Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
483 lines
9.5 KiB
C#
483 lines
9.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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[ExecuteInEditMode]
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[AddComponentMenu("NGUI/Interaction/NGUI Progress Bar")]
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public class UIProgressBar : UIWidgetContainer
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{
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public enum FillDirection
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{
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LeftToRight,
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RightToLeft,
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BottomToTop,
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TopToBottom
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}
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public delegate void OnDragFinished();
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public static UIProgressBar current;
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public OnDragFinished onDragFinished;
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public Transform thumb;
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[HideInInspector]
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[SerializeField]
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protected UIWidget mBG;
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[HideInInspector]
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[SerializeField]
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protected UIWidget mFG;
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[HideInInspector]
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[SerializeField]
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protected float mValue = 1f;
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[HideInInspector]
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[SerializeField]
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protected FillDirection mFill;
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protected Transform mTrans;
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protected bool mIsDirty;
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protected Camera mCam;
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protected float mOffset;
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public int numberOfSteps;
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public List<EventDelegate> onChange = new List<EventDelegate>();
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public Transform cachedTransform
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{
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get
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{
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if (mTrans == null)
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{
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mTrans = base.transform;
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}
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return mTrans;
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}
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}
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public Camera cachedCamera
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{
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get
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{
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if (mCam == null)
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{
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mCam = NGUITools.FindCameraForLayer(base.gameObject.layer);
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}
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return mCam;
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}
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}
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public UIWidget foregroundWidget
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{
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get
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{
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return mFG;
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}
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set
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{
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if (mFG != value)
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{
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mFG = value;
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mIsDirty = true;
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}
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}
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}
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public UIWidget backgroundWidget
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{
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get
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{
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return mBG;
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}
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set
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{
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if (mBG != value)
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{
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mBG = value;
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mIsDirty = true;
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}
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}
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}
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public FillDirection fillDirection
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{
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get
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{
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return mFill;
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}
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set
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{
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if (mFill != value)
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{
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mFill = value;
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ForceUpdate();
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}
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}
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}
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public float value
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{
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get
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{
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if (numberOfSteps > 1)
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{
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return Mathf.Round(mValue * (float)(numberOfSteps - 1)) / (float)(numberOfSteps - 1);
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}
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return mValue;
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}
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set
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{
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float num = Mathf.Clamp01(value);
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if (mValue == num)
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{
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return;
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}
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float num2 = this.value;
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mValue = num;
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if (num2 != this.value)
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{
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ForceUpdate();
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if (NGUITools.GetActive(this) && EventDelegate.IsValid(onChange))
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{
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current = this;
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EventDelegate.Execute(onChange);
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current = null;
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}
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}
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}
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}
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public float alpha
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{
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get
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{
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if (mFG != null)
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{
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return mFG.alpha;
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}
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if (mBG != null)
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{
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return mBG.alpha;
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}
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return 1f;
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}
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set
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{
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if (mFG != null)
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{
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mFG.alpha = value;
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if (mFG.GetComponent<Collider>() != null)
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{
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mFG.GetComponent<Collider>().enabled = mFG.alpha > 0.001f;
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}
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else if (mFG.GetComponent<Collider2D>() != null)
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{
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mFG.GetComponent<Collider2D>().enabled = mFG.alpha > 0.001f;
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}
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}
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if (mBG != null)
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{
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mBG.alpha = value;
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if (mBG.GetComponent<Collider>() != null)
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{
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mBG.GetComponent<Collider>().enabled = mBG.alpha > 0.001f;
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}
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else if (mBG.GetComponent<Collider2D>() != null)
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{
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mBG.GetComponent<Collider2D>().enabled = mBG.alpha > 0.001f;
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}
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}
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if (!(thumb != null))
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{
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return;
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}
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UIWidget component = thumb.GetComponent<UIWidget>();
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if (component != null)
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{
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component.alpha = value;
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if (component.GetComponent<Collider>() != null)
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{
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component.GetComponent<Collider>().enabled = component.alpha > 0.001f;
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}
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else if (component.GetComponent<Collider2D>() != null)
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{
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component.GetComponent<Collider2D>().enabled = component.alpha > 0.001f;
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}
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}
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}
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}
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protected bool isHorizontal
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{
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get
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{
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if (mFill != FillDirection.LeftToRight)
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{
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return mFill == FillDirection.RightToLeft;
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}
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return true;
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}
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}
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protected bool isInverted
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{
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get
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{
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if (mFill != FillDirection.RightToLeft)
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{
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return mFill == FillDirection.TopToBottom;
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}
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return true;
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}
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}
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protected void Start()
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{
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Upgrade();
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if (Application.isPlaying)
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{
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if (mBG != null)
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{
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mBG.autoResizeBoxCollider = true;
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}
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OnStart();
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if (current == null && onChange != null)
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{
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current = this;
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EventDelegate.Execute(onChange);
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current = null;
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}
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}
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ForceUpdate();
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}
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protected virtual void Upgrade()
