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

293 lines
7.6 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 ProgressBarCircularRoundDemo : MonoBehaviour
{
//The ProgressBarCircularRound Component.
public ProgressBarCircularRound 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;
//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 = ProgressBarCircularRound.Origin.Bottom;
}
}
*/
namespace RainbowArt.CleanFlatUI
{
[ExecuteAlways]
public class ProgressBarCircularRound : MonoBehaviour
{
public enum Origin
{
Bottom,
Right,
Top,
Left
};
[SerializeField]
float currentValue = 0f;
[SerializeField]
float maxValue = 100.0f;
[SerializeField]
bool hasText = true;
[SerializeField]
public TextMeshProUGUI text;
[SerializeField]
Image foreground;
[SerializeField]
RectTransform roundArea;
[SerializeField]
Image roundImage;
[SerializeField]
bool clockwise = true;
[SerializeField]
Origin origin = Origin.Bottom;
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 Clockwise
{
get => clockwise;
set
{
if (clockwise == value)
{
return;
}
clockwise = value;
UpdateGUI();
}
}
public Origin CurOrigin
{
get => origin;
set
{
if (origin == value)
{
return;
}
origin = value;
UpdateGUI();
}
}
void OnValueChanged()
{
if(maxValue < 0)
{
maxValue = 100.0f;
}
if(currentValue < 0)
{
currentValue = 0f;
}
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
UpdateGUI();
}
void InitRoundImage()
{
if(currentValue <= 0f)
{
roundArea.gameObject.SetActive(false);
}
else
{
roundArea.gameObject.SetActive(true);
}
}
void Start()
{
InitRoundImage();
UpdateGUI();
}
void Update()
{
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
}
}