Added UI Toolkit Progress
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101
Src/Unity/Scripts/UX/Library/DashBoardProgress.cs
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101
Src/Unity/Scripts/UX/Library/DashBoardProgress.cs
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace BITKit.UX
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{
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// An element that displays progress inside a partially filled circle
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public class DashBoardProgress : VisualElement
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{
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public new class UxmlTraits : VisualElement.UxmlTraits
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{
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// The progress property is exposed to UXML.
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private readonly UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
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{
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name = "progress"
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};
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// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
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{
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base.Init(ve, bag, cc);
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((DashBoardProgress)ve).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
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}
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}
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// Define a factory class to expose this control to UXML.
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public new class UxmlFactory : UxmlFactory<DashBoardProgress, UxmlTraits> { }
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// These are USS class names for the control overall and the label.
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public static readonly string ussClassName = "radial-progress";
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public static readonly string ussLabelClassName = "radial-progress__label";
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private Color m_ProgressColor;
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// This is the label that displays the percentage.
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private Label m_Label;
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// This is the number that the Label displays as a percentage.
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private float m_Progress;
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// A value between 0 and 100
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public float progress
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{
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// The progress property is exposed in C#.
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get => m_Progress;
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set
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{
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// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
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// generateVisualContents callback.
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m_Progress = value;
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MarkDirtyRepaint();
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}
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}
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// This default constructor is RadialProgress's only constructor.
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public DashBoardProgress()
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{
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// Add the USS class name for the overall control.
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AddToClassList(ussClassName);
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// Register a callback to generate the visual content of the control.
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generateVisualContent += GenerateVisualContent;
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progress = 0.5f;
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}
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private void GenerateVisualContent(MeshGenerationContext context)
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{
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var width = contentRect.width;
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var height = contentRect.height;
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var painter = context.painter2D;
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painter.lineWidth = resolvedStyle.unityTextOutlineWidth;
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painter.lineCap = LineCap.Butt;
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var startAngle = -220f;
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//startAngle = Mathf.Lerp(-90f, 480f, nextProgress);
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//var endAngle = 360.0f * (progress) + startAngle - 30;
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var endAngle = 40f;
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endAngle = Mathf.Lerp(startAngle, endAngle, progress);
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//计算progress
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// Draw the track
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painter.strokeColor = resolvedStyle.unityTextOutlineColor;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width*0.5f - painter.lineWidth/2f, startAngle, 40f);
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painter.Stroke();
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// Draw the progress Out
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painter.strokeColor = resolvedStyle.color;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width*0.5f - painter.lineWidth/2f, startAngle, endAngle);
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painter.Stroke();
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}
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}
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}
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