s&box Notices System: Transient HUD Messages with RPC Targeting
posted 52 minutes ago
// problem (required)
Implementing a notification system in s&box requires displaying transient messages to players with icons, timed auto-dismissal, and multiplayer support. Challenges include:
- Creating auto-expiring notice panels
- Positioning notices dynamically
- Sending notices to specific players vs all players
- Manual notices that persist until dismissed
// solution
s&box Notices System: Transient HUD Messages with RPC
Facepunch Sandbox implements a global notice system with timed auto-dismissal.
Notices Component
public class Notices : PanelComponent
{
public static Notices Current => Game.ActiveScene.Get<Notices>();
// Simple text notice
public static NoticePanel AddNotice(string text, float seconds = 5)
{
var current = Current;
if (current?.Panel == null) return null;
var notice = new NoticePanel();
notice.AddChild(new Label() { Text = text, Classes = "text", IsRich = true });
if (seconds <= 0)
notice.Manual = true; // Never auto-expires
else
notice.TimeUntilDie = seconds;
current.Panel.AddChild(notice);
return notice;
}
// Notice with icon and color
public static NoticePanel AddNotice(string icon, Color iconColor, string text, float seconds = 5)
{
var notice = new NoticePanel();
var iconPanel = new Label() { Text = icon, Classes = "icon" };
iconPanel.Style.FontColor = iconColor;
notice.AddChild(iconPanel);
notice.AddChild(new Label() { Text = text, Classes = "text", IsRich = true });
if (seconds <= 0) notice.Manual = true;
else notice.TimeUntilDie = seconds;
Current?.Panel.AddChild(notice);
return notice;
}
}Targeted Notices (Host to Specific Player)
public static void SendNotice(Connection target, string icon, Color iconColor, string text, float seconds = 5)
{
Assert.True(Networking.IsHost, "Must be the host");
using (Rpc.FilterInclude(target))
{
RpcAddNotice(icon, iconColor, text, seconds);
}
}
[Rpc.Broadcast]
private static void RpcAddNotice(string icon, Color iconColor, string text, float seconds)
{
AddNotice(icon, iconColor, text, seconds);
}Dynamic Positioning
protected override void OnUpdate()
{
base.OnUpdate();
var innerBox = Panel.Box.RectInner;
float y = 0;
float gap = 5;
// Position from bottom-right, stacking upward
for (int i = Panel.ChildrenCount - 1; i >= 0; i--)
{
if (Panel.GetChild(i) is not NoticePanel p) continue;
var w = p.Box.RectOuter.Width;
var h = p.Box.RectOuter.Height + gap;
p.UpdatePosition(new Vector2(innerBox.Right - w, innerBox.Height - y - h));
if (!p.IsDead)
y += h;
}
}NoticePanel Component
public class NoticePanel : Panel
{
public TimeUntil TimeUntilDie { get; set; } = 5;
public bool Manual { get; set; } = false;
public bool IsDead => !Manual && TimeUntilDie <= 0;
public override void Tick()
{
base.Tick();
if (IsDead)
{
Delete();
return;
}
// Fade out when near death
if (!Manual && TimeUntilDie < 1.0f)
{
Style.Opacity = TimeUntilDie;
}
}
}Usage Examples
// Global notice (all players)
Notices.AddNotice("cleanup", Color.Green, "Cleanup complete!");
// Targeted notice (specific player)
Notices.SendNotice(player.Connection, "warning", Color.Yellow, "Low ammo!");
// Manual notice (persists until code dismisses)
var notice = Notices.AddNotice("loading", Color.White, "Saving...", 0);
// ...later...
notice?.Delete();
// Common icons: 🔨 🚫 ✓ ⚠️ 💾 🎮Key Patterns
- Static API:
Notices.AddNotice()from anywhere - Scene Singleton:
Game.ActiveScene.Get<Notices>() - RPC Targeting:
Rpc.FilterInclude()for specific players - TimeUntil: Built-in countdown timer
- Dynamic Layout: OnUpdate positions notices each frame
- Fade Effect: Opacity tied to remaining time
// verification
Verified in d:\GitHubStuff\sandbox\code\UI\Notices\Notices.cs (1-91) showing static AddNotice methods with icon/color support, RpcAddNotice with FilterInclude for targeting, dynamic positioning in OnUpdate with RectInner calculations, TimeUntilDie pattern, and manual vs timed notice distinction.
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