SanAndreasUnity/Assets/Scripts/Utilities/UI/Bar.cs

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2020-05-31 17:07:22 +00:00
using System.Collections.Generic;
using UnityEngine;
namespace SanAndreasUnity.Utilities
{
public class Bar : MonoBehaviour {
public Transform Border { get; private set; }
public Transform Background { get; private set; }
public Transform Fill { get; private set; }
public Renderer BorderRenderer { get; private set; }
public Renderer BackgroundRenderer { get; private set; }
public Renderer FillRenderer { get; private set; }
public Color BorderColor { get { return this.BorderRenderer.material.color; } set { this.BorderRenderer.material.color = value; } }
public Color BackgroundColor { get { return this.BackgroundRenderer.material.color; } set { this.BackgroundRenderer.material.color = value; } }
public Color FillColor { get { return this.FillRenderer.material.color; } set { this.FillRenderer.material.color = value; } }
[SerializeField] private Vector3 m_barSize = new Vector3 (1f, 0.2f, 1f);
public Vector3 BarSize { get { return m_barSize; } set { m_barSize = value; } }
[SerializeField] private float m_maxHeightOnScreen = 10f;
public float MaxHeightOnScreen { get { return m_maxHeightOnScreen; } set { m_maxHeightOnScreen = value; } }
public bool faceTowardsCamera = true;
void Awake ()
{
this.Border = this.transform.Find ("Border");
this.Background = this.transform.Find ("Background");
this.Fill = this.transform.Find ("Fill");
this.BorderRenderer = this.Border.GetComponent<Renderer> ();
this.BackgroundRenderer = this.Background.GetComponent<Renderer> ();
this.FillRenderer = this.Fill.GetComponent<Renderer> ();
}
void Update ()
{
Camera cam = Camera.main;
// update size
this.transform.SetGlobalScale (this.BarSize);
if (cam)
{
if (this.faceTowardsCamera)
{
// make rotation same as camera's rotation
this.transform.rotation = cam.transform.rotation;
if (this.MaxHeightOnScreen > 0)
{
// limit height on screen
// get current height on screen
Vector3 top = this.transform.position + this.transform.up * this.transform.lossyScale.y * 0.5f;
Vector3 bottom = this.transform.position - this.transform.up * this.transform.lossyScale.y * 0.5f;
Vector3 screenTop = cam.WorldToScreenPoint( top );
Vector3 screenBottom = cam.WorldToScreenPoint( bottom );
if (screenTop.z >= 0 && screenBottom.z >= 0)
{
float heightOnScreen = Mathf.Abs( screenTop.y - screenBottom.y );
if (heightOnScreen > this.MaxHeightOnScreen)
{
// reduce height of bar
float ratio = this.MaxHeightOnScreen / heightOnScreen;
Vector3 newSize = this.transform.lossyScale;
newSize.y *= ratio;
this.transform.SetGlobalScale( newSize );
}
}
}
}
}
}
public void SetFillPerc (float fillPerc)
{
fillPerc = Mathf.Clamp01 (fillPerc);
Vector3 scale = this.Fill.localScale;
scale.x = fillPerc;
this.Fill.localScale = scale;
// reposition it
Vector3 pos = this.Fill.localPosition;
pos.x = - (1.0f - fillPerc) / 2.0f;
this.Fill.localPosition = pos;
}
/*
public void SetBorderWidth (float borderWidth)
{
// borderWidthPerc = Mathf.Clamp (borderWidthPerc, 0f, 0.5f);
// stretch border to parent
this.Border.localScale = Vector3.one;
// reduce width and height of background and fill objects
Vector3 size = this.BarSize;
size.x -= borderWidth * 2;
size.y -= borderWidth * 2;
this.Background.SetGlobalScale( size );
this.Fill.SetGlobalScale( size );
}
*/
}
}