added basic motions and health bars
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8
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8
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@ -0,0 +1,16 @@
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using System;
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||||
namespace MagicPigGames
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||||
{
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||||
[Serializable]
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||||
public class HorizontalProgressBar : ProgressBar
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||||
{
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||||
/*
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||||
* Note: The default ProgressBar class is actually a horizontal progress bar. I'm including this as
|
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* a separate class to make it more clear that this is the "Horizontal" one, since there will be other
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* ones for Vertical etc.
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*
|
||||
* Perhaps in the future there will be additional updates to Progress Bar as well,
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* though right now, it really is just a horizontal progress bar.
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*/
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156
Assets/Game Objects/Progress Bar/Scripts/ProgressBar.cs
Normal file
156
Assets/Game Objects/Progress Bar/Scripts/ProgressBar.cs
Normal file
@ -0,0 +1,156 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MagicPigGames
|
||||
{
|
||||
[Serializable]
|
||||
public class ProgressBar : MonoBehaviour
|
||||
{
|
||||
[Header("Overlay Bar")]
|
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[Tooltip("This is the bar that moves to show progress, covering the fill bar.")]
|
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public RectTransform overlayBar;
|
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[Tooltip("Width as a percent of the Progress Bar Rect Transform.")]
|
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[Range(0f,1f)] public float sizeMin = 0f;
|
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[Tooltip("Width as a percent of the Progress Bar Rect Transform.")]
|
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[Range(0f,1f)] public float sizeMax = 1f;
|
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|
||||
[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.")]
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public bool invertProgress = true;
|
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[Tooltip("When 0, the progress bar will update immediately. When greater than 0, the progress bar will take this many seconds to update.")]
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[Min(0f)]
|
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public float transitionTime = 0f;
|
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|
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[Header("Plumbing")]
|
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public RectTransform rectTransform;
|
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|
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private float _progress = 0f; // This is the runtime value for progress!
|
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protected float _elapsedTime = 0f;
|
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protected float _lastProgress = 0f;
|
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protected Vector2 _lastParentSize;
|
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protected Coroutine _transitionCoroutine;
|
||||
|
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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.
|
||||
|
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/// <summary>
|
||||
/// Sets the progress bar to the given value between 0 and 1. Compute the percent and pass that in.
|
||||
/// </summary>
|
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/// <param name="progress"></param>
|
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public virtual void SetProgress(float progress)
|
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{
|
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if (progress is > 1 or < 0)
|
||||
{
|
||||
Debug.LogError($"Progress value must be between 0 and 1. Value was {progress}. Will clamp.");
|
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progress = Mathf.Clamp(progress, 0, 1);
|
||||
}
|
||||
|
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_progress = ValueBasedOnInvert(progress);
|
||||
_lastProgress = _progress;
|
||||
|
||||
// If we don't transition, set the bar directly
|
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if (transitionTime <= 0f)
|
||||
{
|
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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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Game Objects/Progress Bar/Scripts/ProgressBar.cs.meta
Normal file
11
Assets/Game Objects/Progress Bar/Scripts/ProgressBar.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: a7773e989d44c4c70b8c1d2d9df3d693
|
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,34 @@
|
||||
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()
|
||||
{
|
||||
if (_progressBar == null)
|
||||
_progressBar = GetComponent<ProgressBar>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: c04f10ba73bec438c893017820bc06f8
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
57
Assets/Game Objects/Progress Bar/Scripts/ScrollingUVs.cs
Normal file
57
Assets/Game Objects/Progress Bar/Scripts/ScrollingUVs.cs
Normal file
@ -0,0 +1,57 @@
|
||||
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()
|
||||
{
|
||||
if (!wiggle) _wiggle = Vector2.zero;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
CalculateWiggle();
|
||||
|
||||
var effectiveSpeed = scrollSpeed + _wiggle;
|
||||
var offset = Time.time * effectiveSpeed;
|
||||
|
||||
rawImage.uvRect = new Rect(offset, Vector2.one);
|
||||
}
|
||||
|
||||
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)
|
||||
);
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
if (rawImage == null)
|
||||
rawImage = GetComponent<RawImage>();
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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guid: d519487522f6447c59f37d0cc6caef4f
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serializedVersion: 2
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|
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,29 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
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assetBundleVariant:
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Assets/Game Objects/Progress Bar/Sprites.meta
Normal file
8
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BIN
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Normal file
Binary file not shown.
123
Assets/Game Objects/Progress Bar/Sprites/Border.psd.meta
Normal file
123
Assets/Game Objects/Progress Bar/Sprites/Border.psd.meta
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BIN
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m_DefaultState: {fileID: 1102237222107523594}
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user