BlockforgeUI
A component script.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2BlockforgeUI.component — the single world-component that owns ALL game UI. Registers one screen per surface (main menu, custom, settings, extras, pause, HUD, palette) and refreshes them from the shared blockforge state each frame. Every interactive widget routes its onClick id back here via the owner-env `onCallback` — the component is the persistent environment the engine delivers callbacks to.
hex(color: ?) → void
| arg | type | description |
|---|---|---|
| color | ? |
c(v: ?) → void
| arg | type | description |
|---|---|---|
| v | ? |
label(text: ?, size: ?, color: ?, extra: ?) → void
| arg | type | description |
|---|---|---|
| text | ? | |
| size | ? | |
| color | ? | |
| extra | ? |
button(text: ?, id: ?, w: ?, extra: ?) → void
| arg | type | description |
|---|---|---|
| text | ? | |
| id | ? | |
| w | ? | |
| extra | ? |
show(name: ?, tree: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| tree | ? |
hide(name: ?) → void
| arg | type | description |
|---|---|---|
| name | ? |
centerPanel(children: ?) → void
| arg | type | description |
|---|---|---|
| children | ? |
mainMenuTree( ) → void
customTree( ) → void
slider(lbl: ?, id: ?, value: ?, lo: ?, hi: ?) → void
| arg | type | description |
|---|---|---|
| lbl | ? | |
| id | ? | |
| value | ? | |
| lo | ? | |
| hi | ? |
settingsTree( ) → void
extrasTree( ) → void
pauseTree( ) → void
hotbarTree( ) → void
playerListTree( ) → void
anchorRoot(pos: ?, margin: ?, child: ?) → void
Each HUD element is its OWN screen with an `anchor` root (anchor is a root-only widget). `margin` is [top, right, bottom, left].
| arg | type | description |
|---|---|---|
| pos | ? | |
| margin | ? | |
| child | ? |
hudCrossTree( ) → void
hudCoordsTree( ) → void
hudPlayersTree( ) → void
hudBottomTree( ) → void
hudSubtitleTree( ) → void
paletteTree( ) → void
refresh( ) → void
awake( ) → void
update(dt: ?) → void
| arg | type | description |
|---|---|---|
| dt | ? |
editorUpdate(dt: ?) → void
| arg | type | description |
|---|---|---|
| dt | ? |
onDestroy( ) → void
val(d: ?) → void
Widget callbacks deliver `data` as { eventType, value, widgetId }; scalar form is tolerated for hand-fired ui.click(id, v).
| arg | type | description |
|---|---|---|
| d | ? |
onCallback(id: ?, data: ?) → void
| arg | type | description |
|---|---|---|
| id | ? | |
| data | ? |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Showing up to 3 levels deep. Open a part to see what it holds further down.
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.