added basic motions and health bars

This commit is contained in:
0ceanSlim 2023-11-06 10:11:33 -05:00
parent 709424a407
commit 99d1e59d00
312 changed files with 2593528 additions and 1995 deletions

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using System;
namespace MagicPigGames
{
[Serializable]
public class HorizontalProgressBar : ProgressBar
{
/*
* Note: The default ProgressBar class is actually a horizontal progress bar. I'm including this as
* a separate class to make it more clear that this is the "Horizontal" one, since there will be other
* ones for Vertical etc.
*
* Perhaps in the future there will be additional updates to Progress Bar as well,
* though right now, it really is just a horizontal progress bar.
*/
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace MagicPigGames
{
[Serializable]
public class ProgressBar : MonoBehaviour
{
[Header("Overlay Bar")]
[Tooltip("This is the bar that moves to show progress, covering the fill bar.")]
public RectTransform overlayBar;
[Tooltip("Width as a percent of the Progress Bar Rect Transform.")]
[Range(0f,1f)] public float sizeMin = 0f;
[Tooltip("Width as a percent of the Progress Bar Rect Transform.")]
[Range(0f,1f)] public float sizeMax = 1f;
[Header("Options")]
[Tooltip("When true, the progress bar width will grow as the progress increases. When false, the progress bar width will shrink as the progress increases.")]
public bool invertProgress = true;
[Tooltip("When 0, the progress bar will update immediately. When greater than 0, the progress bar will take this many seconds to update.")]
[Min(0f)]
public float transitionTime = 0f;
[Header("Plumbing")]
public RectTransform rectTransform;
private float _progress = 0f; // This is the runtime value for progress!
protected float _elapsedTime = 0f;
protected float _lastProgress = 0f;
protected Vector2 _lastParentSize;
protected Coroutine _transitionCoroutine;
protected virtual float SizeAtCurrentProgress
=> Mathf.Lerp(SizeMin, SizeMax, _progress);
public virtual float Progress => _progress; // The 0-1 value of the progress bar.
public virtual float ProgressPercent => _progress * 100f; // The 0-100 value of the progress bar.
// Note: These are set for Horizontal, and will be overridden in VerticalProgressBar.
protected virtual float SizeMin => rectTransform.sizeDelta.x * sizeMin; // Minimum size of the overlay bar.
protected virtual float SizeMax => rectTransform.sizeDelta.x * sizeMax; // Maximum size of the overlay bar.
protected virtual float CurrentOverlaySize => overlayBar.sizeDelta.x; // Current size of the overlay bar.
/// <summary>
/// Sets the progress bar to the given value between 0 and 1. Compute the percent and pass that in.
/// </summary>
/// <param name="progress"></param>
public virtual void SetProgress(float progress)
{
if (progress is > 1 or < 0)
{
Debug.LogError($"Progress value must be between 0 and 1. Value was {progress}. Will clamp.");
progress = Mathf.Clamp(progress, 0, 1);
}
_progress = ValueBasedOnInvert(progress);
_lastProgress = _progress;
// If we don't transition, set the bar directly
if (transitionTime <= 0f)
{
SetBarValue(SizeAtCurrentProgress);
return;
}
StartTheCoroutine();
}
protected float ValueBasedOnInvert(float value) => invertProgress ? 1 - value : value;
protected virtual void LateUpdate() => HandleParentSizeChange();
// Starts the coroutine, but stops the existing one if that is running, while also
// inverting the _elapsedTime so that the transition continues from the current progress.
private void StartTheCoroutine()
{
if (_transitionCoroutine != null)
{
_elapsedTime = transitionTime - _elapsedTime;
StopCoroutine(_transitionCoroutine);
}
else
_elapsedTime = 0f;
_transitionCoroutine = StartCoroutine(TransitionProgress(CurrentOverlaySize));
}
// Check and adjust the RectTransform's stretching/anchor settings.
protected virtual void CheckOverlayBarRectTransform()
{
if (overlayBar == null) return;
if (overlayBar.anchorMin == new Vector2(1, 0)
&& overlayBar.anchorMax == new Vector2(1, 1)) return;
overlayBar.anchorMin = new Vector2(1, 0); // Anchor to top right corner
overlayBar.anchorMax = new Vector2(1, 1); // Stretch vertically
}
// This handles situations where the parent size changes, to ensure the bar is always the correct size.
protected virtual void HandleParentSizeChange()
{
if (_lastParentSize == rectTransform.sizeDelta)
return;
_lastParentSize = rectTransform.sizeDelta;
// Inverts the progress back to normal before setting the progress.
var progress = ValueBasedOnInvert(_progress);
SetProgress(progress);
}
// Handles transitioning the overlay bar from one width to another.
protected virtual IEnumerator TransitionProgress(float startWidth)
{
while (_elapsedTime < transitionTime)
{
var newWidth = Mathf.Lerp(startWidth, SizeAtCurrentProgress, _elapsedTime / transitionTime);
SetBarValue(newWidth);
_elapsedTime += Time.deltaTime;
yield return null;
}
_transitionCoroutine = null;
}
// Sets the size of the overlay bar in the direction of progress.
protected virtual void SetBarValue(float value)
{
var sizeDelta = overlayBar.sizeDelta;
sizeDelta = new Vector2(value, sizeDelta.y);
overlayBar.sizeDelta = sizeDelta;
}
/*
* This is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
*/
protected virtual void OnValidate()
{
sizeMin = Mathf.Clamp(sizeMin, 0, sizeMax - 0.01f);
sizeMax = Mathf.Clamp(sizeMax, sizeMin + 0.01f, 1);
if (rectTransform == null)
rectTransform = GetComponent<RectTransform>();
if (overlayBar == null)
Debug.Log("Please assign the Overlay Bar RectTransform.");
CheckOverlayBarRectTransform();
_lastParentSize = rectTransform.sizeDelta;
}
}
}

