crosshair ui
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@@ -1,6 +1,5 @@
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
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<Style src="project://database/Assets/Src/UI/TimingUi.uss?fileID=7433441132597879392&guid=cf92f075876ddf7ffb4cd5c59633ad7b&type=3#ShipUi" />
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<ui:VisualElement style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); align-items: center; justify-content: center;">
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<ui:Label tabindex="-1" text="✛" display-tooltip-when-elided="true" style="opacity: 0.5; position: relative; -unity-text-align: middle-center; -unity-font: url('project://database/Assets/UI%20Toolkit/Fonts/Jura-Light.otf?fileID=12800000&guid=54b9163f81dfb0d7baa7fda0d795ceeb&type=3#Jura-Light'); -unity-font-definition: initial; font-size: 16px;" />
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<ui:VisualElement style="flex-grow: 1; background-color: rgba(0, 0, 0, 0);">
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<CrosshairComponents.FourArmCrosshair style="width: 100%; height: 100%;" />
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</ui:VisualElement>
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</ui:UXML>
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using System;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace CrosshairComponents {
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public class ThreeArmCrosshair : VisualElement {
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// Need this uxml traits and factory for it to show up in editor
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public new class UxmlTraits : VisualElement.UxmlTraits {
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) {
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base.Init(ve, bag, cc);
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}
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}
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public new class UxmlFactory : UxmlFactory<ThreeArmCrosshair, UxmlTraits> { }
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static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
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static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
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Color m_TrackColor = Color.white;
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Color m_SpeedColor = Color.white;
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// This is the label that displays the percentage.
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Label m_Label;
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// This is the number that the Label displays as a percentage.
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float m_Speed;
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public float speed {
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get => m_Speed;
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set {
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// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
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// generateVisualContents callback.
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m_Speed = value;
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m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
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MarkDirtyRepaint();
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}
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}
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public ThreeArmCrosshair() {
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// Create a Label, add a USS class name, and add it to this visual tree.
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m_Label = new Label();
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Add(m_Label);
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// Register a callback after custom style resolution.
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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// Register a callback to generate the visual content of the control.
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generateVisualContent += GenerateVisualContent;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt) {
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ThreeArmCrosshair element = (ThreeArmCrosshair)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
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// the control.
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void UpdateCustomStyles() {
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bool repaint = false;
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if (customStyle.TryGetValue(s_ProgressColor, out m_SpeedColor))
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repaint = true;
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if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
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repaint = true;
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if (repaint)
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MarkDirtyRepaint();
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}
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void GenerateVisualContent(MeshGenerationContext context) {
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float width = contentRect.width;
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float height = contentRect.height;
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float length = height / 100;
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Vector2 centre = new Vector2(width / 2, height / 2);
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Vector2 centreArm = new Vector2(centre.x, centre.y - length);
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float angle = (float)(Math.PI / 3);
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float angleSin = (float)Math.Sin(angle);
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Vector2 rightArm = new Vector2(centre.x + angleSin * length, centre.y + angleSin * length);
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Vector2 leftArm = new Vector2(centre.x - angleSin * length, centre.y + angleSin * length);
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var painter = context.painter2D;
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painter.lineWidth = 2.0f;
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painter.lineCap = LineCap.Butt;
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painter.strokeColor = m_TrackColor;
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(centreArm);
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painter.Stroke();
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(rightArm);
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painter.Stroke();
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(leftArm);
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painter.Stroke();
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}
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}
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public class FourArmCrosshair : VisualElement {
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// Need this uxml traits and factory for it to show up in editor
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public new class UxmlTraits : VisualElement.UxmlTraits {
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) {
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base.Init(ve, bag, cc);
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}
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}
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public new class UxmlFactory : UxmlFactory<FourArmCrosshair, UxmlTraits> { }
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// These are USS class names for the control overall and the label.
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public static readonly string ussClassName = "crosshair";
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public static readonly string ussLabelClassName = "crosshair__label";
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static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
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static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
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Color m_TrackColor = Color.white;
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Color m_SpeedColor = Color.white;
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// This is the label that displays the percentage.
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Label m_Label;
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// This is the number that the Label displays as a percentage.
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float m_Speed;
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public float speed {
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get => m_Speed;
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set {
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// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
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// generateVisualContents callback.
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m_Speed = value;
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m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
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MarkDirtyRepaint();
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}
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}
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public FourArmCrosshair() {
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// Create a Label, add a USS class name, and add it to this visual tree.
