mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-23 22:27:58 +01:00
138 lines
2.8 KiB
C#
138 lines
2.8 KiB
C#
using Fie.Utility;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Fie.UI
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{
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public class FieUGUIUtilityGauge : MonoBehaviour
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{
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public enum GaugeDirection
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{
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HORIZONTAL,
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VIRTICAL
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}
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private const float DEFAULT_TRANSITION_TIME = 0.5f;
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[SerializeField]
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private Image _gaugeImageObject;
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[SerializeField]
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private GaugeDirection _gaugeDirection;
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[SerializeField]
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private float _maxValue = 1f;
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[SerializeField]
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public float _minValue;
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[SerializeField]
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public float _currentValue;
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private float _inherentCurrentValue;
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private Vector3 _currentGaugePosition;
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private Tweener<TweenTypesOutSine> _gaugeAnimationTweener = new Tweener<TweenTypesOutSine>();
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public float maxValue
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{
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get
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{
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return _maxValue;
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}
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set
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{
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_maxValue = value;
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}
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}
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public float minValue
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{
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get
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{
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return _minValue;
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}
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set
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{
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_minValue = value;
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}
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}
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public float currentValue
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{
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get
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{
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return _currentValue;
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}
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set
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{
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_currentValue = value;
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}
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}
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public void Initialize(float minValue, float maxValue, float initValue, float transitionTime = 0.5f)
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{
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_minValue = minValue;
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_maxValue = maxValue;
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SetValue(initValue, transitionTime);
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}
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public void SetValue(float value, float transitionTime = 0.5f)
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{
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currentValue = Mathf.Clamp(value, minValue, maxValue);
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if (transitionTime > 0f)
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{
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_gaugeAnimationTweener.InitTweener(transitionTime, _inherentCurrentValue, currentValue);
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}
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else
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{
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_inherentCurrentValue = currentValue;
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GaugeUpdate();
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}
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}
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private void Awake()
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{
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if (_gaugeImageObject != null)
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{
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_currentGaugePosition = _gaugeImageObject.rectTransform.anchoredPosition;
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GaugeUpdate();
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}
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}
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public void Update()
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{
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if (!_gaugeAnimationTweener.IsEnd())
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{
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_inherentCurrentValue = _gaugeAnimationTweener.UpdateParameterFloat(Time.deltaTime);
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GaugeUpdate();
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}
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}
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private void GaugeUpdate()
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{
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if (maxValue <= 0f)
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{
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_currentGaugePosition.x = 0f;
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_gaugeImageObject.rectTransform.anchoredPosition = _currentGaugePosition;
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}
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else
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{
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if (_gaugeDirection == GaugeDirection.HORIZONTAL)
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{
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ref Vector3 currentGaugePosition = ref _currentGaugePosition;
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Vector2 sizeDelta = _gaugeImageObject.rectTransform.sizeDelta;
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currentGaugePosition.x = (0f - sizeDelta.x) * Mathf.Clamp(1f - _inherentCurrentValue / maxValue, 0f, 1f);
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}
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else
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{
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ref Vector3 currentGaugePosition2 = ref _currentGaugePosition;
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Vector2 sizeDelta2 = _gaugeImageObject.rectTransform.sizeDelta;
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currentGaugePosition2.y = (0f - sizeDelta2.y) * Mathf.Clamp(1f - _inherentCurrentValue / maxValue, 0f, 1f);
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}
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_gaugeImageObject.rectTransform.anchoredPosition = _currentGaugePosition;
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}
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}
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}
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}
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