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using System;
using UnityEngine;
namespace MagicPigGames
{
public class ProgressBarInspectorTest : MonoBehaviour
{
[Header("Test Zone")]
[Tooltip("Toggle on to test the progress bar in the editor, during play mode.")]
public bool enableTesting = false;
[Range(0f, 1f)]
[Tooltip("Note, if testing in the editor and invertProgress is true, the progress value will be inverted.")]
public float progress = 0f; // This is the Inspector test value for progress!
private float _lastProgress = 0f;
private ProgressBar _progressBar;
protected virtual void Update()
{
if (!enableTesting) return;
if (Math.Abs(_lastProgress - progress) < 0.001) return;
_lastProgress = progress;
_progressBar.SetProgress(progress);
}
private void OnValidate()
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using UnityEngine;
using UnityEngine.UI;
// Add this to a UI RawImage to make its texture scroll
// Note: Your RawImage's texture should have 'Wrap Mode' set to 'Repeat' in its import settings
namespace MagicPigGames
{
[RequireComponent(typeof(RawImage))]
public class ScrollingUVs : MonoBehaviour
{
[Header("Scroll")]
public Vector2 scrollSpeed = new Vector2(0f, -0.1f);
[Header("Wiggle")]
public bool wiggle = true;
public Vector2 wiggleSpeed = new Vector2(0.05f, 0f);
public Vector2 wiggleMagnitude = new Vector2(0.05f, 0.05f);
public RawImage rawImage;
private Vector2 _wiggle;
private float _time;
private void Start()
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private void Update()
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private void CalculateWiggle()
{
if (!wiggle) return;
_time += Time.deltaTime;
_wiggle = new Vector2(
wiggleSpeed.x * (Mathf.Sin(_time) * wiggleMagnitude.x),
wiggleSpeed.y * (Mathf.Sin(_time) * wiggleMagnitude.y)
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}
private void OnValidate()
{
if (rawImage == null)
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}
}
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using System;
using UnityEngine;
namespace MagicPigGames {
[Serializable]
public class VerticalProgressBar : ProgressBar {
protected override float SizeMin => rectTransform.sizeDelta.y * sizeMin; // Minimum size of the overlay bar.
protected override float SizeMax => rectTransform.sizeDelta.y * sizeMax; // Maximum size of the overlay bar.
protected override float CurrentOverlaySize => overlayBar.sizeDelta.y; // Current size of the overlay bar.
protected override void SetBarValue(float value)
{
var sizeDelta = overlayBar.sizeDelta;
sizeDelta = new Vector2(sizeDelta.x, value);
overlayBar.sizeDelta = sizeDelta;
}
// Check and adjust the RectTransform's stretching/anchor settings.
protected override void CheckOverlayBarRectTransform()
{
if (overlayBar == null) return;
if (overlayBar.anchorMin == new Vector2(0, 1)
&& overlayBar.anchorMax == new Vector2(1, 1)) return;
overlayBar.anchorMin = new Vector2(0, 1); // Anchor to top left corner
overlayBar.anchorMax = new Vector2(1, 1); // Stretch horizontally
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m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: 1102237222107523594}

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