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using UnityEngine;
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using System.Collections;
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using MoreMountains.Tools;
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using UnityEngine.UI;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this class to a radial image and it'll allow you to control its fill amount
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/// This is a legacy class, and it's recommended to use MMProgressBar instead, it'll provide the same functionality
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/// (make sure you pick FillAmount as the FillMode)
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/// and much more options, such as delayed bars, events, bump, and more!
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/GUI/MMRadialProgressBar")]
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public class MMRadialProgressBar : MonoBehaviour
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{
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/// the start fill amount value
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public float StartValue = 1f;
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/// the end goad fill amount value
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public float EndValue = 0f;
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/// the distance to the start or end value at which the class should start lerping
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public float Tolerance = 0.01f;
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/// optional - the ID of the player associated to this bar
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public string PlayerID;
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protected Image _radialImage;
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protected float _newPercent;
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/// <summary>
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/// On awake we grab our Image component
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/// </summary>
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protected virtual void Awake()
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{
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_radialImage = GetComponent<Image>();
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}
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/// <summary>
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/// Call this method to update the fill amount based on a currentValue between minValue and maxValue
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/// </summary>
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/// <param name="currentValue">Current value.</param>
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/// <param name="minValue">Minimum value.</param>
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/// <param name="maxValue">Max value.</param>
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public virtual void UpdateBar(float currentValue,float minValue,float maxValue)
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{
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_newPercent = MMMaths.Remap(currentValue,minValue,maxValue,StartValue,EndValue);
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if (_radialImage == null) { return; }
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_radialImage.fillAmount = _newPercent;
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if (_radialImage.fillAmount > 1 - Tolerance)
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{
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_radialImage.fillAmount = 1;
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}
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if (_radialImage.fillAmount < Tolerance)
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{
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_radialImage.fillAmount = 0;
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}
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}
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}
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}
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