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79 lines
2.2 KiB
79 lines
2.2 KiB
using System;
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using UnityEngine.UI;
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namespace UnityEngine.Rendering.UI
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{
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/// <summary>
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/// DebugUIHandler for progress bar widget.
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/// </summary>
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public class DebugUIHandlerProgressBar : DebugUIHandlerWidget
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{
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/// <summary>Name of the progress bar.</summary>
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public Text nameLabel;
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/// <summary>Value of the progress bar.</summary>
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public Text valueLabel;
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/// <summary>Rectangle representing the progress bar.</summary>
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public RectTransform progressBarRect;
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DebugUI.ProgressBarValue m_Value;
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float m_Timer;
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/// <summary>
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/// OnEnable implementation.
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/// </summary>
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protected override void OnEnable()
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{
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m_Timer = 0f;
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}
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internal override void SetWidget(DebugUI.Widget widget)
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{
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base.SetWidget(widget);
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m_Value = CastWidget<DebugUI.ProgressBarValue>();
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nameLabel.text = m_Value.displayName;
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UpdateValue();
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}
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/// <summary>
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/// OnSelection implementation.
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/// </summary>
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/// <param name="fromNext">True if the selection wrapped around.</param>
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/// <param name="previous">Previous widget.</param>
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/// <returns>True if the selection is allowed.</returns>
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public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
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{
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nameLabel.color = colorSelected;
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return true;
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}
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/// <summary>
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/// OnDeselection implementation.
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/// </summary>
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public override void OnDeselection()
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{
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nameLabel.color = colorDefault;
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}
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void Update()
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{
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if (m_Timer >= m_Value.refreshRate)
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{
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UpdateValue();
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m_Timer -= m_Value.refreshRate;
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}
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m_Timer += Time.deltaTime;
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}
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void UpdateValue()
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{
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float value = (float)m_Value.GetValue();
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valueLabel.text = m_Value.FormatString(value);
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Vector3 scale = progressBarRect.localScale;
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scale.x = value;
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progressBarRect.localScale = scale;
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}
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}
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}
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