crosshair ui
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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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