UI boxes are used by dialogues and menus do display content (e.g. text, inputs and images).
UI boxes are set up in UI > UI Boxes.
Beside setting up individual UI boxes, you can also define default settings that are used by all UI boxes in the General Settings. Each individual UI box can optionally override the default settings.
The general settings also define the cursor timeout (i.e. timeout between changing the selected input/choice), which mouse click can focus/select a UI box and if Cursor Over selection is used (i.e. the input below the mouse cursor is selected).
The controls define input-related settings, e.g. the input keys that are used for selecting an input (horizontal and vertical selection), accepting and canceling .
The audio settings the sound channel and audio clips that are used by UI inputs, e.g. playing an audio clip when accepting (or clicking) a choice or moving the selection cursor.
This defines the content that’s displayed in the ok and cancel button of a UI box (if it’s used). It’s only the content (e.g. text, icons, description, etc.) that’s used, not how the content is styled.
This defines the content for the previous and next tab buttons, which can be displayed when showing a tab dialogue.
Please note that tab dialogues are currently not actually used in Makinom, but they’ll be used by future extensions like ORK Framework 3.
An unfocused (i.e. inactive) UI box can be tinted in a defined color, e.g. darkening the UI box and it’s content.
UI boxes can display the content text letter by letter, creating a typewriter effect.
UI boxes are used by dialogues (e.g. Show Dialogue node in a schematic) and menus (e.g. the save game menu dialogues) to display content like texts, choices/inputs and portraits.
UI boxes are displayed on a defined UI layer – if no layer is selected it’ll be displayed on the default UI layer. The used UI layer influences the order in which UI content is displayed, e.g. placing one UI box over another.
Defining the actual position, size and style of a UI box depends on the used UI module, e.g. using the Unity UI module uses a prefab of the game object and component setup you created. Please refer the used UI module’s documentation for details.
As said, UI boxes can optionally override the default settings.
You can override the separate settings individually, e.g. have a UI box only override the default controls or audio settings.
© 2015 Gaming is Love e.U.
Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!