Files
2024-10-10 12:46:34 +08:00

162 lines
3.7 KiB
C#

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 ProgressBarBubbleDemo : MonoBehaviour
{
//The ProgressBarBubble Component.
public ProgressBarBubble 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;
}
}
*/
namespace RainbowArt.CleanFlatUI
{
[ExecuteAlways]
public class ProgressBarBubble : MonoBehaviour
{
[SerializeField]
float currentValue = 0f;
[SerializeField]
float maxValue = 100.0f;
[SerializeField]
bool hasText = true;
[SerializeField]
TextMeshProUGUI text;
[SerializeField]
Image foreground;
[SerializeField]
RectTransform bubble;
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();
}
}
void OnValueChanged()
{
if(maxValue < 0)
{
maxValue = 100.0f;
}
if(currentValue < 0)
{
currentValue = 0f;
}
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
UpdateGUI();
}
void Start()
{
OnValueChanged();
}
void OnEnable()
{
OnValueChanged();
}
void Update()
{
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
}
}