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.
53 lines
939 B
C#
53 lines
939 B
C#
using UnityEngine;
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namespace Wizard;
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public class UIGauge : MonoBehaviour
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{
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[SerializeField]
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private UIProgressBar _progressBar;
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[SerializeField]
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private UISprite _barStartEdge;
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[SerializeField]
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private UISprite _barEndEdge;
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public float Value
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{
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get
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{
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return _progressBar.value;
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}
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set
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{
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UpdateBar(value);
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}
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}
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public Transform GetTransformGaugeStartEdge()
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{
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return _barStartEdge.transform;
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}
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private void UpdateBar(float value)
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{
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if (value <= 0f)
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{
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_barStartEdge.gameObject.SetActive(value: false);
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_barEndEdge.gameObject.SetActive(value: false);
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}
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else if (value < 1f)
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{
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_barStartEdge.gameObject.SetActive(value: true);
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_barEndEdge.gameObject.SetActive(value: false);
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}
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else
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{
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_barStartEdge.gameObject.SetActive(value: true);
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_barEndEdge.gameObject.SetActive(value: true);
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}
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_progressBar.value = value;
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}
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}
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