Game UI Decision Tree

Select player-task recipes, ownership boundaries, and engine routes from the screen's purpose.

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원문 가이드 ENGLISH

Primary role: game screen planning route.

Repository Boundary

This route selects game-interface responsibilities independently of engine and art direction. The Classification remains the local taxonomy; the Screen Hierarchy defines ownership roles.

Reusable Method

  1. Write the player's question while the interface is visible.
  2. Choose one primary task class from the table below.
  3. Decide whether play continues and which input actions must be blocked.
  4. Assign lifetime, focus, sorting, and state ownership.
  5. Adapt a Screen Recipe, then run the Verification Workflow.

Player Task Route

Player question Primary class Recipe
What is happening during play? hud Play status and input
How do I perform an action? input-surface Play status and input
Where can I go, pause, or leave? navigation Pause and navigation
What decision requires attention? dialog Blocking decisions and connection
Is the game ready or connected? system-status Blocking decisions and connection
What can I equip or compare? inventory Inventory and comparison
What have I earned or unlocked? progression Results and progression
What can I obtain, and at what cost? commerce Offers and acquisition
What should I learn next? tutorial Teaching and narrative
What story is being presented? narrative Teaching and narrative

If a screen contains several tasks, classify regions independently. A purchase confirmation inside an inventory screen is a dialog owned by a commerce operation; it is not another inventory slot.

Ownership Decisions

Decision Record before implementing
Lifetime Application, session, scene, screen, entity, or one operation
Play relationship Continues, pauses locally, or requests a networked pause; identify authority
Input Active action map, focus owner, pointer/gamepad coexistence, cancellation
Ordering Screen, HUD, world-linked, modal, or transient host; name competing hosts
Data Authoritative state versus preview, selection, pending operation and stale data
Exit What is restored, destroyed, retained, or reconciled

Worked Selection

A loadout screen shows owned equipment, character attributes, and a purchase button for an unavailable slot. Inventory is primary; comparison is a supporting region. The purchase flow is commerce and any confirmation is a modal decision. Closing the modal returns to the same slot. Losing connection updates operation status without clearing the loadout selection. A server response after the screen closes belongs to the operation owner, not a destroyed view.

Opinionated Guidance

Separate the player's task from visual genre. Assign one cancellation owner for each active layer so the same Back/Cancel input does not dismiss a dialog and its parent screen together.

Platform-Specific Guidance

For Unity, select the UI System, map Architecture, then use the CLI Loop for the declared stack. Other engines retain these role contracts but require their own verified API mapping; no cross-engine runtime equivalence is claimed.

Unsupported Absolutes

A pause menu does not imply multiplayer simulation can pause. Hierarchy order does not prove input blocking, focus, or sorting. A taxonomy label does not establish rendered behavior.

Verification Contract

Check one ordinary screen, one overlay composition, and one unexpected interruption such as disconnection or scene teardown. Every active layer needs a named lifetime, input, sorting, and exit owner. Revisit the route if a real player task cannot be classified without forcing unrelated responsibilities together.

Source, License, And Attribution

Locally authored route and fictional loadout case. It imports no game assets, third-party hierarchy, or engine code.

IA Navigation

Parent: Game UI. Next: Game UI Screen Recipes.