Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.
msw-ui-system
MSW .ui single entry point — design guide + component API + builder invocation + runtime patterns bundled into one skill.
Role division with existing skills:
| Skill | Responsibility |
|---|---|
msw-ui-system (this skill) | Everything .ui — design (which/when/why), component API/enum (what), builder invocation (how to mutate), runtime mlua patterns. `.ui` mutations must always go through this skill's builder |
references/templates/ | Pre-built style bundles — .ui + ruid-map + button handler packages |
0. Routing
Branch to sub-references based on request keywords.
| Trigger | Reference Document |
|---|---|
| "anchor/pivot/coordinates/why is the position wrong", "RectTransform", "stretch" | `references/ui-fundamentals.md` §1–§8 |
| "mobile", "safe area", "1920", "MobileOnly", "ActivePlatform", "touch size", "PC reserved zone", "font size by device" | `references/ui-fundamentals.md` §9 |
| "UIGroup", "above popup", "z-order", "displayOrder", "CanvasGroup", "opacity propagation", "Enable vs Visible" | `references/ui-hierarchy.md`; for runtime sibling reorder also read `references/runtime-patterns.md` §7 |
| "which component", "Sprite vs Text vs Button", "9-slice", "scroll list", "GridView vs ScrollLayoutGroup" | `references/component-api.md` §"Component Selection Guide" |
| "sprite pivot", "9-slice border", "slice boundary", "set sliced asset metadata", "resource storage properties" | Set asset-side metadata via msw-mcp asset_update_resource_storage_info directly; for the .ui side see `references/component-api.md` §"SpriteGUIRenderer — ImageType Selection" |
| "make a HUD", "popup placement", "toast", "menu", "inventory grid", "scroll list" | `references/layout-recipes.md` |
| "connect .mlua after building with .ui builder", "property default UUID", "binding without drag" | `../msw-general/references/builder-protocol-ui.md` §3.6 Binding Injection (unified entry point — load with the `builder-protocol.md` core) |
Runtime UI component field read/write, component property name/type (ButtonComponent.Colors, TextGUIRendererComponent.Overflow, SpriteGUIRendererComponent.FillAmount…) | `references/component-api.md` required before every `.mlua` access to UI component fields |
Enum values (AlignmentType, TextOverflowMode, ImageType, UIBasicParticleType…) | `references/component-api.md` §Enums |
| Runtime mlua patterns (popup open/close, toast fade, HP bar, GridView, drag, tab, cooldown), Runtime UI Caveats (client-only, server-side nil, etc.) | `references/runtime-patterns.md` |
| `.ui` builder invocation methods (UIBuilder API, anchor presets, write auto-lint, component add/patch/remove) | `../msw-general/references/builder-protocol-ui.md` §3 UIBuilder (unified entry point — load with the `builder-protocol.md` core; .map MapBuilder / .model ModelBuilder live in sibling per-builder files) |
| "sound", "sfx", "click sound", "hover sound", "button audio", "PlaySound" | `references/ui-sound.md` |
1. Basic Workflow
(1) Clarify intent Layout sketch (ASCII or verbal) + which group to attach to
(2) Check design guide Match at least one of ui-fundamentals / ui-hierarchy / component-api §Component Selection Guide
(3) Builder Preflight Read ../msw-general/references/builder-protocol.md (core) + builder-protocol-ui.md §3 (unified call-protocol entry point)
(4) Match recipe Select the closest template from layout-recipes.md
(5) Invoke builder Create/patch via scripts/msw_ui_builder.cjs (protocol: builder-protocol-ui.md §3)
(6) Inject bindings Auto-inject .mlua property default UUIDs via b.write(path, { bind: {...} }) or b.injectBindings(...) (builder-protocol-ui.md §3.6 Binding Injection)
(7) Self-verify write() auto-runs scripts/ui_lint.cjs (strict ON by default)
(8) Preview Visual check via scripts/preview_ui_layout.cjs
(9) Sound pass For any interactive button, offer click/hover SFX wiring (references/ui-sound.md)
(10) Maker Refresh Apply to engine2. Global Rules
NEVER
- Do not directly edit `.ui` JSON —
.uicreation/modification must go throughscripts/msw_ui_builder.cjs. Manual editing breaks UUID·ValueType·@componentsconsistency and causes silent drops. - Read existing `.ui` files through the builder too — Query via
UIBuilder.read(filepath)/.find()/.listEntities(). Do not directly grep/parse raw JSON.
.uidirectReadand shell commands such ascat/type/Get-Content/rg/grep/sed/awk/cp/mvare blocked by the registered guard. UseUIBuilder.read/load/snapshotfor reads andb.write()for writes. Deleting an entire.uifile has no builder API — delete it withnode -e "require('fs').unlinkSync('ui/<File>.ui')"thenrefresh(shellrm/catare guard-blocked; anode -ebuilder call is not).
