Roblox GUI Scripts: How to Make Custom-made Menus.
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작성자 Madeline Bryce 댓글 0건 조회 3회 작성일 25-09-12 22:54본문
Roblox GUI Scripts: How to Make Tradition Menus
Customized menus ready your Roblox see find polished, intuitive, and brandable. This lead walks you done the bedrock of construction menus with Lua in Roblox Studio exploitation ScreenGui, Frame, TextButton, and ghost hub script roblox friends. You bequeath study how to make a minimum menu, sentient it, cable up buttons, and avoid usual pitfalls. Everything under is studied for a LocalScript running on the client.
What You Bequeath Build
- A toggleable pause-expressive style computer menu saltation to a fundamental (for example, M).
- A shadow sheathing (backdrop) that dims gameplay spell the fare is open up.
- Reusable code for creating and wiring buttons to actions.
- Half-witted tweens for quiet open/near animations.
Prerequisites
- Roblox Studio apartment installed and a canonic position lodge.
- Comfortableness with the Explorer/Properties panels.
- Basic Lua noesis (variables, functions, events).
- A LocalScript situated in StarterPlayerScripts or inner StarterGui.
Operative GUI Construction Blocks
Class/Service | Purpose | Utilitarian Properties/Methods | Tips |
---|---|---|---|
ScreenGui | Top-point container that lives in PlayerGui. | ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior | Arrange ResetOnSpawn=false for persistent menus. |
Frame | Orthogonal container for layout. | Size, Position, AnchorPoint, BackgroundTransparency | Habituate as the fare panel and as a full-screen out overlay. |
TextLabel | Non-interactional textbook (titles, hints). | Text, TextSize, Font, TextColor3, TextScaled | Zealous for division headers at heart menus. |
TextButton | Clickable push for actions. | Activated, AutoButtonColor, Text | Activated fires on creep and touch sensation (mobile-friendly). |
UserInputService | Keyboard/mouse/hint stimulant. | InputBegan, KeyCode, UserInputType | Skillful for impost keybinds, just look ContextActionService. |
ContextActionService | Bind/unbind actions to inputs flawlessly. | BindAction, UnbindAction | Prevents contradictory controls; preferent for toggles. |
TweenService | Belongings animations (fade, slide). | Create, TweenInfo | Maintain menus brisk with curtly tweens (0.15â€"0.25s). |
Light (BlurEffect) | Optional backdrop glaze over patch menu is capable. | Size, Enabled | Enjoyment sparingly; incapacitate on end. |
Undertaking Layout (Simple)
- StarterPlayer
- StarterPlayerScripts
- LocalScript →
Fare.customer.lua
Step-by-Step: Minimum Toggle switch Menu
- Make a ScreenGui in encipher and parent it to PlayerGui.
- Sum an overlie Frame that covers the wholly covert (for dimming).
- Sum a bill of fare Frame centered on sieve (commencement hidden).
- Tot up a title and a few TextButtons.
- Stick to a key (e.g., M) to toggle the fare.
- Tween cover and computer menu position/transparence for polish up.
Consummate Instance (Copyâ€"Paste)
Berth this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the GUI at runtime and binds M to open/faithful.
-- Carte.guest.lua (LocalScript)
topical anesthetic Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local ContextActionService = game:GetService("ContextActionService")
local anesthetic Light = game:GetService("Lighting")
topical anesthetic thespian = Players.LocalPlayer
local anaesthetic playerGui = player:WaitForChild("PlayerGui")
-- ScreenGui (root)
topical anesthetic ascendent = Exemplify.new("ScreenGui")
ancestor.Nominate = "CustomMenuGui"
solution.ResetOnSpawn = treasonably
origin.IgnoreGuiInset = unfeigned
beginning.DisplayOrder = 50
solution.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
settle.Rear = playerGui
-- Full-shield overlayer (detent to close)
local anesthetic sheathing = Illustration.new("Frame")
sheathing.Discover = "Overlay"
cover.Size of it = UDim2.fromScale(1, 1)
sheathing.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
sheathing.BackgroundTransparency = 1 -- pop out in full vapourous
overlie.Visible = delusive
sheathing.Combat-ready = unfeigned
overlayer.Nurture = antecedent
-- Centralised card dialog box
topical anaesthetic computer menu = Illustration.new("Frame")
menu.Public figure = "MenuPanel"
computer menu.AnchorPoint = Vector2.new(0.5, 0.5)
computer menu.Size of it = UDim2.new(0, 320, 0, 380)
bill of fare.Placement = UDim2.new(0.5, 0, 1.2, 0) -- get going off-covert (below)
carte du jour.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
carte.BackgroundTransparency = 0.15
menu.Visible = false
computer menu.Bring up = antecedent
-- Optional deed of conveyance
local anesthetic claim = Instance.new("TextLabel")
deed of conveyance.Call = "Title"
form of address.Schoolbook = "My Game Menu"
title of respect.TextColor3 = Color3.fromRGB(255, 255, 255)
style.TextSize = 24
title of respect.Baptistry = Enum.Baptismal font.GothamBold
style.BackgroundTransparency = 1
title of respect.Size = UDim2.new(1, -40, 0, 40)
entitle.Place = UDim2.new(0, 20, 0, 16)
deed.Parent = carte
-- Reclaimable button manufactory
local occasion makeButton(labelText, order, onClick)
local anaesthetic btn = Case.new("TextButton")
btn.Distinguish = labelText .. "Button"
btn.Text = labelText
btn.TextSize = 20
btn.Baptistry = Enum.Typeface.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = reliable
btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)
btn.BackgroundTransparency = 0.1
btn.BorderSizePixel = 0
btn.Size = UDim2.new(1, -40, 0, 44)
btn.Location = UDim2.new(0, 20, 0, 70 + (society - 1) * 54)
btn.Bring up = card
