|
|
MythicHUD generates two default HUDs (including all textures, assets, and configuration) when its initial folders and files are generated:
|
|
|
- The `default-layout` HUD emulates the vanilla hotbar stats of health, armor, hunger, and air, a great example of linking existing stats like health to a MythicHUD.\
|
|
|
- The `sword-layout` HUD is an upper-left visual showing a health and mana bar, showing how PlaceholderAPI values such as another plugin's `mana` stat can be implemented on a HUD.
|
|
|
|
|
|
## Hud Components
|
|
|
HUDs are made of a collection of pieces built in configuration layers:
|
|
|
```mermaid
|
|
|
flowchart TD
|
|
|
A1[Listener] -->|Displays Value| B3[Placeholders]
|
|
|
A2[Listener] -->|Determines Bar Fill %| B4[Bar Texture]
|
|
|
B1[Texts] -->|Layers| C1[Asset]
|
|
|
B2[Icon] --> C1[Asset]
|
|
|
B3[Placeholders] -->|Stat Value| C1[Asset]
|
|
|
B4[Bar Fill] --> C1[Asset]
|
|
|
B5[Bar Back] --> C1[Asset]
|
|
|
B6[Shadows] -->|Layers| C1[Asset]
|
|
|
C1[Asset] -->|Elements of| D1[HUD Layout]
|
|
|
C2[Asset] -->|e.g. Healthbar| D1[HUD Layout]
|
|
|
C3[Asset] -->|e.g. Mana bar| D1[HUD Layout]
|
|
|
```
|
|
|
This looks like a lot, but we'll break each level down!
|
|
|
|
|
|
### [Listeners](HUD-Components/Listeners)
|
|
|
Listeners are what "power" HUDs, bringing in the stats to compare and display. They provide text for functional text placeholders, and provide the numbers to compare to decide how full a stat display bar should be.
|
|
|
The `default-layout` HUD has great examples of this, using some built-in listeners to hook right into some core gameplay stats.
|
|
|
The `sword-layout` HUD shows an example of using a custom listener, `mana`
|
|
|
### [Asset Layers](HUD-Components/Asset-Layers)
|
|
|
Asset layers are the individual pieces that come together to make a finished asset; things like icons, text, and stat bars. The order of these layers a HUD Asset determines their the order they visually stack in. The first Asset Layers are on top, the lowest/last ones are on the bottom.\
|
|
|
This is why the default assets tend to layer as `icon` > `fill` > `outline`, putting the bar's main frame in the back, it's fill before that, and the icon on top. Those asset layers then assemble the finished asset.
|
|
|
### [Assets](HUD-Components/Assets)
|
|
|
These are the "building blocks" of a HUD layout. Various assets are arranged together to build a HUD. This modular approach allows for various screen and GUI scale sizes of players to move asset layers around the screen proportionally, without rearranging the pieces of those assets.\
|
|
|
i.e. The icon and bar Asset Layers of an asset won't separate if a player's screen is wider than another's, but two Assets of a HUD layout may move further apart on a wider screen.
|
|
|
|
|
|
The `default-layout` is built out of four assets - the health bar, hunger bar, armor bar and oxygen bar. The `sword-layout` is a single asset positioned in the upper-left of the screen.
|
|
|
### [HUD Layouts](HUD-Components/Layouts)
|
|
|
And finally, the Asset pieces come together to create a HUD! A HUD's layout is built out of Asset elements, arranged based on screen percentages and offsets. This layout is what can be toggled for players in-game to see the various Asset bars, stats and icons all come together!
|
|
|
[Pop-Ups](Pop-Ups) are assembled the same as Layouts, they just have the feature to be temporarily enabled for a duration, compared to layouts just being a toggle on/off. |
|
|
\ No newline at end of file |