Mycopunk
You are viewing a potentially older version of this package. View Latest Version
Install

Details

Date Uploaded
2 weeks ago
Downloads
333
Size
113KB
Dependency string
Sparroh-SparrohUILib-1.1.5

SparrohUILib

Shared UI library for Sparroh Mycopunk mods. One theme, one set of widgets, resolution-aware layout.

Features

  • Theme system — Mycopunk-inspired teal/slate surfaces with bioluminescent accents

  • Resolution scaling — Reference 1920×1080; scales cleanly across aspect ratios via CanvasScaler + UITheme.Scale

  • HUD builder — Single- and multi-line HUD text under the player reticle (normalized anchors); respects vanilla Hide HUD

  • Widgets — Text, Button, Toggle, InputField, Panel, ScrollView, Separator, Dropdown, Slider, ProgressBar, Tabs, Tooltip

  • Windows & dialogs — Overlay windows (per-window canvas), confirm/alert dialogs

  • Rich text helpersLabel: value unit formatting with colored values

Install

Thunderstore / r2modman: install Sparroh-SparrohUILib as a dependency of your mod.

Manual: place SparrohUILib.dll in BepInEx/plugins/.

Consumer setup

csproj

<Reference Include="SparrohUILib">
  <HintPath>..\SparrohUILib\bin\Release\net48\SparrohUILib.dll</HintPath>
</Reference>

Plugin

[BepInDependency("sparroh.uilibrary")]
[BepInPlugin(...)]
public class MyPlugin : BaseUnityPlugin { }

thunderstore.toml

[package.dependencies]
BepInEx-BepInExPack_Mycopunk = "5.4.2403"
Sparroh-SparrohUILib = "1.0.0"

Quick examples

using Sparroh.UI;

// HUD (Altimeter-style) — rebuild when the handle dies after quit-to-menu
if (!HudHandle.IsValid(hud))
{
    hud = HudBuilder.Create("AltimeterHUD")
        .ParentToReticle()
        .Anchor(0.15f, 0.84f)
        .Size(300, 25)
        .AddText("AltitudeText")
        .Build();
}

if (HudHandle.IsValid(hud))
    hud.Primary.SetRich("Altitude", 12.3f, UIColors.Shamrock, "m");


// Multi-line HUD
var meter = HudBuilder.Create("Carnometer")
    .ParentToReticle()
    .Anchor(0.15f, 0.95f)
    .Size(320, 100)
    .AddLines(4)
    .Build();

meter.Lines[0].SetRichWithRate("Total Damage", total, dps, UIColors.Rose);

// Overlay window
var window = UIWindow.Create("Settings", new Vector2(800, 600), "Mod Settings", scrollable: true);
UIWindow.CreateSectionHeader(window.Content, "General");
UIToggle.Create(window.Content, "Enable HUD", true, on => { /* ... */ });
UISlider.Create(window.Content, "Opacity", 0f, 1f, 0.8f, v => { /* ... */ });
UIButton.Create(window.Content, "Save", () => { /* ... */ }, UIButtonStyle.Primary);

// Dialog
UIDialog.Confirm("Scrap upgrades?", "This cannot be undone.", onConfirm: DoScrap);

// Tooltip
UITooltip.Attach(someButton.GameObject, "Does the thing");

Theme & scaling

API Purpose
UIColors.* Palette (Sky, Rose, Shamrock, PanelBg, ButtonPrimary, …)
UIColors.TryParseHex / ParseHex Parse RRGGBB / #RRGGBB hex strings
ConfigColor.Bind(...) Bind a hex color config entry with cached Color
UITheme.S(px) Scale reference pixels to current resolution
UITheme.ScaledSize(w, h) Scaled Vector2
UITheme.ClampToScreen(size) Keep windows on-screen
RichText.Labeled(...) Colored label/value strings

Configurable HUD colors

// In your mod constructor:
valueColor = ConfigColor.Bind(config, "Colors", "ValueColor", UIColors.Sky,
    "Rich-text value color (hex RRGGBB or #RRGGBB).");

// When drawing:
hud.Primary.SetRich("Speed", speed, valueColor.Value, "m/s");

HUD positions use normalized anchors (0–1) so they stay consistent across resolutions. Window canvases use CanvasScaler with reference 1920×1080 and match width/height 0.5.

Vanilla Hide HUD

Gameplay HUDs created with HudBuilder automatically hide when the player enables the vanilla Hide HUD option (PlayerLook.DisablePlayerHUD). Call hud.SetActive(yourConfigEnabled) as usual — the library combines your desired state with the vanilla toggle.

// Optional: read the vanilla toggle yourself (e.g. custom non-HudHandle UI)
if (HudVisibility.IsHidden) { /* skip drawing */ }

Menu overlays (UIWindow, GearActionBar) are not affected.

Scene transitions (quit to menu / lobby)

Reticle-parented HUD is destroyed with the player when you quit to menu. The C# HudHandle wrapper is not a MonoBehaviour, so you must treat a dead handle as missing and rebuild:

// Every frame (or whenever you would create/update HUD):
if (!HudHandle.IsValid(hud))
{
    // optional: unregister reposition / other side state tied to the old rect
    hud = null;
    hud = HudBuilder.Create("MyHUD")
        .ParentToReticle()
        .Anchor(x, y)
        .Size(300, 25)
        .AddText()
        .Build();
    // re-register HudRepositionClient etc. after a successful Build()
}

if (!HudHandle.IsValid(hud))
    return; // player/reticle not ready yet

hud.Primary.SetRich("Speed", speed, UIColors.Sky, "m/s");
  • hud.IsAlive / HudHandle.IsValid(hud) become false after scene unload
  • Do not use if (hud != null) return alone in your create helper — a destroyed handle is still a non-null C# object
  • GearActionBar rebuilds its host under the live Menu canvas automatically (library ticks it each frame)

HUD repositioning

SparrohUILib does not own HUD repositioning. Register with ModSettingsMenu yourself:

HudRepositionClient.Register(guid, "Altimeter", hud.Rect, anchorX, anchorY);

License

MIT — see LICENSE

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.