RhUi
A module script.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2Railhead: Dust Sea — screens. Pure tree builders. Every function here takes a plain state table and returns a zui widget tree; none of them touch the engine beyond reading the canvas size, so the whole interface can be reasoned about (and unit-checked) apart from the game that drives it. Geometry is expressed against `ui.screenSize()`, never against screenshot pixels — the canvas is several thousand units wide and a capture is a downscaled copy of it.
pal(state: ?) → void
| arg | type | description |
|---|---|---|
| state | ? |
label(text: string, size: number, color: string, extra: { [string]: any }?) → void
| arg | type | description |
|---|---|---|
| text | string | |
| size | number | |
| color | string | |
| extra | { [string]: any }? |
row(children: ?, style: ?) → void
| arg | type | description |
|---|---|---|
| children | ? | |
| style | ? |
col(children: ?, style: ?) → void
| arg | type | description |
|---|---|---|
| children | ? | |
| style | ? |
reticle(s: ?) → void
═════════════════════════════════════════════════════════════════════════ The reticle ═════════════════════════════════════════════════════════════════════════ Mil-dot scope reticle with drop marks. `s` carries `zoom`, `dropMarks` (a list of { mil, label }), `windHold` (mils), `scoped`, `cracks`.
| arg | type | description |
|---|---|---|
| s | ? |
line(x: number, y: number, w: number, h: number, colr: string, op: number?) → void
| arg | type | description |
|---|---|---|
| x | number | |
| y | number | |
| w | number | |
| h | number | |
| colr | string | |
| op | number? |
statBlock(title: string, value: string, colr: string, sub: string?, H: number) → void
═════════════════════════════════════════════════════════════════════════ The HUD ═════════════════════════════════════════════════════════════════════════
| arg | type | description |
|---|---|---|
| title | string | |
| value | string | |
| colr | string | |
| sub | string? | |
| H | number |
hud(s: ?) → void
The full combat HUD.
| arg | type | description |
|---|---|---|
| s | ? |
place(node: ?, style: ?) → void
| arg | type | description |
|---|---|---|
| node | ? | |
| style | ? |
card(children: ?, extra: ?) → void
| arg | type | description |
|---|---|---|
| children | ? | |
| extra | ? |
compass(deg: number) → string
| arg | type | description |
|---|---|---|
| deg | number |
menuButton(id: string, text: string, H: number, C: ?, enabled: boolean?, hint: string?) → void
═════════════════════════════════════════════════════════════════════════ Menus ═════════════════════════════════════════════════════════════════════════
| arg | type | description |
|---|---|---|
| id | string | |
| text | string | |
| H | number | |
| C | ? | |
| enabled | boolean? | |
| hint | string? |
backdrop(children: ?, H: number, W: number, title: string, subtitle: string?, C: ?) → void
| arg | type | description |
|---|---|---|
| children | ? | |
| H | number | |
| W | number | |
| title | string | |
| subtitle | string? | |
| C | ? |
mainMenu(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
pauseMenu(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
toggle(id: string, name: string, on: boolean, H: number, W: number, C: ?) → void
| arg | type | description |
|---|---|---|
| id | string | |
| name | string | |
| on | boolean | |
| H | number | |
| W | number | |
| C | ? |
settingsMenu(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
armory(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
gallery(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
rec(name: string, value: string) → void
| arg | type | description |
|---|---|---|
| name | string | |
| value | string |
customMenu(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
waveSelect(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
endScreen(s: ?) → void
| arg | type | description |
|---|---|---|
| s | ? |
Every screen in Railhead: Dust Sea as pure tree builders — mil-dot scope reticle with drop marks and wind hold, combat HUD (rig integrity, wave, crosswind vane, capacitor, barrel heat, coolant, salvage, threat board, damage numbers) and the main, pause, settings, armory, gallery, custom-run and wave-select menus.Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.