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Game UI Design

Turn order and action queue readability guide

A practical guide to initiative timelines, interrupts, previews, and queue changes that make turn-based battle order easier to read and trust.

公開日: 2026-07-10#Turn-Based#Turn Order#Battle UI#Beginner

Quick Start

Start with a tiny working version

In turn-based and semi-real-time combat, players usually make decisions from sequence readability more than from raw stats. They want to know who acts next, whether delaying an enemy matters, and how a chosen skill changes the near future.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

TurnQueueTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float turnIndex = 1f;
    [SerializeField] private float queueLength = 2f;
    [SerializeField] private float actionCost = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

TurnQueueTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "順番を並べる" : step == 1 ? "行動を予約" : "次の番を進める";
        if (statusText != null)
        {
            statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

TurnQueueTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
        }
        Debug.Log($"ターン順と行動キュー: {label}");

Complete script

TurnQueueTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class TurnQueueTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float turnIndex = 1f;
    [SerializeField] private float queueLength = 2f;
    [SerializeField] private float actionCost = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "順番を並べる" : step == 1 ? "行動を予約" : "次の番を進める";
        if (statusText != null)
        {
            statusText.text = $"{label}\nturnIndex={turnIndex:0.##}\nqueueLength={queueLength:0.##}\nactionCost={actionCost:0.##}";
        }
        Debug.Log($"ターン順と行動キュー: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A practical guide to initiative timelines, interrupts, previews, and queue changes that make turn-based battle order easier to read and trust.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.