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Unity3D: Progressbar using new UI system

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Before Unity 4.6 new UI system came out, to create a progress bar, the typical process involve writing the OnGUI() function as follows:

public Texture2D emptyProgressBar; // Set this in inspector.
public Texture2D fullProgressBar;  // Set this in inspector.

void OnGUI()
{
    GUI.DrawTexture(Rect(0, 0, 100, 50), emptyProgressBar);
    GUI.DrawTexture(Rect(0, 0, progress, 50), fullProgressBar);
    GUI.skin.label.alignment = TextAnchor.MiddleCenter;
    GUI.Label(Rect(0, 0, 100, 50), string.Format("{0:N0}%", 
progress * 100f)); }

UnityProgressBar

This is OK, however not recommended in the new GUI system in Unity 4.6+: you don’t want to mix the GUI with the new and legacy system, right?

Here is the process to create a progress bar using the new UI system:

  • Create a new project in Unity3D
  • Add a UI Image, name it “Background”, set the sprite to the background image;

    image image

  • Add another UI Image (or duplicate the above background UI object) , name it “Foreground”, set the sprite to the foreground image;

image image

  • Change the foreground UI image’s Image type to “Filled”, Fill Method to “Horizontal”

image

  • Create a C# script, name it “Progress.cs”, attach it to the foreground UI image:

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class Progress : MonoBehaviour {

    Image foregroundImage;

    public int Value
    {
	get
	{
	    if(foregroundImage != null)
	        return (int)(foregroundImage.fillAmount*100);
	    else
	        return 0;
	}
	set
	{
 	    if(foregroundImage != null)
	        foregroundImage.fillAmount = value/100f;
	}
     }

     void Start () {
	foregroundImage = gameObject.GetComponent<Image>();
	Value =0;
     }	
}
//Testing: this function will be called when Test Button is clicked
public void UpdateProgress()
{
    Hashtable param = new Hashtable();
    param.Add("from", 0.0f);
    param.Add("to", 100);
    param.Add("time", 5.0f);
    param.Add("onupdate", "TweenedSomeValue");
    param.Add("onComplete", "OnFullProgress");
    param.Add("onCompleteTarget", gameObject);
    iTween.ValueTo(gameObject, param);
}

public void TweenedSomeValue(int val){
    Value = val;
}

public void OnFullProgress()
{
    Value =0;
}


Compile and Run! That is it! Happy coding!


Filed under: Programming, Unity 3d Tagged: 4.6, 5.0, 5.1, 5.x, example, how to, new UI, progress bar, Unity, Unity 3d, using

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