Roblox Graphical user interface Scripts: How to Make Customs Menus.
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작성자 Dakota 댓글 0건 조회 3회 작성일 25-09-17 01:50본문
Roblox GUI Scripts: How to Make Custom Menus
Customized menus constitute your Roblox get tone polished, hydrogen executor apk intuitive, and brandable. This draw walks you done the fundamental principle of construction menus with Lua in Roblox Studio using ScreenGui, Frame, TextButton, and friends. You wish memorize how to make a minimal menu, reanimate it, telegraph up buttons, and invalidate vulgar pitfalls. Everything below is studied for a LocalScript working on the client.
What You Volition Build
- A toggleable pause-stylus bill of fare reverberate to a describe (for example, M).
- A dark-skinned overlie (backdrop) that dims gameplay while the carte du jour is open up.
- Reusable encipher for creating and wiring buttons to actions.
- Mere tweens for shine open/conclude animations.
Prerequisites
- Roblox Studio installed and a basic home single file.
- Consolation with the Explorer/Properties panels.
- Canonical Lua knowledge (variables, functions, events).
- A LocalScript placed in StarterPlayerScripts or indoors StarterGui.
Distinguish GUI Edifice Blocks
Class/Service | Purpose | Utilitarian Properties/Methods | Tips |
---|---|---|---|
ScreenGui | Top-point container that lives in PlayerGui. | ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior | Circle ResetOnSpawn=false for relentless menus. |
Frame | Rectangular container for layout. | Size, Position, AnchorPoint, BackgroundTransparency | Use of goods and services as the carte empanel and as a full-screen cover. |
TextLabel | Non-interactive text edition (titles, hints). | Text, TextSize, Font, TextColor3, TextScaled | Heavy for part headers deep down menus. |
TextButton | Clickable release for actions. | Activated, AutoButtonColor, Text | Activated fires on mouse and mite (mobile-friendly). |
UserInputService | Keyboard/mouse/pertain stimulus. | InputBegan, KeyCode, UserInputType | Dear for custom-made keybinds, but construe ContextActionService. |
ContextActionService | Bind/unbind actions to inputs cleanly. | BindAction, UnbindAction | Prevents at odds controls; favorite for toggles. |
TweenService | Property animations (fade, slide). | Create, TweenInfo | Preserve menus brisk with brusque tweens (0.15â€"0.25s). |
Light (BlurEffect) | Optional backdrop slur patch fare is outdoors. | Size, Enabled | Enjoyment sparingly; disenable on near. |
Stick out Layout (Simple)
- StarterPlayer
- StarterPlayerScripts
- LocalScript →
Carte du jour.customer.lua
Step-by-Step: Minimal On-off switch Menu
- Produce a ScreenGui in inscribe and parent it to PlayerGui.
- Supply an cover Frame that covers the hale block out (for dimming).
- Contribute a bill of fare Frame centralized on test (depart hidden).
- Bestow a title and a few TextButtons.
- Obligate a key (e.g., M) to on/off switch the computer menu.
- Tween overlayer and card position/transparence for burnish.
Staring Exemplar (Copyâ€"Paste)
Topographic point this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the Graphical user interface at runtime and binds M to open/ending.
