#Simple Reactive UI Library (Quark)
1 messages · Page 3 of 1
and you make a computed state that just disables Visible
kinda like a stata manager for UI
Across the game tho.
Different menus that can be opened
Have a main menu manager module that stores which menu is currently open
Since you can require the module from any script
and it keeps it's data
Isn’t main menu a unique type of menu
A managing module does make sense, it’s simple
@rain lagoon ayo
im currently making html to quark
its not good yet ofc
but i have hopes
woah
lol
are you using AutomaticSize
i was trying out a lot of stuff
this just the latest thing i tried
@rain lagoon how about you add a gradient property to stylesheets
i wanna add the individual UI corners thing to stylesheets
Should i name this MenuService or MenuManager...
i lean toward service
code works, the type doesnt
got a reuseable wheel component now
Woahh that's sick
Are you using imagelabels
It doesn't?
@rain lagoon
if i wanted to have each wheel slice point to a tool instance id.
Is it good practice to store that data in the UI Module, or in the inventory Module, or both?
like
Weapon_Wheel_UI.Slice1 = 'ashdjhasd'
or
Inventory.Weapon_Wheel.Slice1 = 'asdasdas'
if its constant then you can store the data in a separate module and require it from the UI one
its not constant
changes with ur inventory
this is meant to be like a hotbar
if it has a default value then sure