162 lines
3.7 KiB
C#
162 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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/*
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//Set properties in C# example codes.
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using RainbowArt.CleanFlatUI;
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public class ProgressBarBubbleDemo : MonoBehaviour
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{
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//The ProgressBarBubble Component.
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public ProgressBarBubble m_ProgressBar;
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void Start()
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{
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//Set the current value.
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m_ProgressBar.CurrentValue = 50;
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//Set the maximum value.
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m_ProgressBar.MaxValue = 100;
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//Set whether to show the text.
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m_ProgressBar.HasText = true;
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}
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}
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*/
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namespace RainbowArt.CleanFlatUI
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{
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[ExecuteAlways]
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public class ProgressBarBubble : MonoBehaviour
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{
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[SerializeField]
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float currentValue = 0f;
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[SerializeField]
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float maxValue = 100.0f;
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[SerializeField]
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bool hasText = true;
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[SerializeField]
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TextMeshProUGUI text;
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[SerializeField]
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Image foreground;
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[SerializeField]
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RectTransform bubble;
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bool bDelayedUpdate = false;
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public float CurrentValue
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{
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get => currentValue;
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set
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{
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if(currentValue == value)
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{
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return;
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}
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currentValue = value;
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OnValueChanged();
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}
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}
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public float MaxValue
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{
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get => maxValue;
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set
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{
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if(maxValue == value)
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{
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return;
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}
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maxValue = value;
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OnValueChanged();
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}
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}
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public bool HasText
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{
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get => hasText;
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set
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{
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if (hasText == value)
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{
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return;
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}
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hasText = value;
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UpdateText();
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}
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}
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void OnValueChanged()
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{
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if(maxValue < 0)
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{
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maxValue = 100.0f;
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}
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if(currentValue < 0)
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{
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currentValue = 0f;
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}
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currentValue = Mathf.Clamp(currentValue, 0, maxValue);
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UpdateGUI();
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}
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void Start()
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{
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OnValueChanged();
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}
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void OnEnable()
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{
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OnValueChanged();
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}
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void Update()
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{
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if(bDelayedUpdate)
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{
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bDelayedUpdate = false;
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OnValueChanged();
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}
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}
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void UpdateGUI()
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{
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UpdateForeground();
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UpdateText();
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}
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void UpdateForeground()
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{
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foreground.fillAmount = currentValue / maxValue;
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}
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void UpdateText()
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{
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if (bubble != null && bubble.gameObject.activeSelf != hasText)
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{
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bubble.gameObject.SetActive(hasText);
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}
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if (hasText && (text != null) && (bubble != null))
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{
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text.text = (int)((currentValue/maxValue)*100) + "%";
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float totalWidth = foreground.rectTransform.rect.width;
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float filledWidth = totalWidth * foreground.fillAmount;
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float x = -totalWidth / 2.0f + filledWidth;
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Vector3 bubblePos = bubble.anchoredPosition3D;
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bubblePos.x = x;
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bubble.anchoredPosition3D = bubblePos;
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}
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}
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#if UNITY_EDITOR
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protected void OnValidate()
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{
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bDelayedUpdate = true;
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}
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#endif
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}
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} |