Files
Colosseum/Assets/External/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleRadialFillBar.cs
dal4segno a3e1315af2 [Assets] UI 애셋 및 TextMesh Pro 임포트
- Fantasy Warrior HUD 애셋 (Synty Studios)
- Interface Core 라이브러리
- TextMesh Pro 패키지
- UI_HealthBar 프리팹
2026-03-10 15:59:20 +09:00

87 lines
2.5 KiB
C#

// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Synty.Interface.FantasyWarriorHUD.Samples
{
/// <summary>
/// A simple radial fill bar that fills and empties.
/// </summary>
public class SampleRadialFillBar : MonoBehaviour
{
[Header("References")]
public Image image;
public TMP_Text text;
[Header("Parameters")]
public float fillAmountFull = 1f;
public float inSpeed = 5f;
public float outSpeed = 5f;
public float startDelay;
public float inDelay = 2.5f;
public float outDelay = 2.5f;
public string labelText = "{0}%";
public string LabelText => string.Format(labelText, (image.fillAmount / fillAmountFull * 100f).ToString("0"));
private void Awake()
{
if (image == null)
{
image = GetComponentInChildren<Image>();
}
if (text == null)
{
text = GetComponentInChildren<TMP_Text>();
}
}
private void Reset()
{
image = GetComponentInChildren<Image>();
text = GetComponentInChildren<TMP_Text>();
}
private void Start()
{
StartCoroutine(C_TweenBackAndForth());
}
private IEnumerator C_TweenBackAndForth()
{
yield return new WaitForSeconds(startDelay);
while (true)
{
yield return C_TweenFloat(0, 1, inSpeed);
yield return new WaitForSeconds(outDelay);
yield return C_TweenFloat(1, 0, outSpeed);
yield return new WaitForSeconds(inDelay);
}
}
private IEnumerator C_TweenFloat(float startValue, float endValue, float duration)
{
float time = 0f;
while (time < 1f)
{
time += Time.deltaTime / duration;
float currentValue = Mathf.Lerp(startValue, endValue, time);
image.fillAmount = currentValue * fillAmountFull;
text?.SetText(LabelText);
yield return null;
}
}
}
}