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m_Label = new Label();
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Add(m_Label);
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// Register a callback after custom style resolution.
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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// Register a callback to generate the visual content of the control.
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generateVisualContent += GenerateVisualContent;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt) {
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FourArmCrosshair element = (FourArmCrosshair)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
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// the control.
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void UpdateCustomStyles() {
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bool repaint = false;
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if (customStyle.TryGetValue(s_ProgressColor, out m_SpeedColor))
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repaint = true;
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if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
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repaint = true;
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if (repaint)
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MarkDirtyRepaint();
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}
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void GenerateVisualContent(MeshGenerationContext context) {
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float width = contentRect.width;
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float height = contentRect.height;
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float length = height / 100;
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Vector2 centre = new Vector2(width / 2, height / 2);
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Vector2 topArm = new Vector2(centre.x, centre.y - length);
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Vector2 rightArm = new Vector2(centre.x + length, centre.y);
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Vector2 leftArm = new Vector2(centre.x - length, centre.y);
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Vector2 bottomArm = new Vector2(centre.x, centre.y + length);
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var painter = context.painter2D;
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painter.lineWidth = 2.0f;
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painter.lineCap = LineCap.Butt;
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painter.strokeColor = m_TrackColor;
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(topArm);
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painter.Stroke();
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(bottomArm);
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painter.Stroke();
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(rightArm);
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painter.Stroke();
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painter.BeginPath();
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painter.MoveTo(centre);
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painter.LineTo(leftArm);
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painter.Stroke();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 34c48ca28628408a493e22a9a93f7231
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,4 @@
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.crosshair {
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width: 100%;
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height: 100%;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 48feeaa21d44b719b9ecf7857f06e39c
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
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disableValidation: 0
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@@ -0,0 +1,125 @@
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace SpaceRaceUi
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{
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// An element that displays progress inside a partially filled circle
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public class RadialProgress : VisualElement
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{
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public new class UxmlTraits : VisualElement.UxmlTraits
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{
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// The progress property is exposed to UXML.
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UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
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{
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name = "progress"
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};
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// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
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{
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base.Init(ve, bag, cc);
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(ve as RadialProgress).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
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}
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}
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// Define a factory class to expose this control to UXML.
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public new class UxmlFactory : UxmlFactory<RadialProgress, UxmlTraits> { }
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// These are USS class names for the control overall and the label.
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public static readonly string ussClassName = "radial-progress";
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public static readonly string ussLabelClassName = "radial-progress__label";
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// These objects allow C# code to access custom USS properties.
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static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
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static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
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Color m_TrackColor = Color.gray;
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Color m_ProgressColor = Color.red;
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// This is the label that displays the percentage.
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Label m_Label;
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// This is the number that the Label displays as a percentage.
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float m_Progress;
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// A value between 0 and 100
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public float progress
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{
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// The progress property is exposed in C#.
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get => m_Progress;
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set
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{
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// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
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// generateVisualContents callback.
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m_Progress = value;
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m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
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MarkDirtyRepaint();
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}
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}
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// This default constructor is RadialProgress's only constructor.
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public RadialProgress()
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{
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// Create a Label, add a USS class name, and add it to this visual tree.
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m_Label = new Label();
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m_Label.AddToClassList(ussLabelClassName);
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Add(m_Label);
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// Add the USS class name for the overall control.
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AddToClassList(ussClassName);
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// Register a callback after custom style resolution.
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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// Register a callback to generate the visual content of the control.
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generateVisualContent += GenerateVisualContent;
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progress = 0.0f;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt)
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{
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RadialProgress element = (RadialProgress)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
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// the control.
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void UpdateCustomStyles()
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{
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bool repaint = false;
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if (customStyle.TryGetValue(s_ProgressColor, out m_ProgressColor))
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repaint = true;
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if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
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repaint = true;
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if (repaint)
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MarkDirtyRepaint();
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}
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void GenerateVisualContent(MeshGenerationContext context)
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{
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float width = contentRect.width;
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float height = contentRect.height;
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var painter = context.painter2D;
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painter.lineWidth = 10.0f;
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painter.lineCap = LineCap.Butt;
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// Draw the track
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painter.strokeColor = m_TrackColor;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, 0.0f, 360.0f);
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painter.Stroke();
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// Draw the progress
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painter.strokeColor = m_ProgressColor;
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painter.BeginPath();
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painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, -90.0f, 360.0f * (progress / 100.0f) - 90.0f);
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painter.Stroke();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cb873ce7764a21f6ba132e26f404f428
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
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