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. See the HealthBar.cs script for a use case.
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| virtual void | UpdateBar (float currentValue, float minValue, float maxValue) |
| | Updates the bar's values based on the specified parameters.
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| virtual void | Bump () |
| | Triggers a camera bump.
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| float | StartValue = 0f |
| | the local scale or fillamount value to reach when the bar is empty
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| float | EndValue = 1f |
| | the local scale or fillamount value to reach when the bar is full
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| BarDirections | BarDirection = BarDirections.LeftToRight |
| | the direction this bar moves to
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| FillModes | FillMode = FillModes.LocalScale |
| | the foreground bar's fill mode
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| TimeScales | TimeScale = TimeScales.UnscaledTime |
| | 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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| bool | LerpForegroundBar = true |
| | whether or not the foreground bar should lerp
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| float | LerpForegroundBarSpeed = 15f |
| | the speed at which to lerp the foreground bar
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| float | Delay = 1f |
| | the delay before the delayed bar moves (in seconds)
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| bool | LerpDelayedBar = true |
| | whether or not the delayed bar's animation should lerp
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| float | LerpDelayedBarSpeed = 15f |
| | the speed at which to lerp the delayed bar
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| string | PlayerID |
| | optional - the ID of the player associated to this bar
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| Transform | DelayedBar |
| | the delayed bar
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| Transform | ForegroundBar |
| | the main, foreground bar
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| bool | BumpScaleOnChange = true |
| | whether or not the bar should "bump" when changing value
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| bool | BumpOnIncrease = false |
| | whether or not the bar should bump when its value increases
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| float | BumpDuration = 0.2f |
| | the duration of the bump animation
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| bool | ChangeColorWhenBumping = true |
| | whether or not the bar should flash when bumping
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| Color | BumpColor = Color.white |
| | the color to apply to the bar when bumping
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| AnimationCurve | BumpAnimationCurve = new AnimationCurve(new Keyframe(1, 1), new Keyframe(0.3f, 1.05f), new Keyframe(1, 1)) |
| | the curve to map the bump animation on
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| AnimationCurve | BumpColorAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
| | the curve to map the bump animation color animation on
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| bool | AutoUpdating = false |
| | whether or not this progress bar should update itself every update (if not, you'll have to update it using the UpdateBar method
|
| float | BarProgress |
| | the current progress of the bar
|
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| virtual void | Start () |
| | On start we store our image component.
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| virtual void | Update () |
| | On Update we update our bars.
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| virtual void | AutoUpdate () |
| virtual void | UpdateFrontBar () |
| | Updates the front bar's scale.
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| virtual void | UpdateDelayedBar () |
| | Updates the delayed bar's scale.
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| virtual IEnumerator | BumpCoroutine () |
| | A coroutine that (usually quickly) changes the scale of the bar.
|
| virtual float | Remap (float x, float A, float B, float C, float D) |
|
| bool | Bumping [get, protected set] |
| | whether or not the bar is bumping right now
|
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. See the HealthBar.cs script for a use case.
◆ BarDirections
the possible directions for the fill (for local scale and fill amount only)
| Enumerator |
|---|
| LeftToRight | |
| RightToLeft | |
| UpToDown | |
| DownToUp | |
◆ FillModes
the possible fill modes
| Enumerator |
|---|
| LocalScale | |
| FillAmount | |
| Width | |
| Height | |
◆ TimeScales
the possible timescales the bar can work on
| Enumerator |
|---|
| UnscaledTime | |
| Time | |
◆ AutoUpdate()
| virtual void Lofelt.NiceVibrations.MMProgressBar.AutoUpdate |
( |
| ) |
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protectedvirtual |
◆ Bump()
| virtual void Lofelt.NiceVibrations.MMProgressBar.Bump |
( |
| ) |
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virtual |
◆ BumpCoroutine()
| virtual IEnumerator Lofelt.NiceVibrations.MMProgressBar.BumpCoroutine |
( |
| ) |
|
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protectedvirtual |
A coroutine that (usually quickly) changes the scale of the bar.
- Returns
- The coroutine.
◆ Remap()
| virtual float Lofelt.NiceVibrations.MMProgressBar.Remap |
( |
float | x, |
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|
float | A, |
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|
float | B, |
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|
float | C, |
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float | D ) |
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protectedvirtual |
◆ Start()
| virtual void Lofelt.NiceVibrations.MMProgressBar.Start |
( |
| ) |
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protectedvirtual |
On start we store our image component.
◆ Update()
| virtual void Lofelt.NiceVibrations.MMProgressBar.Update |
( |
| ) |
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protectedvirtual |
On Update we update our bars.
◆ UpdateBar()
| virtual void Lofelt.NiceVibrations.MMProgressBar.UpdateBar |
( |
float | currentValue, |
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|
float | minValue, |
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|
float | maxValue ) |
|
virtual |
Updates the bar's values based on the specified parameters.
- Parameters
-
| currentValue | Current value. |
| minValue | Minimum value. |
| maxValue | Max value. |
◆ UpdateDelayedBar()
| virtual void Lofelt.NiceVibrations.MMProgressBar.UpdateDelayedBar |
( |
| ) |
|
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protectedvirtual |
Updates the delayed bar's scale.
