boost bar and cds
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@@ -0,0 +1,96 @@
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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 BoostComponents {
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public class BoostBar : 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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UxmlDoubleAttributeDescription m_ProgressAttribute = new UxmlDoubleAttributeDescription() {
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name = "progress"
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};
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UxmlIntAttributeDescription m_ChargesAttribute = new UxmlIntAttributeDescription() {
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name = "charges"
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};
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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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(ve as BoostBar).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
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(ve as BoostBar).charges = m_ChargesAttribute.GetValueFromBag(bag, cc);
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}
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}
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public new class UxmlFactory : UxmlFactory<BoostBar, UxmlTraits> { }
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public static readonly string ussClassName = "boostBar";
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public static readonly string ussLabelClassName = "boostBar";
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double m_Progress = 0f;
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int m_Charges = 2;
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Color strokeColor = Color.white;
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public double progress {
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get => m_Progress;
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set {
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m_Progress = value;
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MarkDirtyRepaint();
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}
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}
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public int charges {
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get => m_Charges;
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set {
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m_Charges = value;
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MarkDirtyRepaint();
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}
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}
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public BoostBar() {
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AddToClassList(ussClassName);
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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generateVisualContent += GenerateVisualContent;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt) {
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BoostBar element = (BoostBar)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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void UpdateCustomStyles() {
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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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double length = width * m_Progress;
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Vector2 left = new Vector2(0f, height / 2);
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Vector2 end = new Vector2((float)length, height / 2);
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var painter = context.painter2D;
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painter.lineWidth = 4.0f;
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painter.lineCap = LineCap.Butt;
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painter.strokeColor = strokeColor;
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painter.BeginPath();
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painter.MoveTo(left);
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painter.LineTo(end);
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painter.Stroke();
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float chevGap = width / charges;
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for (int i = 0; i < charges + 1; i++) {
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painter.BeginPath();
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painter.MoveTo(new Vector2(i * chevGap, height));
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painter.LineTo(new Vector2(i * chevGap, 0f));
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painter.Stroke();
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}
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}
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}
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}
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