增加圆形进度条
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@@ -696,7 +696,7 @@ GameObject:
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@@ -1,4 +1,4 @@
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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/MuHua/UITool/FontLibrary/Fonts.uss?fileID=7433441132597879392&guid=52d41516f77d64346b5cd0ac76ba5b95&type=3#Fonts" />
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<Style src="project://database/Assets/UI%20Toolkit/FontLibrary/Fonts.uss?fileID=7433441132597879392&guid=52d41516f77d64346b5cd0ac76ba5b95&type=3#Fonts" />
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<ui:Label tabindex="-1" text="哈哈" parse-escape-sequences="true" display-tooltip-when-elided="true" style="-unity-font-style: normal;" />
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@@ -0,0 +1,71 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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public class CircularBar : VisualElement {
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public new class UxmlFactory : UxmlFactory<CircularBar, UxmlTraits> { }
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public new class UxmlTraits : VisualElement.UxmlTraits {
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private readonly UxmlFloatAttributeDescription Fill = new() { name = "fill", defaultValue = 0.1f };
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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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var circularBar = ve as CircularBar;
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circularBar.Fill = Fill.GetValueFromBag(bag, cc);
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circularBar.UpdateValue();
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}
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}
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public readonly Material material;
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public readonly RenderTexture rt;
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public VisualElement visual;
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public float Fill { get; set; }
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public CircularBar() {
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visual = new VisualElement();
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visual.style.flexGrow = 1;
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hierarchy.Add(visual);
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var shader = Shader.Find("MuHua/UI/CircularBar");
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if (shader == null) {
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Debug.LogError("Failed to find Shader Graphs/CircularBar.");
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return;
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}
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Background background = Background.FromRenderTexture(rt);
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visual.style.backgroundImage = new StyleBackground(background);
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}
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public void UpdateValue(float fill) {
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Fill = fill;
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UpdateValue();
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}
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public void UpdateValue() {
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if (material == null) { return; }
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Texture2D texture = resolvedStyle.backgroundImage.texture;
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if (texture == null) { return; }
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material.SetFloat("_fill", Fill);
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CommandBuffer command = CommandBufferPool.Get();
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// 设置渲染目标为tempRTHandle
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CoreUtils.SetRenderTarget(command, rt);
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// 清除纹理内容
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CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear);
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// 渲染
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command.Blit(texture, rt, material, 0);
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Graphics.ExecuteCommandBuffer(command);
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CommandBufferPool.Release(command);
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Background background = Background.FromRenderTexture(rt);
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visual.style.backgroundImage = new StyleBackground(background);
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}
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}
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