◆ UpdateFrontBar()
| virtual void Lofelt.NiceVibrations.MMProgressBar.UpdateFrontBar |
( |
| ) |
|
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protectedvirtual |
Updates the front bar's scale.
◆ _bump
| bool Lofelt.NiceVibrations.MMProgressBar._bump = false |
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protected |
◆ _delayedImage
| Image Lofelt.NiceVibrations.MMProgressBar._delayedImage |
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protected |
◆ _foregroundImage
| Image Lofelt.NiceVibrations.MMProgressBar._foregroundImage |
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protected |
◆ _initialColor
| Color Lofelt.NiceVibrations.MMProgressBar._initialColor |
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protected |
◆ _initialFrontBarSize
| Vector2 Lofelt.NiceVibrations.MMProgressBar._initialFrontBarSize |
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protected |
◆ _initialized
| bool Lofelt.NiceVibrations.MMProgressBar._initialized |
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protected |
◆ _initialScale
| Vector3 Lofelt.NiceVibrations.MMProgressBar._initialScale |
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protected |
◆ _lastPercent
| float Lofelt.NiceVibrations.MMProgressBar._lastPercent |
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protected |
◆ _lastUpdateTimestamp
| float Lofelt.NiceVibrations.MMProgressBar._lastUpdateTimestamp |
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protected |
◆ _newPercent
| float Lofelt.NiceVibrations.MMProgressBar._newPercent |
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protected |
◆ _newScale
| Vector3 Lofelt.NiceVibrations.MMProgressBar._newScale |
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protected |
◆ _targetFill
| float Lofelt.NiceVibrations.MMProgressBar._targetFill |
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protected |
◆ _targetLocalScale
| Vector3 Lofelt.NiceVibrations.MMProgressBar._targetLocalScale = Vector3.one |
|
protected |
◆ AutoUpdating
| bool Lofelt.NiceVibrations.MMProgressBar.AutoUpdating = false |
whether or not this progress bar should update itself every update (if not, you'll have to update it using the UpdateBar method
◆ BarDirection
the direction this bar moves to
◆ BarProgress
| float Lofelt.NiceVibrations.MMProgressBar.BarProgress |
the current progress of the bar
◆ BumpAnimationCurve
| AnimationCurve Lofelt.NiceVibrations.MMProgressBar.BumpAnimationCurve = new AnimationCurve(new Keyframe(1, 1), new Keyframe(0.3f, 1.05f), new Keyframe(1, 1)) |
the curve to map the bump animation on
◆ BumpColor
| Color Lofelt.NiceVibrations.MMProgressBar.BumpColor = Color.white |
the color to apply to the bar when bumping
◆ BumpColorAnimationCurve
| AnimationCurve Lofelt.NiceVibrations.MMProgressBar.BumpColorAnimationCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)) |
the curve to map the bump animation color animation on
◆ BumpDuration
| float Lofelt.NiceVibrations.MMProgressBar.BumpDuration = 0.2f |
the duration of the bump animation
◆ BumpOnIncrease
| bool Lofelt.NiceVibrations.MMProgressBar.BumpOnIncrease = false |
whether or not the bar should bump when its value increases
◆ BumpScaleOnChange
| bool Lofelt.NiceVibrations.MMProgressBar.BumpScaleOnChange = true |
whether or not the bar should "bump" when changing value
◆ ChangeColorWhenBumping
| bool Lofelt.NiceVibrations.MMProgressBar.ChangeColorWhenBumping = true |
whether or not the bar should flash when bumping
◆ Delay
| float Lofelt.NiceVibrations.MMProgressBar.Delay = 1f |
the delay before the delayed bar moves (in seconds)
◆ DelayedBar
| Transform Lofelt.NiceVibrations.MMProgressBar.DelayedBar |
◆ EndValue
| float Lofelt.NiceVibrations.MMProgressBar.EndValue = 1f |
the local scale or fillamount value to reach when the bar is full
◆ FillMode
the foreground bar's fill mode
◆ ForegroundBar
| Transform Lofelt.NiceVibrations.MMProgressBar.ForegroundBar |
◆ LerpDelayedBar
| bool Lofelt.NiceVibrations.MMProgressBar.LerpDelayedBar = true |
whether or not the delayed bar's animation should lerp
◆ LerpDelayedBarSpeed
| float Lofelt.NiceVibrations.MMProgressBar.LerpDelayedBarSpeed = 15f |
the speed at which to lerp the delayed bar
◆ LerpForegroundBar
| bool Lofelt.NiceVibrations.MMProgressBar.LerpForegroundBar = true |
whether or not the foreground bar should lerp
◆ LerpForegroundBarSpeed
| float Lofelt.NiceVibrations.MMProgressBar.LerpForegroundBarSpeed = 15f |
the speed at which to lerp the foreground bar
◆ PlayerID
| string Lofelt.NiceVibrations.MMProgressBar.PlayerID |
optional - the ID of the player associated to this bar
◆ StartValue
| float Lofelt.NiceVibrations.MMProgressBar.StartValue = 0f |
the local scale or fillamount value to reach when the bar is empty
◆ TimeScale
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)
◆ Bumping
| bool Lofelt.NiceVibrations.MMProgressBar.Bumping |
|
getprotected set |
whether or not the bar is bumping right now
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/feel/Assets/Feel/NiceVibrations/Demo/Common/Scripts/UI/MMProgressBar.cs