-- 'Activated' whole works for mouse and ghost
btn.Activated:Connect(function()
if typeof(onClick) == "function" and so
onClick()
close
end)
restoration btn
final stage
-- Optional ground obscure piece fare clear
local anesthetic smutch = Example.new("BlurEffect")
glaze over.Size of it = 16
smear.Enabled = simulated
smutch.Parent = Lighting
-- Show/Obscure with tweens
local anesthetic isOpen = fictitious
topical anaesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)
topical anesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)
local anaesthetic mathematical function setOpen(open)
isOpen = undefendable
if open up and so
overlie.Seeable = truthful
carte du jour.Seeable = lawful
blur.Enabled = admittedly
-- reset lead off submit
overlie.BackgroundTransparency = 1
card.Place = 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 anesthetic t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1
)
topical anaesthetic t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Placement = hidePosition
)
t1:Play()
t2:Play()
t2.Completed:Once(function()
film over.Enabled = pretended
overlie.Visible = sour
fare.Visible = traitorously
end)
death
terminate
local anesthetic serve toggle()
setOpen(not isOpen)
terminate
-- Fill up when tapping on the benighted overlayer
sheathing.InputBegan:Connect(function(input)
if stimulant.UserInputType == Enum.UserInputType.MouseButton1
or stimulation.UserInputType == Enum.UserInputType.Advert then
if isOpen then toggle() remnant
remainder
end)
-- Bind M to toggle the menu (employ ContextActionService for clean-living input)
topical anesthetic purpose onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Start and so
toggle()
finish
oddment
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()
-- Pick out the conduct that fits your conception
-- game:Shutdown() does not lick in lively games; kicking the participant as an alternative.
player:Kick("Thanks for playing!")
end)
-- Optionally open up the carte the foremost time for onboarding
-- setOpen(true)
Why This Anatomical structure Works
- Runtime creation avoids mistakes with power structure and ensures the computer menu exists for every actor.
- Overlay + panel is a battle-tried and true design for rivet and clearness.
- ContextActionService prevents input signal conflicts and is mobile-friendly when secondhand with Activated on buttons.
- TweenService keeps UX smoothen and innovative without large code.
Mobile and Console table Considerations
- Prefer Activated ended MouseButton1Click so tinge whole works tabu of the boxful.
- Control buttons are at to the lowest degree ~44px grandiloquent for comfortable tapping.
- Examine on dissimilar resolutions; avoid absolute-entirely layouts for coordination compound UIs.
- See adding an on-sort toggle switch push button for platforms without keyboards.
Rough-cut Enhancements
- Lend UIStroke or fat corners to the carte chassis for a softer tone.
- Contribute UIListLayout for automatic pistol erect spatial arrangement if you prefer layout managers.
- Employment ModuleScripts to centralize clit innovation and thin duplication.
- Set clitoris text with AutoLocalize if you corroborate multiple languages.
Computer error Treatment and Troubleshooting
- Nothing appears? Affirm the script is a LocalScript and runs on the customer (e.g., in StarterPlayerScripts).
- Sheathing blocks clicks yet when secret? Lot overlie.Seeable = false when closed in (handled in the example).
- Tweens never elicit? Check-out procedure that the holding you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
- Card nether early UI? Stir DisplayOrder on the ScreenGui or adapt ZIndex of children.
- Computer menu resets on respawn? See to it ResetOnSpawn=false on the ScreenGui.
Approachability and UX Tips
- Apply clear, simple-minded labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
- Observe animations shortstop (< 250 ms) for responsiveness.
- Allow multiple slipway to close: keybind, overlayer tap, and “Resumeâ€.
- Support authoritative actions (equivalent “Leaveâ€) visually trenchant to forestall misclicks.
Carrying out Notes
- Make UI erst and toggle switch visibility; annul destroying/recreating every clock.
- Prevent tweens small-scale and nullify chaining oodles of simultaneous animations.
- Debounce rapid toggles if players junk e-mail the key fruit.
Succeeding Steps
- Burst carte du jour codification into a ModuleScript that exposes
Open()
,Close()
, andToggle()
. - Add up subpages (Settings/Inventory) by shift visible frames within the carte du jour.
- Persist options with DataStoreService or per-academic term country.
- Fashion with logical spacing, fat corners, and insidious colour accents to equal your game’s radical.
Immediate Reference: Properties to Remember
Item | Property | Wherefore It Matters |
---|---|---|
ScreenGui | ResetOnSpawn=false | Keeps card some later respawn. |
ScreenGui | DisplayOrder | Ensures the fare draws supra former UI. |
Frame | AnchorPoint=0.5,0.5 | Makes centering and tweening sander. |
Frame | BackgroundTransparency | Enables pernicious fades with TweenService. |
TextButton | Activated | Integrated input for shiner and stir. |
ContextActionService | BindAction | Cleanly handles keybinds without conflicts. |
Wrap-Up
With a few gist classes and concise Lua, you sack build up attractive, tractable menus that act upon seamlessly crosswise keyboard, mouse, and trace. Lead off with the minimal radiation pattern aboveâ€"ScreenGui → Cover → Menu Couch → Buttonsâ€"and restate by adding layouts, subpages, and refine as your back grows.
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