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 ProgressBarCircularRoundAutoDemo : MonoBehaviour { //The ProgressBarCircularRoundAuto Component. public ProgressBarCircularRoundAuto 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 = true; //Set the speed of the current progress auto changing. m_ProgressBar.LoadSpeed = 0.2f; //Set whether to auto loop. m_ProgressBar.Loop = true; //If 'Clockwise' is true, then current progress will increase clockwise. //If 'Clockwise' is false, then current progress will increase anticlockwise. m_ProgressBar.Clockwise = true; //Set the start position which include four positions such as Top, Bottom, Left, Right. m_ProgressBar.CurOrigin = ProgressBarCircularRoundAuto.Origin.Bottom; } } */ namespace RainbowArt.CleanFlatUI { [ExecuteAlways] public class ProgressBarCircularRoundAuto : MonoBehaviour { [SerializeField] float minValue = 0f; [SerializeField] float maxValue = 100.0f; float currentValue = 0f; [SerializeField] [Range(0,1)] float loadSpeed = 0.1f; [SerializeField] bool clockwise = true; [SerializeField] bool loop = true; [SerializeField] bool hasText = true; [SerializeField] TextMeshProUGUI text; [SerializeField] Image foreground; [SerializeField] RectTransform roundArea; [SerializeField] Image roundImage; public enum Origin { Bottom, Right, Top, Left, }; [SerializeField] Origin origin = Origin.Bottom; 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 Clockwise { get => clockwise; set { clockwise = value; } } public bool Loop { get => loop; set { loop = value; } } public Origin CurOrigin { get => origin; set { origin = value; } } void OnValueChanged() { if(maxValue < 0) { maxValue = 100.0f; } if(minValue < 0) { minValue = 0f; } currentValue = Mathf.Clamp(minValue, 0, maxValue); UpdateGUI(); } void InitValue() { if(clockwise) { currentValue = minValue; } else { currentValue = maxValue; } } void InitRoundImage() { if(currentValue <= 0f) { roundArea.gameObject.SetActive(false); } else { roundArea.gameObject.SetActive(true); } } void Start() { InitValue(); InitRoundImage(); UpdateGUI(); } void Update() { if(Application.isPlaying) { if (currentValue < maxValue ) { currentValue += loadSpeed* (Time.deltaTime*100); if (currentValue >= maxValue) { currentValue = maxValue; } UpdateGUI(); } if(loop) { if (currentValue >= maxValue) { currentValue = minValue; } } } else { if(bDelayedUpdate) { bDelayedUpdate = false; OnValueChanged(); } } } public void UpdateGUI() { UpdateForeground(); UpdateRoundArea(); UpdateText(); } void UpdateForeground() { foreground.fillAmount = currentValue / maxValue; foreground.fillMethod = Image.FillMethod.Radial360; foreground.fillOrigin = (int)origin; foreground.fillClockwise = clockwise; if(clockwise) { roundImage.fillOrigin = (int)Origin.Right; } else { roundImage.fillOrigin = (int)Origin.Left; } } void UpdateText() { if (text != null && text.gameObject.activeSelf != hasText) { text.gameObject.SetActive(hasText); } if (hasText && (text != null)) { text.text = (int)((currentValue / maxValue) * 100) + "%"; } } void UpdateRoundArea() { if(currentValue <= 0f) { roundArea.gameObject.SetActive(false); } else { roundArea.gameObject.SetActive(true); Vector3 capRotaionValue = Vector3.zero; switch (origin) { case Origin.Top: { if( clockwise) { capRotaionValue.z = 360 * (1 - foreground.fillAmount); } else { capRotaionValue.z = 360 * (foreground.fillAmount); } break; } case Origin.Bottom: { if( clockwise) { capRotaionValue.z = 360 * (1 - foreground.fillAmount)+180; } else { capRotaionValue.z = 360 * (foreground.fillAmount)-180; } break; } case Origin.Right: { if( clockwise) { capRotaionValue.z = 360 * (1 - foreground.fillAmount)+270; } else { capRotaionValue.z = 360 * (foreground.fillAmount)+270; } break; } case Origin.Left: { if( clockwise) { capRotaionValue.z = 360 * (1 - foreground.fillAmount)+90; } else { capRotaionValue.z = 360 * (foreground.fillAmount)+90; } break; } } capRotaionValue.z = capRotaionValue.z % 360; roundArea.localEulerAngles = capRotaionValue; } } #if UNITY_EDITOR protected void OnValidate() { bDelayedUpdate = true; } #endif } }