Unity RTS – Part 6 – GUI

Although promised many times, Unity still does not have a decent UI layout engine. The process can be simplified with NGUI from the asset store, but its still tedious. For UnityRTS I opted to use a system similar to the built in GUILayout, but tried to make it much simpler to use for common use cases. It works off of a loose hierarchy of elements, with three main functions.

Most of the time, child elements will borrow a slice from their parents; removing that space from the parent and giving it to the child. This is done through WidthSlice() and HeightSlice(). Another common function is tables and grids, created through the Grid() function. After specifying the number of rows and columns, calling Cell() on a grid returns the next cell (iterating horizontally then vertically). The final function is a flow layout, though not integrated as nicely as it could be. This scales down items uniformly to fit the specified number of items in the allocated space; much like grid, but the item dimensions and count are provided, and item aspect ratios are preserved.

The UI in UnityRTS is modelled off of Age of Mythology. Two height slices cut the top and bottom bars, and various other functions allocate required space. Information is pulled from the game scene as required. Also made some pretty box art for things 😀

unityrtsui
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