- Set
Positiondirectly — Use onlyanchoredPosition(Position is engine-managed) - Express size via OffsetMin/Max on fixed anchors (AnchorsMin == AnchorsMax) while also using
anchoredPosition— Do not mix the two modes - Builder creates new UUIDs but
.mluaproperty defaults are not updated — Binding breaks
ALWAYS
- Builder Protocol Preflight — [`../msw-general/references/builder-protocol.md`](../msw-general/references/builder-protocol.md) (core) + [`../msw-general/references/builder-protocol-ui.md`](../msw-general/references/builder-protocol-ui.md) §3 must be in context before any `.ui` mutation (read them only if never loaded this session or lost to compaction) (UIBuilder API, write auto-lint, pos / anchor rules, binding injection, coverage gaps). The core carries the shared contract and cross-builder flow;
.mapMapBuilder /.modelModelBuilder live in sibling per-builder files — one unified entry point because the cross-flow is interlocked. - Check at least one design guide before invoking the builder (
ui-fundamentals/ui-hierarchy/component-api§Component Selection Guide) - Match a recipe first; build from scratch only as a last resort
- For edge placement use the formula:
pos = ±(margin + size/2) - Separate popups and toasts into their own `.ui` root UIGroup, standalone show/hide; use
empty()/panel()for inner containers, never nestedgroup() - Verify text
Alignmentdefault isUpperLeft(0)— 95% of "I centered it but it sticks to the left" issues - Button touch target ≥ 88×88 (mobile support)
- After creating any interactive button — proactively suggest wiring click/hover SFX via `references/ui-sound.md` (default UI SFX RUIDs available). Skip only if the user explicitly opts out or the button is purely decorative.
- Build the tree nested, not flat. Controls of one unit (window + title/close, row + chip/value, slot + icon/count) must share a parent via
"Parent/Child"paths so they move / fade / toggle / bind as a block. Create each parent before its children; missing parents fail lint (L025ERROR). - Do not stack root-level text over a sibling box.
ui_lintreports this asL030WARN. Nest the text under the box, usebutton()for clickable labeled boxes, or put a direct label onpanel()/sprite()via theirtextoptions.
3. Sub-documents
- `references/ui-fundamentals.md` — Coordinate system, RectTransform 3 elements, anchor mode determination (§1–§8) + Resolution·safe area·PC reserved zones·touch targets·font sizes·platform separation (§9)
- `references/ui-hierarchy.md` — UIGroup / displayOrder / CanvasGroup / Enable vs Visible
- `references/component-api.md` — §"Component Selection Guide" (which/when/why) + full component property/method/event tables (what) + all UI-related enum values (§Enums)
- `references/layout-recipes.md` — Layout template collection
- `references/runtime-patterns.md` —
.mluaruntime patterns (popup/toast/HP/grid/drag…) + Runtime UI Caveats - `references/ui-sound.md` — UI sound integration (
_SoundService:PlaySound, click/hover hook, default UI SFX RUIDs) - `../msw-general/references/builder-protocol-ui.md` §3 — `.ui` CJS builder call protocol (unified entry point — load with the [`builder-protocol.md`](../msw-general/references/builder-protocol.md) core) —
.mapMapBuilder /.modelModelBuilder live in sibling per-builder files. panel / text / sprite / button / slider / scroll / script / group / mask / grid / avatar / touchReceive / skeleton / areaParticle / basicParticle, component CRUD, anchor presets, write auto-lint, and.mluaproperty UUID auto-binding all live in §3 + §3.6. - `references/templates/templates.md` — Pre-built style bundle index (
style-N-*.ui, `ruid-map.md`,Popupbutton.mlua)
4. Scripts
scripts/msw_ui_builder.cjs—.uibuilder core (UIBuilder class). Read `../msw-general/references/builder-protocol.md` (core) + `../msw-general/references/builder-protocol-ui.md` §3 (unified entry point) before use.scripts/preview_ui_layout.cjs—.uilayout visual check + touch target warningsscripts/ui_lint.cjs—.uifile self-verification (auto-called bywrite())scripts/ui_recipe.cjs— Recipe-based scaffolding
Out of Scope
.map/.model/.tilesetbuilders — Outside this skill's scope.uiJSON schema (raw field shapes,@type/@componentswrapping, AlignmentOption 0–15 mapping, etc.) — Handled internally by the builder. Users/AI do not need to know directly- Accessibility patterns (alt text, screen-reader hints, focus order) — Not covered
- Error-state UI patterns (disabled-button styling beyond
Transition.Disabled, validation messages, loading spinners) — Not covered; design ad-hoc per project - Automated UI testing / layout assertions beyond
ui_lint.cjsandpreview_ui_layout.cjs— Not provided - Custom shader materials (
MaterialId) — Field is exposed but authoring shaders is outside this skill's scope

