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355 lines
14 KiB
C#
355 lines
14 KiB
C#
3 months ago
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// Copyright (c) Meta Platforms, Inc. and affiliates.
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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namespace Lofelt.NiceVibrations
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{
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/// <summary>
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/// Add this bar to an object and link it to a bar (possibly the same object the script is on), and you'll be able to resize the bar object based on a current value, located between a min and max value.
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/// See the HealthBar.cs script for a use case
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/// </summary>
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public class MMProgressBar : MonoBehaviour
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{
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/// the possible fill modes
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public enum FillModes { LocalScale, FillAmount, Width, Height }
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/// the possible directions for the fill (for local scale and fill amount only)
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public enum BarDirections { LeftToRight, RightToLeft, UpToDown, DownToUp }
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/// the possible timescales the bar can work on
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public enum TimeScales { UnscaledTime, Time }
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[Header("General Settings")]
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/// the local scale or fillamount value to reach when the bar is empty
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public float StartValue = 0f;
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/// the local scale or fillamount value to reach when the bar is full
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public float EndValue = 1f;
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/// the direction this bar moves to
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public BarDirections BarDirection = BarDirections.LeftToRight;
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/// the foreground bar's fill mode
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public FillModes FillMode = FillModes.LocalScale;
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/// defines whether the bar will work on scaled or unscaled time (whether or not it'll keep moving if time is slowed down for example)
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public TimeScales TimeScale = TimeScales.UnscaledTime;
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[Header("Foreground Bar Settings")]
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/// whether or not the foreground bar should lerp
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public bool LerpForegroundBar = true;
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/// the speed at which to lerp the foreground bar
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public float LerpForegroundBarSpeed = 15f;
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[Header("Delayed Bar Settings")]
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/// the delay before the delayed bar moves (in seconds)
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public float Delay = 1f;
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/// whether or not the delayed bar's animation should lerp
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public bool LerpDelayedBar = true;
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/// the speed at which to lerp the delayed bar
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public float LerpDelayedBarSpeed = 15f;
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[Header("Bindings")]
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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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/// the delayed bar
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public Transform DelayedBar;
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/// the main, foreground bar
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public Transform ForegroundBar;
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[Header("Bump")]
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/// whether or not the bar should "bump" when changing value
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public bool BumpScaleOnChange = true;
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/// whether or not the bar should bump when its value increases
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public bool BumpOnIncrease = false;
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/// the duration of the bump animation
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public float BumpDuration = 0.2f;
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/// whether or not the bar should flash when bumping
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public bool ChangeColorWhenBumping = true;
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/// the color to apply to the bar when bumping
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public Color BumpColor = Color.white;
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/// the curve to map the bump animation on
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public AnimationCurve BumpAnimationCurve = new AnimationCurve(new Keyframe(1, 1), new Keyframe(0.3f, 1.05f), new Keyframe(1, 1));
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/// the curve to map the bump animation color animation on
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public AnimationCurve BumpColorAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0));
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/// whether or not the bar is bumping right now
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public bool Bumping { get; protected set; }
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[Header("Realtime")]
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/// whether or not this progress bar should update itself every update (if not, you'll have to update it using the UpdateBar method
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public bool AutoUpdating = false;
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/// the current progress of the bar
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[Range(0f, 1f)]
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public float BarProgress;
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protected float _targetFill;
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protected Vector3 _targetLocalScale = Vector3.one;
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protected float _newPercent;
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protected float _lastPercent;
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protected float _lastUpdateTimestamp;
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protected bool _bump = false;
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protected Color _initialColor;
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protected Vector3 _initialScale;
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protected Vector3 _newScale;
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protected Image _foregroundImage;
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protected Image _delayedImage;
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protected bool _initialized;
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protected Vector2 _initialFrontBarSize;
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/// <summary>
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/// On start we store our image component
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/// </summary>
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protected virtual void Start()
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{
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_initialScale = this.transform.localScale;
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if (ForegroundBar != null)
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{
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_foregroundImage = ForegroundBar.GetComponent<Image>();
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_initialFrontBarSize = _foregroundImage.rectTransform.sizeDelta;
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}
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if (DelayedBar != null)
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{
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_delayedImage = DelayedBar.GetComponent<Image>();
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}
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_initialized = true;
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}
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/// <summary>
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/// On Update we update our bars
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/// </summary>
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protected virtual void Update()
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{
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AutoUpdate();
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UpdateFrontBar();
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UpdateDelayedBar();
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}
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protected virtual void AutoUpdate()
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{
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if (!AutoUpdating)
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{
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return;
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}
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_newPercent = Remap(BarProgress, 0f, 1f, StartValue, EndValue);
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_targetFill = _newPercent;
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_lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime;
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}
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/// <summary>
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/// Updates the front bar's scale
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/// </summary>
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protected virtual void UpdateFrontBar()
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{
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float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledTime;
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if (ForegroundBar != null)
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{
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switch (FillMode)
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{
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case FillModes.LocalScale:
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_targetLocalScale = Vector3.one;
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switch (BarDirection)
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{
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case BarDirections.LeftToRight:
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_targetLocalScale.x = _targetFill;
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break;
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case BarDirections.RightToLeft:
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_targetLocalScale.x = 1f - _targetFill;
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break;
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case BarDirections.DownToUp:
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_targetLocalScale.y = _targetFill;
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break;
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case BarDirections.UpToDown:
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_targetLocalScale.y = 1f - _targetFill;
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break;
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}
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if (LerpForegroundBar)
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{