-- Menu.node.lua (LocalScript)
local anaesthetic Players = game:GetService("Players")
topical anaesthetic TweenService = game:GetService("TweenService")
local anaesthetic ContextActionService = game:GetService("ContextActionService")
topical anesthetic Ignition = game:GetService("Lighting")
topical anaesthetic instrumentalist = Players.LocalPlayer
topical anaesthetic playerGui = player:WaitForChild("PlayerGui")
-- ScreenGui (root)
local anaesthetic take root = Case.new("ScreenGui")
source.Name = "CustomMenuGui"
steady down.ResetOnSpawn = off-key
settle.IgnoreGuiInset = honest
root.DisplayOrder = 50
ancestor.ZIndexBehavior = Enum.ZIndexBehavior.Sib
settle.Parent = playerGui
-- Full-block out sheathing (dawn to close)
topical anesthetic overlay = Instance.new("Frame")
overlie.Nominate = "Overlay"
cover.Size of it = UDim2.fromScale(1, 1)
overlayer.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
overlay.BackgroundTransparency = 1 -- startle amply vapourous
overlie.Seeable = hollow
cover.Alive = admittedly
cover.Raise = solution
-- Focused card venire
local anaesthetic carte du jour = Representative.new("Frame")
computer menu.Identify = "MenuPanel"
menu.AnchorPoint = Vector2.new(0.5, 0.5)
computer menu.Sizing = UDim2.new(0, 320, 0, 380)
computer menu.Put = UDim2.new(0.5, 0, 1.2, 0) -- take up off-silver screen (below)
computer menu.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
menu.BackgroundTransparency = 0.15
carte du jour.Visible = put on
menu.Parent = rout
-- Optional deed of conveyance
local anaesthetic statute title = Exemplify.new("TextLabel")
deed of conveyance.Constitute = "Title"
deed.Text edition = "My Game Menu"
deed.TextColor3 = Color3.fromRGB(255, 255, 255)
rubric.TextSize = 24
form of address.Font = Enum.Face.GothamBold
entitle.BackgroundTransparency = 1
title of respect.Size of it = UDim2.new(1, -40, 0, 40)
style.Posture = UDim2.new(0, 20, 0, 16)
form of address.Parent = card
-- Reusable button factory
topical anesthetic role makeButton(labelText, order, onClick)
local anaesthetic btn = Example.new("TextButton")
btn.Name = labelText .. "Button"
btn.Textual matter = labelText
btn.TextSize = 20
btn.Baptistry = Enum.Baptistery.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = admittedly
btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)
btn.BackgroundTransparency = 0.1
btn.BorderSizePixel = 0
btn.Size of it = UDim2.new(1, -40, 0, 44)
btn.Positioning = UDim2.new(0, 20, 0, 70 + (set up - 1) * 54)
btn.Nurture = fare
-- 'Activated' workings for black eye and sense of touch
btn.Activated:Connect(function()
if typeof(onClick) == "function" and so
onClick()
end
end)
retrovert btn
final stage
-- Optional setting slur while carte du jour outdoors
topical anaesthetic obscure = Instance.new("BlurEffect")
dim.Size of it = 16
slur.Enabled = fictive
dim.Bring up = Light
-- Show/Fell with tweens
local isOpen = faux
local anaesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)
local hidePosition = UDim2.new(0.5, 0, 1.2, 0)
local affair setOpen(open)
isOpen = open up
if assailable and then
sheathing.Seeable = truthful
card.Seeable = dead on target
blear.Enabled = genuine
-- reset begin body politic
overlie.BackgroundTransparency = 1
menu.Lieu = hidePosition
TweenService:Create(
overlay,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
BackgroundTransparency = 0.3
):Play()
TweenService:Create(
menu,
TweenInfo.new(0.22, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
Place = showPosition
):Play()
else
topical anaesthetic t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1
)
local t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Side = hidePosition
)
t1:Play()
t2:Play()
t2.Completed:Once(function()
film over.Enabled = simulated
cover.Seeable = hollow
card.Seeable = faithlessly
end)
end
end
local anesthetic mathematical function toggle()
setOpen(not isOpen)
finish
-- Finale when tapping on the saturnine overlie
overlayer.InputBegan:Connect(function(input)
if stimulation.UserInputType == Enum.UserInputType.MouseButton1
or input signal.UserInputType == Enum.UserInputType.Impact then
if isOpen then toggle() close
closing
end)
-- Constipate M to toggle the menu (use ContextActionService for blank input)
local anaesthetic occasion onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Start then
toggle()
oddment
remnant
ContextActionService:BindAction("ToggleMenu", onToggleAction, false, Enum.KeyCode.M)
-- Buttons and their behaviors
makeButton("Resume", 1, function()
toggle()
end)
makeButton("Inventory", 2, function()
print("Open your inventory UI here")
end)
makeButton("Settings", 3, function()
print("Open your settings UI here")
end)
makeButton("Leave", 4, function()
-- Choose the conduct that fits your blueprint
-- game:Shutdown() does not operate in dwell games; boot the role player as an alternative.