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{
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}
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protected virtual void OnStart()
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{
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}
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protected virtual void Update()
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{
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if (mIsDirty)
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{
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ForceUpdate();
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}
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}
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protected void OnValidate()
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{
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if (NGUITools.GetActive(this))
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{
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Upgrade();
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mIsDirty = true;
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float num = Mathf.Clamp01(mValue);
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if (mValue != num)
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{
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mValue = num;
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}
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if (numberOfSteps < 0)
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{
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numberOfSteps = 0;
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}
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else if (numberOfSteps > 20)
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{
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numberOfSteps = 20;
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}
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ForceUpdate();
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}
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else
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{
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float num2 = Mathf.Clamp01(mValue);
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if (mValue != num2)
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{
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mValue = num2;
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}
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if (numberOfSteps < 0)
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{
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numberOfSteps = 0;
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}
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else if (numberOfSteps > 20)
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{
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numberOfSteps = 20;
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}
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}
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}
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protected float ScreenToValue(Vector2 screenPos)
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{
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Transform transform = cachedTransform;
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Plane plane = new Plane(transform.rotation * Vector3.back, transform.position);
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Ray ray = cachedCamera.ScreenPointToRay(screenPos);
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if (!plane.Raycast(ray, out var enter))
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{
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return value;
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}
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return LocalToValue(transform.InverseTransformPoint(ray.GetPoint(enter)));
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}
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protected virtual float LocalToValue(Vector2 localPos)
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{
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if (mFG != null)
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{
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Vector3[] localCorners = mFG.localCorners;
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Vector3 vector = localCorners[2] - localCorners[0];
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if (isHorizontal)
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{
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float num = (localPos.x - localCorners[0].x) / vector.x;
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if (!isInverted)
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{
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return num;
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}
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return 1f - num;
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}
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float num2 = (localPos.y - localCorners[0].y) / vector.y;
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if (!isInverted)
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{
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return num2;
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}
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return 1f - num2;
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}
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return value;
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}
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public virtual void ForceUpdate()
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{
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mIsDirty = false;
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bool flag = false;
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if (mFG != null)
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{
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UIBasicSprite uIBasicSprite = mFG as UIBasicSprite;
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if (isHorizontal)
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{
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if (uIBasicSprite != null && uIBasicSprite.type == UIBasicSprite.Type.Filled)
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{
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if (uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Horizontal || uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Vertical)
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{
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uIBasicSprite.fillDirection = UIBasicSprite.FillDirection.Horizontal;
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uIBasicSprite.invert = isInverted;
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}
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uIBasicSprite.fillAmount = value;
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}
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else
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{
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mFG.drawRegion = (isInverted ? new Vector4(1f - value, 0f, 1f, 1f) : new Vector4(0f, 0f, value, 1f));
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mFG.enabled = true;
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flag = value < 0.001f;
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}
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}
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else if (uIBasicSprite != null && uIBasicSprite.type == UIBasicSprite.Type.Filled)
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{
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if (uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Horizontal || uIBasicSprite.fillDirection == UIBasicSprite.FillDirection.Vertical)
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{
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uIBasicSprite.fillDirection = UIBasicSprite.FillDirection.Vertical;
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uIBasicSprite.invert = isInverted;
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}
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uIBasicSprite.fillAmount = value;
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}
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else
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{
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mFG.drawRegion = (isInverted ? new Vector4(0f, 1f - value, 1f, 1f) : new Vector4(0f, 0f, 1f, value));
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mFG.enabled = true;
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flag = value < 0.001f;
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}
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}
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if (thumb != null && (mFG != null || mBG != null))
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{
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Vector3[] array = ((mFG != null) ? mFG.localCorners : mBG.localCorners);
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Vector4 vector = ((mFG != null) ? mFG.border : mBG.border);
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array[0].x += vector.x;
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array[1].x += vector.x;
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array[2].x -= vector.z;
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array[3].x -= vector.z;
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array[0].y += vector.y;
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array[1].y -= vector.w;
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array[2].y -= vector.w;
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array[3].y += vector.y;
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Transform transform = ((mFG != null) ? mFG.cachedTransform : mBG.cachedTransform);
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for (int i = 0; i < 4; i++)
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{
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array[i] = transform.TransformPoint(array[i]);
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}
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if (isHorizontal)
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{
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Vector3 a = Vector3.Lerp(array[0], array[1], 0.5f);
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Vector3 b = Vector3.Lerp(array[2], array[3], 0.5f);
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SetThumbPosition(Vector3.Lerp(a, b, isInverted ? (1f - value) : value));
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}
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else
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{
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Vector3 a2 = Vector3.Lerp(array[0], array[3], 0.5f);
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Vector3 b2 = Vector3.Lerp(array[1], array[2], 0.5f);
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SetThumbPosition(Vector3.Lerp(a2, b2, isInverted ? (1f - value) : value));
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}
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}
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if (flag)
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{
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mFG.enabled = false;
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}
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}
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protected void SetThumbPosition(Vector3 worldPos)
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{
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Transform parent = thumb.parent;
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if (parent != null)
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{
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worldPos = parent.InverseTransformPoint(worldPos);
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worldPos.x = Mathf.Round(worldPos.x);
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worldPos.y = Mathf.Round(worldPos.y);
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worldPos.z = 0f;
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if (Vector3.Distance(thumb.localPosition, worldPos) > 0.001f)
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{
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thumb.localPosition = worldPos;
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}
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}
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else if (Vector3.Distance(thumb.position, worldPos) > 1E-05f)
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{
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thumb.position = worldPos;
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}
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}
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public virtual void OnPan(Vector2 delta)
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{
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if (base.enabled)
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{
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switch (mFill)
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{
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case FillDirection.LeftToRight:
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{
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float num7 = (value = Mathf.Clamp01(mValue + delta.x));
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mValue = num7;
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break;
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}
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case FillDirection.RightToLeft:
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{
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float num5 = (value = Mathf.Clamp01(mValue - delta.x));
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mValue = num5;
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break;
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}
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case FillDirection.BottomToTop:
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{
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float num3 = (value = Mathf.Clamp01(mValue + delta.y));
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mValue = num3;
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break;
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}
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case FillDirection.TopToBottom:
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{
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float num = (value = Mathf.Clamp01(mValue - delta.y));
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mValue = num;
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break;
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}
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}
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}
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}
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}
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