mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
138 lines
2.8 KiB
C#
138 lines
2.8 KiB
C#
using Fie.Utility;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
namespace Fie.UI
|
|
{
|
|
public class FieUGUIUtilityGauge : MonoBehaviour
|
|
{
|
|
public enum GaugeDirection
|
|
{
|
|
HORIZONTAL,
|
|
VIRTICAL
|
|
}
|
|
|
|
private const float DEFAULT_TRANSITION_TIME = 0.5f;
|
|
|
|
[SerializeField]
|
|
private Image _gaugeImageObject;
|
|
|
|
[SerializeField]
|
|
private GaugeDirection _gaugeDirection;
|
|
|
|
[SerializeField]
|
|
private float _maxValue = 1f;
|
|
|
|
[SerializeField]
|
|
public float _minValue;
|
|
|
|
[SerializeField]
|
|
public float _currentValue;
|
|
|
|
private float _inherentCurrentValue;
|
|
|
|
private Vector3 _currentGaugePosition;
|
|
|
|
private Tweener<TweenTypesOutSine> _gaugeAnimationTweener = new Tweener<TweenTypesOutSine>();
|
|
|
|
public float maxValue
|
|
{
|
|
get
|
|
{
|
|
return _maxValue;
|
|
}
|
|
set
|
|
{
|
|
_maxValue = value;
|
|
}
|
|
}
|
|
|
|
public float minValue
|
|
{
|
|
get
|
|
{
|
|
return _minValue;
|
|
}
|
|
set
|
|
{
|
|
_minValue = value;
|
|
}
|
|
}
|
|
|
|
public float currentValue
|
|
{
|
|
get
|
|
{
|
|
return _currentValue;
|
|
}
|
|
set
|
|
{
|
|
_currentValue = value;
|
|
}
|
|
}
|
|
|
|
public void Initialize(float minValue, float maxValue, float initValue, float transitionTime = 0.5f)
|
|
{
|
|
_minValue = minValue;
|
|
_maxValue = maxValue;
|
|
SetValue(initValue, transitionTime);
|
|
}
|
|
|
|
public void SetValue(float value, float transitionTime = 0.5f)
|
|
{
|
|
currentValue = Mathf.Clamp(value, minValue, maxValue);
|
|
if (transitionTime > 0f)
|
|
{
|
|
_gaugeAnimationTweener.InitTweener(transitionTime, _inherentCurrentValue, currentValue);
|
|
}
|
|
else
|
|
{
|
|
_inherentCurrentValue = currentValue;
|
|
GaugeUpdate();
|
|
}
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
if (_gaugeImageObject != null)
|
|
{
|
|
_currentGaugePosition = _gaugeImageObject.rectTransform.anchoredPosition;
|
|
GaugeUpdate();
|
|
}
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
if (!_gaugeAnimationTweener.IsEnd())
|
|
{
|
|
_inherentCurrentValue = _gaugeAnimationTweener.UpdateParameterFloat(Time.deltaTime);
|
|
GaugeUpdate();
|
|
}
|
|
}
|
|
|
|
private void GaugeUpdate()
|
|
{
|
|
if (maxValue <= 0f)
|
|
{
|
|
_currentGaugePosition.x = 0f;
|
|
_gaugeImageObject.rectTransform.anchoredPosition = _currentGaugePosition;
|
|
}
|
|
else
|
|
{
|
|
if (_gaugeDirection == GaugeDirection.HORIZONTAL)
|
|
{
|
|
ref Vector3 currentGaugePosition = ref _currentGaugePosition;
|
|
Vector2 sizeDelta = _gaugeImageObject.rectTransform.sizeDelta;
|
|
currentGaugePosition.x = (0f - sizeDelta.x) * Mathf.Clamp(1f - _inherentCurrentValue / maxValue, 0f, 1f);
|
|
}
|
|
else
|
|
{
|
|
ref Vector3 currentGaugePosition2 = ref _currentGaugePosition;
|
|
Vector2 sizeDelta2 = _gaugeImageObject.rectTransform.sizeDelta;
|
|
currentGaugePosition2.y = (0f - sizeDelta2.y) * Mathf.Clamp(1f - _inherentCurrentValue / maxValue, 0f, 1f);
|
|
}
|
|
_gaugeImageObject.rectTransform.anchoredPosition = _currentGaugePosition;
|
|
}
|
|
}
|
|
}
|
|
}
|