minesweeper_game/Library/PackageCache/com.unity.shadergraph@cdef3258c742/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs
2025-03-15 14:30:26 -04:00

159 lines
5.0 KiB
C#

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