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_newScale = Vector3.Lerp(ForegroundBar.localScale, _targetLocalScale, currentDeltaTime * LerpForegroundBarSpeed);
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}
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else
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{
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_newScale = _targetLocalScale;
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}
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ForegroundBar.localScale = _newScale;
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break;
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case FillModes.Width:
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if (_foregroundImage == null)
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{
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return;
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}
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float newSizeX = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.x);
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newSizeX = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeX, currentDeltaTime * LerpForegroundBarSpeed);
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_foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, newSizeX);
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break;
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case FillModes.Height:
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if (_foregroundImage == null)
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{
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return;
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}
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float newSizeY = Remap(_targetFill, 0f, 1f, 0, _initialFrontBarSize.y);
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newSizeY = Mathf.Lerp(_foregroundImage.rectTransform.sizeDelta.x, newSizeY, currentDeltaTime * LerpForegroundBarSpeed);
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_foregroundImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, newSizeY);
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break;
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case FillModes.FillAmount:
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if (_foregroundImage == null)
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{
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return;
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}
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if (LerpForegroundBar)
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{
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_foregroundImage.fillAmount = Mathf.Lerp(_foregroundImage.fillAmount, _targetFill, currentDeltaTime * LerpForegroundBarSpeed);
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}
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else
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{
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_foregroundImage.fillAmount = _targetFill;
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}
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break;
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}
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}
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}
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/// <summary>
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/// Updates the delayed bar's scale
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/// </summary>
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protected virtual void UpdateDelayedBar()
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{
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float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime;
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float currentTime = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime;
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if (DelayedBar != null)
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{
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if (currentTime - _lastUpdateTimestamp > Delay)
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{
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if (FillMode == FillModes.LocalScale)
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{
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_targetLocalScale = Vector3.one;
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switch (BarDirection)
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{
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case BarDirections.LeftToRight:
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_targetLocalScale.x = _targetFill;
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break;
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case BarDirections.RightToLeft:
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_targetLocalScale.x = 1f - _targetFill;
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break;
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case BarDirections.DownToUp:
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_targetLocalScale.y = _targetFill;
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break;
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case BarDirections.UpToDown:
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_targetLocalScale.y = 1f - _targetFill;
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break;
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}
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if (LerpDelayedBar)
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{
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_newScale = Vector3.Lerp(DelayedBar.localScale, _targetLocalScale, currentDeltaTime * LerpDelayedBarSpeed);
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}
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else
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{
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_newScale = _targetLocalScale;
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}
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DelayedBar.localScale = _newScale;
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}
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if ((FillMode == FillModes.FillAmount) && (_delayedImage != null))
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{
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if (LerpDelayedBar)
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{
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_delayedImage.fillAmount = Mathf.Lerp(_delayedImage.fillAmount, _targetFill, currentDeltaTime * LerpDelayedBarSpeed);
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}
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else
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{
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_delayedImage.fillAmount = _targetFill;
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}
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}
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}
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}
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}
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/// <summary>
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/// Updates the bar's values based on the specified parameters
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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 = Remap(currentValue, minValue, maxValue, StartValue, EndValue);
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if ((_newPercent != BarProgress) && !Bumping)
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{
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Bump();
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}
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BarProgress = _newPercent;
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_targetFill = _newPercent;
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_lastUpdateTimestamp = (TimeScale == TimeScales.Time) ? Time.time : Time.unscaledTime;
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_lastPercent = _newPercent;
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}
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/// <summary>
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/// Triggers a camera bump
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/// </summary>
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public virtual void Bump()
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{
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if (!BumpScaleOnChange || !_initialized)
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{
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return;
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}
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if (!BumpOnIncrease && (_lastPercent < _newPercent))
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{
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return;
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}
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if (this.gameObject.activeInHierarchy)
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{
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StartCoroutine(BumpCoroutine());
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}
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}
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/// <summary>
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/// A coroutine that (usually quickly) changes the scale of the bar
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/// </summary>
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/// <returns>The coroutine.</returns>
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protected virtual IEnumerator BumpCoroutine()
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{
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float journey = 0f;
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float currentDeltaTime = (TimeScale == TimeScales.Time) ? Time.deltaTime : Time.unscaledDeltaTime;
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Bumping = true;
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if (_foregroundImage != null)
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{
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_initialColor = _foregroundImage.color;
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}
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while (journey <= BumpDuration)
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{
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journey = journey + currentDeltaTime;
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float percent = Mathf.Clamp01(journey / BumpDuration);
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float curvePercent = BumpAnimationCurve.Evaluate(percent);
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float colorCurvePercent = BumpColorAnimationCurve.Evaluate(percent);
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this.transform.localScale = curvePercent * _initialScale;
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if (ChangeColorWhenBumping && (_foregroundImage != null))
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{
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_foregroundImage.color = Color.Lerp(_initialColor, BumpColor, colorCurvePercent);
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}
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yield return null;
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}
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_foregroundImage.color = _initialColor;
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Bumping = false;
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yield return null;
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}
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protected virtual float Remap(float x, float A, float B, float C, float D)
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{
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float remappedValue = C + (x - A) / (B - A) * (D - C);
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return remappedValue;
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}
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}
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}
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