Game.UI.Editor.ModdingBetaBanner
Assembly: Assembly-CSharp (typical for game scripts; your project assembly may vary)
Namespace: Game.UI.Editor
Type: class
Base: Game.UI.Widgets.Widget
Summary:
A lightweight UI widget used by the in-game Editor to represent a "Modding Beta" banner. The class is empty and exists primarily as a concrete Widget type for instantiation, styling (UI theme/prefab lookup) or as a simple marker that the UI system can target. Modders can subclass this to add custom visuals, behavior or interactions for a banner informing users that modding features are in beta.
Fields
This class declares no fields.
This class does not define any private or public fields. Any state should be added by subclasses or contained in child widgets.
Properties
This class declares no properties.
All widget-related properties are inherited from Game.UI.Widgets.Widget. Override or extend those on subclasses as needed.
Constructors
public ModdingBetaBanner()
The class has the implicit parameterless constructor. It simply constructs the widget and relies on the Widget base class initialization. If you need setup logic, override lifecycle methods (OnCreate, OnInit, etc.) in a subclass.
Methods
This class declares no methods.
There are no overrides in the class itself. To add behavior, override the Widget lifecycle methods provided by Game.UI.Widgets.Widget, for example:- protected override void OnCreate()
- protected override void OnInit()
- protected override void OnDestroy()
- protected override void OnUpdate()
Override signatures and available callbacks depend on the Widget base class API; consult that class for exact method names and signatures.
Usage Example
using Game.UI.Editor;
using Game.UI.Widgets;
public class CustomModdingBetaBanner : ModdingBetaBanner
{
protected override void OnCreate()
{
base.OnCreate();
// Example: add text or sprite child, apply styles, register callbacks, etc.
var label = new LabelWidget("Modding features are in beta");
AddChild(label);
// Additional initialization...
}
}
// Instantiating and adding to a parent widget (API depends on game UI framework):
var banner = new CustomModdingBetaBanner();
parentWidget.AddChild(banner);
Notes and tips: - Because ModdingBetaBanner is empty, it is often used as a hook for UI XML/prefab systems or theme selectors — the UI layout may look for this exact type name to place a banner. - Prefer subclassing rather than modifying game assemblies directly. Subclassing lets you add visuals and behavior while preserving compatibility. - Check the Widget base class documentation to learn available lifecycle methods and recommended practices for creating composite widgets.