219 lines
4.9 KiB
C#
219 lines
4.9 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 ProgressBarPatternCircularDemo : MonoBehaviour
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{
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//The ProgressBarPatternCircular Component.
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public ProgressBarPatternCircular 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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//Set whether to play pattern.
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m_ProgressBar.PatternPlay = true;
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//Set the speed of playing pattern.
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m_ProgressBar.PatternSpeed = 0.5f;
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//Set whether to play pattern forward.
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m_ProgressBar.PatternForward = 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 ProgressBarPatternCircular : 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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RawImage patternImage;
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[SerializeField]
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bool patternPlay = true;
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[SerializeField]
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float patternSpeed = 0.5f;
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[SerializeField]
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bool patternForward = true;
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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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public bool PatternPlay
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{
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get => patternPlay;
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set
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{
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patternPlay = value;
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}
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}
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public float PatternSpeed
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{
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get => patternSpeed;
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set
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{
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patternSpeed = value;
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}
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}
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public bool PatternForward
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{
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get => patternForward;
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set
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{
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patternForward = value;
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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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UpdateGUI();
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}
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void Update()
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{
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if(Application.isPlaying)
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{
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UpdateGUI();
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}
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else
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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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}
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void UpdateGUI()
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{
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UpdateForegroundAndPattern();
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UpdateText();
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}
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void UpdateForegroundAndPattern()
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{
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foreground.fillAmount = currentValue / maxValue;
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if(patternPlay)
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{
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Rect r = patternImage.uvRect;
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if(patternForward)
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{
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r.x -= Time.deltaTime * patternSpeed;
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}
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else
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{
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r.x += Time.deltaTime * patternSpeed;
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}
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patternImage.uvRect = r;
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}
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else
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{
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Rect r = patternImage.uvRect;
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patternImage.uvRect = r;
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}
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}
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void UpdateText()
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{
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if (text != null && text.gameObject.activeSelf != hasText)
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{
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text.gameObject.SetActive(hasText);
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}
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if (hasText && (text != null))
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{
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text.text = (int)((currentValue/maxValue)*100) + "%";
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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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} |