be configured to Top Left Counter, Timer, Top Right Counter, Bottom Left Counter, Primary Bar, Secondary Bar and Bottom Right Counter
This configured value tells the game what UI element of HUD element it refers to

This allows these chips to exist:
Display UI Element, UI Element Set Color, UI Element Set Text, UI Element Set Max Value, UI Element Set Value
UI Element Get Is Displayed, UI Element Get Color, UI Element Get Text, UI Element Get Max Value, UI element Get Value

This can also introduces a few more soft-errors, the kind that error without stopping circuits:
Error : UI Element Does Not Have Text Component
Error : UI Element Does Not Have Color Component
Error : UI Element Does Not Have Value Component

You shouldn't have to "Display HUD Element" or "Display World Element", you should just be able to disable/enable certain UI elements via Display UI Element
Its stupid we need to "Display HUD Element" or "Display World Element" despite every World UI constant referring to the same thing, and every HUD Element constant referring to the same thing

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This also makes the easy ability to add more UI chips in the future, like giving us the option for custom UI

deep vigil
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bonk

rose wind
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agreed current hud sucks lol

daring pike
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i completely forgor to add a chip to see if a UI element is shown or not

slender pagoda
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Maybe make the hud able to show text

daring pike
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currently, HUD Element lets you show all the recroom hud UI