Files
aibis-dream/Assets/Plugins/CleanFlatUI/Scripts/ProgressBar/ProgressBarGridLinear.cs
T
2025-05-23 22:07:20 +08:00

181 lines
4.7 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 ProgressBarGridLinearDemo : MonoBehaviour
{
//The ProgressBarGridLinear Component.
public ProgressBarGridLinear m_ProgressBar;
void Start()
{
//Set the current value.
m_ProgressBar.CurrentValue = 5;
//Set whether to show the text.
m_ProgressBar.HasText = true;
}
}
*/
namespace RainbowArt.CleanFlatUI
{
public class ProgressBarGridLinear : MonoBehaviour
{
[SerializeField]
int currentValue = 0;
[SerializeField]
int maxValue = 10;
[SerializeField]
float spacing = 10;
[SerializeField]
bool hasText = true;
[SerializeField]
TextMeshProUGUI text;
[SerializeField]
RectTransform background;
[SerializeField]
RectTransform foreground;
[SerializeField]
RectTransform bgTemplate;
[SerializeField]
RectTransform fgTemplate;
List<RectTransform> bgList = new List<RectTransform>();
List<RectTransform> fgList = new List<RectTransform>();
public int CurrentValue
{
get => currentValue;
set
{
if(currentValue == value)
{
return;
}
currentValue = value;
OnValueChanged();
UpdateGUI();
}
}
public bool HasText
{
get => hasText;
set
{
if (hasText == value)
{
return;
}
hasText = value;
UpdateText();
}
}
public int MaxValue
{
get => maxValue;
}
void OnValueChanged()
{
if(currentValue < 0)
{
currentValue = 0;
}
if (maxValue < 0)
{
maxValue = 10;
}
if(currentValue > maxValue)
{
currentValue = maxValue;
}
}
void Start()
{
OnValueChanged();
CreateList(bgList, background, bgTemplate);
CreateList(fgList, foreground, fgTemplate);
UpdateGUI();
}
void UpdateGUI()
{
UpdateForeground();
UpdateText();
}
void CreateList( List<RectTransform> list, RectTransform rectParent, RectTransform template)
{
template.gameObject.SetActive(false);
float curX = 0;
float itemWidth = template.rect.width;
for (int i = 0; i < maxValue; i++)
{
RectTransform item = CreateItem(rectParent, template,i);
list.Add(item);
Vector3 pos = item.anchoredPosition3D;
pos.x = curX;
item.anchoredPosition3D = pos;
curX += (itemWidth + spacing);
}
}
RectTransform CreateItem(RectTransform rectParent, RectTransform template,int index)
{
GameObject obj = GameObject.Instantiate(template.gameObject, rectParent);
obj.gameObject.SetActive(true);
obj.gameObject.name = "item" + (index + 1);
RectTransform rectTrans = obj.GetComponent<RectTransform>();
rectTrans.localScale = Vector3.one;
rectTrans.localEulerAngles = Vector3.zero;
rectTrans.anchoredPosition3D = Vector3.zero;
return rectTrans;
}
void UpdateForeground()
{
for(int i = 0; i < fgList.Count; i++)
{
RectTransform rectTrans = fgList[i];
if(i < currentValue)
{
rectTrans.gameObject.SetActive(true);
}
else
{
rectTrans.gameObject.SetActive(false);
}
}
}
void UpdateText()
{
if (text != null && text.gameObject.activeSelf != hasText)
{
text.gameObject.SetActive(hasText);
}
if (hasText && (text != null))
{
float val = (float)currentValue / (float)maxValue;
text.text = Mathf.FloorToInt(val * 100) + "%";
}
}
}
}