Files
aibis-dream/Assets/Plugins/CleanFlatUI/Scripts/ProgressBar/ProgressBarGridLinearAuto.cs
T
2024-10-10 12:46:34 +08:00

278 lines
7.1 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 ProgressBarGridLinearAutoDemo : MonoBehaviour
{
//The ProgressBarGridLinearAuto Component.
public ProgressBarGridLinearAuto m_ProgressBar;
void Start()
{
//Set the minimum value.
m_ProgressBar.MinValue = 0;
//Set whether to show the text.
m_ProgressBar.HasText = false;
//Set the speed of the current progress auto changing.
m_ProgressBar.LoadSpeed = 0.2f;
//Set whether the progress increasing or decreasing.
m_ProgressBar.Forward = true;
//Set whether to auto loop.
m_ProgressBar.Loop = true;
}
}
*/
namespace RainbowArt.CleanFlatUI
{
public class ProgressBarGridLinearAuto : MonoBehaviour
{
[SerializeField]
int minValue = 0;
[SerializeField]
int maxValue = 10;
int currentValue = 0;
[SerializeField]
float spacing = 10;
[SerializeField]
[Range(0,1)]
float loadSpeed = 0.2f;
[SerializeField]
bool forward = true;
[SerializeField]
bool loop = true;
[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>();
float totalTime = 0f;
public int MinValue
{
get => minValue;
set
{
if(minValue == value)
{
return;
}
minValue = value;
OnValueChanged();
UpdateGUI();
}
}
public bool HasText
{
get => hasText;
set
{
if (hasText == value)
{
return;
}
hasText = value;
UpdateText();
}
}
public float LoadSpeed
{
get => loadSpeed;
set
{
loadSpeed = value;
}
}
public bool Forward
{
get => forward;
set
{
forward = value;
}
}
public bool Loop
{
get => loop;
set
{
loop = value;
}
}
void OnValueChanged()
{
if(currentValue < 0)
{
currentValue = 0;
}
if (maxValue < 0)
{
maxValue = 10;
}
if(currentValue > maxValue)
{
currentValue = maxValue;
}
}
void InitValue()
{
if(forward)
{
currentValue = minValue;
}
else
{
currentValue = maxValue;
}
}
void Start()
{
InitValue();
OnValueChanged();
CreateList(bgList, background, bgTemplate);
CreateList(fgList, foreground, fgTemplate);
UpdateGUI();
}
void Update()
{
if(forward)
{
totalTime += loadSpeed * (Time.deltaTime * 10);
if(totalTime >= 1)
{
currentValue++;
totalTime = 0f;
if (currentValue >= maxValue)
{
currentValue = maxValue;
}
UpdateGUI();
if (loop)
{
if (currentValue >= maxValue)
{
currentValue = minValue - 1;
}
}
}
}
else
{
totalTime += loadSpeed * (Time.deltaTime * 10);
if(totalTime >= 1)
{
currentValue--;
totalTime = 0f;
if (currentValue <= minValue)
{
currentValue = minValue;
}
UpdateGUI();
if (loop)
{
if (currentValue <= minValue)
{
currentValue = maxValue + 1;
}
}
}
}
}
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);
list.Add(item);
Vector3 pos = item.anchoredPosition3D;
pos.x = curX;
item.anchoredPosition3D = pos;
curX += (itemWidth + spacing);
}
}
RectTransform CreateItem(RectTransform rectParent, RectTransform template)
{
GameObject obj = GameObject.Instantiate(template.gameObject, rectParent);
obj.gameObject.SetActive(true);
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) + "%";
}
}
}
}