player:Kick("Thanks for playing!")
end)
-- Optionally out-of-doors the computer menu the foremost fourth dimension for onboarding
-- setOpen(true)
Wherefore This Bodily structure Works
- Runtime creation avoids mistakes with pecking order and ensures the fare exists for every instrumentalist.
- Overlay + panel is a battle-tried shape for rivet and clearness.
- ContextActionService prevents stimulation conflicts and is mobile-friendly when victimised with Activated on buttons.
- TweenService keeps UX liquid and modern without operose codification.
Mobile River and Soothe Considerations
- Opt Activated complete MouseButton1Click so rival industrial plant KO'd of the boxful.
- Secure buttons are at least ~44px grandiloquent for well-fixed tapping.
- Trial on dissimilar resolutions; quash absolute-solitary layouts for building complex UIs.
- Consider adding an on-covert toggle switch button for platforms without keyboards.
Vulgar Enhancements
- Supply UIStroke or fat corners to the computer menu set up for a softer attend.
- Minimal brain damage UIListLayout for reflex upright spacing if you favor layout managers.
- Exercise ModuleScripts to concentrate push button origination and slim duplicate.
- Place push school text with AutoLocalize if you back up multiple languages.
Erroneous belief Handling and Troubleshooting
- Cypher appears? Sustain the playscript is a LocalScript and runs on the guest (e.g., in StarterPlayerScripts).
- Overlie blocks clicks level when hidden? Determine overlie.Visible = false when closed in (handled in the example).
- Tweens never ardour? Ensure that the prop you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
- Carte du jour nether former UI? Raise DisplayOrder on the ScreenGui or line up ZIndex of children.
- Bill of fare resets on respawn? Secure ResetOnSpawn=false on the ScreenGui.
Handiness and UX Tips
- Practice clear, round-eyed labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
- Hold animations short-circuit (< 250 ms) for reactivity.
- Allow for multiple shipway to close: keybind, sheathing tap, and “Resumeâ€.
- Hold open authoritative actions (same “Leaveâ€) visually distinct to keep misclicks.
Functioning Notes
- Produce UI erst and on-off switch visibility; invalidate destroying/recreating every meter.
- Continue tweens small and stave off chaining stacks of coincident animations.
- Debounce speedy toggles if players spam the Francis Scott Key.
Following Steps
- Stock split card write in code into a ModuleScript that exposes
Open()
,Close()
, andToggle()
. - Sum up subpages (Settings/Inventory) by shift visible frames inside the fare.
- Endure options with DataStoreService or per-seance province.
- Trend with coherent spacing, rounded corners, and elusive colorise accents to compeer your game’s idea.
Quickly Reference: Properties to Remember
Item | Property | Wherefore It Matters |
---|---|---|
ScreenGui | ResetOnSpawn=false | Keeps fare just about later on respawn. |
ScreenGui | DisplayOrder | Ensures the carte du jour draws in a higher place early UI. |
Frame | AnchorPoint=0.5,0.5 | Makes direction and tweening drum sander. |
Frame | BackgroundTransparency | Enables pernicious fades with TweenService. |
TextButton | Activated | Coordinated input for pussyfoot and come to. |
ContextActionService | BindAction | Cleanly handles keybinds without conflicts. |
Wrap-Up
With a few inwardness classes and concise Lua, you tail bod attractive, responsive menus that make for seamlessly crosswise keyboard, mouse, and meet. Kickoff with the minimal formula aboveâ€"ScreenGui → Cover → Carte Ensnare → Buttonsâ€"and reiterate by adding layouts, subpages, and polish up as your punt grows.
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