BITKit/Src/Unity/Scripts/UX/Library/ComplexRadialProgress.cs

169 lines
5.9 KiB
C#

using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
namespace BITKit.UX
{
// An element that displays progress inside a partially filled circle
public class ComplexRadialProgress : VisualElement
{
public new class UxmlTraits : VisualElement.UxmlTraits
{
// The progress property is exposed to UXML.
private readonly UxmlStringAttributeDescription m_ProgressAttribute = new UxmlStringAttributeDescription()
{
name = "progress"
};
// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
{
base.Init(ve, bag, cc);
((ComplexRadialProgress)ve).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
}
}
// Define a factory class to expose this control to UXML.
public new class UxmlFactory : UxmlFactory<ComplexRadialProgress, UxmlTraits> { }
// These are USS class names for the control overall and the label.
public static readonly string ussClassName = "radial-progress";
public static readonly string ussLabelClassName = "radial-progress__label";
private Color[] m_ProgressColor = new Color[]
{
Color.red,
Color.yellow,
Color.blue,
Color.green,
Color.cyan,
Color.magenta,
Color.white,
Color.blue,
};
// This is the label that displays the percentage.
private Label m_Label;
// This is the number that the Label displays as a percentage.
private string m_Progress;
// A value between 0 and 100
public string progress
{
// The progress property is exposed in C#.
get => m_Progress;
set
{
// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
// generateVisualContents callback.
m_Progress = value;
MarkDirtyRepaint();
}
}
// This default constructor is RadialProgress's only constructor.
public ComplexRadialProgress()
{
// Add the USS class name for the overall control.
AddToClassList(ussClassName);
// Register a callback after custom style resolution.
RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
// Register a callback to generate the visual content of the control.
generateVisualContent += GenerateVisualContent;
progress = string.Empty;
}
private static void CustomStylesResolved(CustomStyleResolvedEvent evt)
{
ComplexRadialProgress element = (ComplexRadialProgress)evt.currentTarget;
element.UpdateCustomStyles();
}
// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
// the control.
private void UpdateCustomStyles()
{
for (var i = 0; i < 8; i++)
{
if (customStyle.TryGetValue(new CustomStyleProperty<Color>($"--progress-color--{i}"), out var color))
{
m_ProgressColor[i] = color;
}
else
{
m_ProgressColor[i] = Color.red;
}
}
MarkDirtyRepaint();
}
private void GenerateVisualContent(MeshGenerationContext context)
{
var width = contentRect.width;
var height = contentRect.height;
var painter = context.painter2D;
painter.lineWidth = 4.0f;
painter.lineCap = LineCap.Butt;
var tempColor = m_ProgressColor.First();
// // Draw the track
// painter.strokeColor = m_TrackColor;
// painter.BeginPath();
// painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f - 5 , 0.0f, 360.0f);
// painter.Stroke();
var lastEndAngle = -90f;
var index = 0;
foreach (var str in progress.Split(","))
{
if(float.TryParse(str,out var nextProgress) is false)continue;
if (nextProgress <= 0) continue;
var startAngle =lastEndAngle;
//startAngle = Mathf.Lerp(-90f, 480f, nextProgress);
var endAngle = 360.0f * (nextProgress) + startAngle;
lastEndAngle = endAngle;
startAngle +=2;
endAngle -= 2;
// Draw the progress Out
painter.strokeColor = m_ProgressColor[index];
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, startAngle,endAngle );
painter.Stroke();
// Draw the progress Middle
tempColor = m_ProgressColor[index];
tempColor.a = tempColor.a / 3f * 2f;
painter.strokeColor = tempColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f -4f, startAngle, endAngle);
painter.Stroke();
// Draw the progress Inner
tempColor = m_ProgressColor[index];
tempColor.a = tempColor.a / 3f * 1f;
painter.strokeColor = tempColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f-8f, startAngle, endAngle);
painter.Stroke();
index++;
}
}
}
}