Number of Blueprints: 5 Core Blueprints (4 Widgets + 1 Component)
- W_Menu
- W_MenuItem
- W_DescriptionText
- W_ScrollableUI
- AC_RadialMenu
Textures: 95 Textures
- 28 Emotes
- 1 Background
- 24 Build Pieces
- 16 Gamepad/Keyboard Buttons
- 26 RGB Masks
Sounds: 6 WAV / 6 CUES
- WAV/SCU_Hover
- WAV/SCU_ScaleDown
- WAV/SCU_ScaleUp
- WAV/SCU_Scroll
- WAV/SCU_Select
Materials: 2 Masters + 6 Instances
- M_Menu (MI_Sample1 – MI_Sample6)
- M_Mouse
蓝图数目: 5个核心蓝图(4个小部件+1个组件)
- W_门努
- W_门努伊特姆
- W_DescriptionText
- W_ScrollableUI
- Ac_radial门努
纹理: 95纹理
- 28表情
- 1背景
- 24构建件
- 16个游戏手柄/键盘按钮
- 26RGB蒙版
声音: 6WAV/6线索
- WAV/SCU_Hover
- WAV/SCU_ScaleDown
- WAV/SCU_ScaleUp
- WAV/SCU_Scroll
- WAV/Scu_选择
资料: 2个主控+6个实例
- M_Menu(MI_Sample1-MI_Sample6)
- M_Mouse
Features:
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Discord support.
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Gamepad support.
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Gamepad dead-zone control.
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Organized and well-thought-out logic.
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Customizable UI sounds for each menu action.
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Customizable animations for item selection/hover.
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Scrollable menus with customizable # of items per page.
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Outer ring menu (spawns items on the outside of the menu).
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Hierarchical menus with no limits driven by a single data table.
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Mix & match menus (scrollable, submenu, outer ring) – all in one.
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Mouse auto-centering to radial menu for a better user experience.
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Easiest calculation checks done first to break and prevent overhead.
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Auto-select a valid item when scrolling/hovering over an invalid item.
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Event-driven to reduce work being done on client as much as possible.
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Resizing and repositioning is fully supported on both KBM and Gamepad.
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Menu content & styles are driven via data tables for flexibility and ease-of-use.
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Segregated material functions to allow user styling without breaking functionality.
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All functions documented and thought processes explained with examples and visuals.
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Dynamic “slices” without the need to change anything in the widget hierarchies (material driven).
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Categorized variables & functions to make extending functionality as painless and easy as possible.
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Settings are beginner friendly which will allow developers to quickly integrate the menu with their project.
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Menu styles can be stored / switched to during runtime – ability to theme or allow player-designed UI styles.
DYNAMIC RADIAL MENU X is a truly dynamic menu that’s easily controlled using 2 data tables.
One is responsible for the aesthetics of the menu (menu size, styling, icon size, description font size, etc.) and the other is responsible for the content of the menu (categories, items, menu type, etc.).
DYNAMIC RADIAL MENU X is a fantastic learning resource that takes a deep dive into the math and the thought-process behind the “why”, not just the “how”. The key is to make sure the developer knows exactly what’s happening at each step of the process so they can:
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Know and understand what’s happening in their own project,
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Discover some best practices for organization, logic, optimization, etc. and
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MAYBE learn some stuff about SIN, COS and unit circles that no kid in high school ever thought they needed to know 🤓
Throughout the asset when there’s a complex calculation happening, it is broken down piece by piece to help the developer walk through it by using example scenarios, numbers and calculations. When visuals are necessary, a very poor Bob Ross attempt with comment boxes is provided as supplementary learning material 😉
特征:
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不和谐 支持。
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游戏手柄支持。
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游戏手柄死区控制。
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有组织和深思熟虑的逻辑。
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每个菜单操作的可自定义UI声音。
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可自定义的动画项目选择/悬停。
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可滚动菜单,每页可自定义项目#。
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外环菜单(生成菜单外部的项目)。
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没有限制的分层菜单由单个数据表驱动。
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混合和匹配菜单(可滚动,子菜单,外环)-所有在一个.
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鼠标自动居中到径向菜单,以获得更好的用户体验。
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最简单的计算检查首先完成,以打破和防止开销.
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滚动/悬停在无效项目上时自动选择有效项目。
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事件驱动,尽可能减少客户端正在完成的工作。
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KBM和Gamepad完全支持调整大小和重新定位。
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菜单内容和样式是通过数据表驱动的灵活性和易于使用.
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分离的材料功能,允许用户造型而不破坏功能.
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所有的功能记录和思考过程解释的例子和视觉.
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动态”切片”,而无需更改窗口小部件层次结构中的任何内容(材质驱动)。
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分类变量和函数,使扩展功能尽可能无痛苦和容易。
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设置是初学者友好的,这将允许开发人员快速集成菜单与他们的项目。
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菜单样式可以在运行时存储/切换到-能够主题化或允许玩家设计的UI样式。
动态径向菜单 X 是一个真正的动态菜单,可以使用2个数据表轻松控制。
一个负责菜单的美观(菜单大小,样式,图标大小,描述字体大小等。)和另一个负责菜单的内容(类别,项目,菜单类型等。).
动态径向菜单 X 是一个奇妙的学习资源,深入研究”为什么”背后的数学和思考过程,而不仅仅是”如何”。 该 钥匙 是为了确保开发人员知道 就是! 在这个过程的每一步都发生了什么,这样他们就可以:
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了解并了解他们自己的项目中发生的事情,
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发现组织,逻辑,优化等的一些最佳实践。 和
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也许学习一些关于罪恶,COS和单位圈子的东西,高中的孩子从来没有想过他们需要知道。
在整个资产中,当有一个复杂的计算发生时,它被逐块地分解,以帮助开发人员通过使用示例场景、数字和计算来完成它。 当视觉效果是必要的,一个非常糟糕的鲍勃罗斯尝试与评论框提供作为补充学习材料。
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