159 lines
5.0 KiB
C#
159 lines
5.0 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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namespace Unity.UI.Shaders.Sample
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{
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/// <summary>
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/// A simple ProgressBar.
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/// <para>Becomes interactable when associated with a <see cref="CustomSlider"/></para>
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/// </summary>
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[AddComponentMenu("UI/ShaderGraph Samples/Range Bar")]
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[RequireComponent(typeof(Graphic))]
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[DisallowMultipleComponent]
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public class RangeBar : UIBehaviour, IMaterialModifier
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{
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public enum Direction { LeftToRight, RightToLeft, BottomToTop, TopToBottom }
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public struct Range
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{
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public float min, max;
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}
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static Vector2 FromDirection(Direction direction) => direction switch
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{
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Direction.LeftToRight => Vector2.right,
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Direction.RightToLeft => Vector2.left,
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Direction.BottomToTop => Vector2.up,
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Direction.TopToBottom => Vector2.down,
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_ => Vector2.zero
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};
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[SerializeField, MinMaxSlider(0f, 1f)] private Vector2 _value = Vector2.up;
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[SerializeField] Direction _direction;
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private static readonly string _rangeBarValuePropertyName = "_RangeBarValue";
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protected Material _material;
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private int? _rangeBarValuePropertyId;
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public Direction direction => _direction;
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private Graphic _graphic;
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public Graphic Graphic
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{
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get
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{
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if (_graphic == null)
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_graphic = GetComponent<Graphic>();
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return _graphic;
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}
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}
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public Vector2 Value
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{
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get => _value;
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set
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{
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_value.x = Mathf.Clamp01(value.x);
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_value.y = Mathf.Clamp01(value.y);
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_value.y = _value.y > _value.x ? _value.y : _value.x;
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Graphic.SetMaterialDirty();
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}
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}
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public float Min { get => Value.x; set => Value = new Vector2(value, Value.y); }
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public float Max { get => Value.y; set => Value = new Vector2(Value.x, value); }
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Vector2 DirectionVector => FromDirection(direction);
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Vector4 Vector => new Vector4(Value.x, Value.y, DirectionVector.x, DirectionVector.y);
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protected int RangeBarValuePropertyId
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{
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get
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{
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if (!_rangeBarValuePropertyId.HasValue)
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_rangeBarValuePropertyId = Shader.PropertyToID(_rangeBarValuePropertyName);
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return _rangeBarValuePropertyId.Value;
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}
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}
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#if UNITY_EDITOR
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[SerializeField, HideInInspector] Material defaultMaterial;
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protected internal void AssignDefaultMaterial()
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{
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if (defaultMaterial != null)
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Graphic.material = defaultMaterial;
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}
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protected override void Reset()
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{
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base.Reset();
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Value = _value;
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}
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protected override void OnValidate()
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{
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base.OnValidate();
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//Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value
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// So instead, we just change the material, but if another IMaterialModifier was added after this,
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// this will have no visible effect.
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if (_material != null && _material.HasVector(RangeBarValuePropertyId))
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_material.SetVector(RangeBarValuePropertyId, Vector);
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}
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#endif
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protected override void Start()
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{
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base.Start();
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Value = _value;
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}
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protected override void OnDidApplyAnimationProperties()
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{
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base.OnDidApplyAnimationProperties();
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Value = _value;
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}
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public virtual Material GetModifiedMaterial(Material baseMaterial)
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{
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_material = new Material(baseMaterial);
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if (_material.HasVector(RangeBarValuePropertyId))
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_material.SetVector(RangeBarValuePropertyId, Vector);
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return _material;
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}
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#if UNITY_EDITOR
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[MenuItem("GameObject/UI/ShaderGraph Samples/Range Bar", false, 30)]
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static void CreateToggleGameObject(MenuCommand command)
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{
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GameObject go = ObjectFactory.CreateGameObject("Range Bar", new System.Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(RangeBar) });
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StageUtility.PlaceGameObjectInCurrentStage(go);
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go.GetComponent<RangeBar>().AssignDefaultMaterial();
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Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
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GameObject contextObject = command.context as GameObject;
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if (contextObject != null)
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{
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GameObjectUtility.SetParentAndAlign(go, contextObject);
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Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
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}
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Selection.activeGameObject = go;
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}
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#endif
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}
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}
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