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 ProgressBarPatternCircularDemo : MonoBehaviour { //The ProgressBarPatternCircular Component. public ProgressBarPatternCircular m_ProgressBar; void Start() { //Set the current value. m_ProgressBar.CurrentValue = 50; //Set the maximum value. m_ProgressBar.MaxValue = 100; //Set whether to show the text. m_ProgressBar.HasText = true; //Set whether to play pattern. m_ProgressBar.PatternPlay = true; //Set the speed of playing pattern. m_ProgressBar.PatternSpeed = 0.5f; //Set whether to play pattern forward. m_ProgressBar.PatternForward = true; } } */ namespace RainbowArt.CleanFlatUI { [ExecuteAlways] public class ProgressBarPatternCircular : MonoBehaviour { [SerializeField] float currentValue = 0f; [SerializeField] float maxValue = 100.0f; [SerializeField] bool hasText = true; [SerializeField] TextMeshProUGUI text; [SerializeField] Image foreground; [SerializeField] RawImage patternImage; [SerializeField] bool patternPlay = true; [SerializeField] float patternSpeed = 0.5f; [SerializeField] bool patternForward = true; bool bDelayedUpdate = false; public float CurrentValue { get => currentValue; set { if(currentValue == value) { return; } currentValue = 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 bool PatternPlay { get => patternPlay; set { patternPlay = value; } } public float PatternSpeed { get => patternSpeed; set { patternSpeed = value; } } public bool PatternForward { get => patternForward; set { patternForward = value; } } void OnValueChanged() { if(maxValue < 0) { maxValue = 100.0f; } if(currentValue < 0) { currentValue = 0f; } currentValue = Mathf.Clamp(currentValue, 0, maxValue); UpdateGUI(); } void Start() { UpdateGUI(); } void Update() { if(Application.isPlaying) { UpdateGUI(); } else { if(bDelayedUpdate) { bDelayedUpdate = false; OnValueChanged(); } } } void UpdateGUI() { UpdateForegroundAndPattern(); UpdateText(); } void UpdateForegroundAndPattern() { foreground.fillAmount = currentValue / maxValue; if(patternPlay) { Rect r = patternImage.uvRect; if(patternForward) { r.x -= Time.deltaTime * patternSpeed; } else { r.x += Time.deltaTime * patternSpeed; } patternImage.uvRect = r; } else { Rect r = patternImage.uvRect; patternImage.uvRect = r; } } void UpdateText() { if (text != null && text.gameObject.activeSelf != hasText) { text.gameObject.SetActive(hasText); } if (hasText && (text != null)) { text.text = (int)((currentValue/maxValue)*100) + "%"; } } #if UNITY_EDITOR protected void OnValidate() { bDelayedUpdate = true; } #endif } }