using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; /* //Set properties in C# example codes. using RainbowArt.CleanFlatUI; public class ProgressBarBubbleAutoDemo : MonoBehaviour { //The ProgressBarBubbleAuto Component. public ProgressBarBubbleAuto m_ProgressBar; void Start() { //Set the minimum value. m_ProgressBar.MinValue = 25; //Set the maximum value. m_ProgressBar.MaxValue = 100; //Set whether to show the text. m_ProgressBar.HasText = false; //Set the speed of the current progress auto changing. m_ProgressBar.LoadSpeed = 0.2f; //Set whether the progress increasing or decreasing. m_ProgressBar.Forward = true; //Set whether to auto loop. m_ProgressBar.Loop = true; } } */ namespace RainbowArt.CleanFlatUI { [ExecuteAlways] public class ProgressBarBubbleAuto : MonoBehaviour { [SerializeField] float minValue = 0f; [SerializeField] float maxValue = 100.0f; float currentValue = 0f; [Range(0,1)] [SerializeField] float loadSpeed = 0.1f; [SerializeField] bool forward = true; [SerializeField] bool loop = true; [SerializeField] bool hasText = true; [SerializeField] TextMeshProUGUI text; [SerializeField] Image foreground; [SerializeField] RectTransform bubble; bool bDelayedUpdate = false; public float MinValue { get => minValue; set { if(minValue == value) { return; } minValue = value; OnValueChanged(); } } public float MaxValue { get => maxValue; set { if(maxValue == value) { return; } maxValue = value; OnValueChanged(); } } public bool HasText { get => hasText; set { if (hasText == value) { return; } hasText = value; UpdateText(); } } public float LoadSpeed { get => loadSpeed; set { loadSpeed = value; } } public bool Forward { get => forward; set { forward = value; } } public bool Loop { get => loop; set { loop = value; } } void OnValueChanged() { if(maxValue < 0) { maxValue = 100.0f; } if(minValue < 0) { minValue = 0f; } currentValue = Mathf.Clamp(minValue, 0, maxValue); UpdateGUI(); } void InitValue() { if(forward) { currentValue = minValue; } else { currentValue = maxValue; } } void OnEnable() { InitValue(); } void Start() { UpdateGUI(); } void Update() { if(Application.isPlaying) { if(forward) { if (currentValue < maxValue) { currentValue += loadSpeed * (Time.deltaTime * 100); if (currentValue >= maxValue) { currentValue = maxValue; } UpdateGUI(); } if(loop) { if (currentValue >= maxValue) { currentValue = minValue; } } } else { if (currentValue > minValue) { currentValue -= loadSpeed * (Time.deltaTime * 100); if (currentValue <= minValue) { currentValue = minValue; } UpdateGUI(); } if(loop) { if (currentValue <= minValue) { currentValue = maxValue; } } } } else { if(bDelayedUpdate) { bDelayedUpdate = false; OnValueChanged(); } } } void UpdateGUI() { UpdateForeground(); UpdateText(); } void UpdateForeground() { foreground.fillAmount = currentValue / maxValue; } void UpdateText() { if (bubble != null && bubble.gameObject.activeSelf != hasText) { bubble.gameObject.SetActive(hasText); } if (hasText && (text != null) && (bubble != null)) { text.text = (int)((currentValue / maxValue) * 100) + "%"; float totalWidth = foreground.rectTransform.rect.width; float filledWidth = totalWidth * foreground.fillAmount; float x = -totalWidth / 2.0f + filledWidth; Vector3 bubblePos = bubble.anchoredPosition3D; bubblePos.x = x; bubble.anchoredPosition3D = bubblePos; } } #if UNITY_EDITOR protected void OnValidate() { bDelayedUpdate = true; } #endif } }