It is possible to parent a new ScreenGui to CoreGui (currently the only BasePlayerGui that exists when the game starts), and each GuiObject descendant (excluding those with a non-GuiObject & non-LayerCollector ancestor just like Roblox) will be drawn, given each LayerCollector ancestor .Enabled = true and each GuiObject ancestor (including itself) .Visible = true.
Curently, the only GuiObject subclass implemented is Frame (and it, along with GuiObject itself, is only partially implemented).
GuiObject TODO:
GuiState
- User Input (and thus
Active, Interactable, and each respective signal)
- All signals
AnchorPoint
AutomaticSize
BackgroundColor (for compatability; BackgroundColor3 is implemented)
BorderColor same as above
ClipsDescendants
LayoutOrder
SizeConstraint
- Tweening
ZIndex is fully implemented.
Frame needs Style.
It is possible to parent a new
ScreenGuitoCoreGui(currently the onlyBasePlayerGuithat exists when the game starts), and eachGuiObjectdescendant (excluding those with a non-GuiObject& non-LayerCollectorancestor just like Roblox) will be drawn, given eachLayerCollectorancestor.Enabled = trueand eachGuiObjectancestor (including itself).Visible = true.Curently, the only
GuiObjectsubclass implemented isFrame(and it, along withGuiObjectitself, is only partially implemented).GuiObjectTODO:GuiStateActive,Interactable, and each respective signal)AnchorPointAutomaticSizeBackgroundColor(for compatability;BackgroundColor3is implemented)BorderColorsame as aboveClipsDescendantsLayoutOrderSizeConstraintZIndexis fully implemented.FrameneedsStyle.