using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.UIElements; public class CircularBar : VisualElement { public new class UxmlFactory : UxmlFactory { } public new class UxmlTraits : VisualElement.UxmlTraits { private readonly UxmlFloatAttributeDescription Fill = new() { name = "fill", defaultValue = 0.1f }; public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) { base.Init(ve, bag, cc); var circularBar = ve as CircularBar; circularBar.Fill = Fill.GetValueFromBag(bag, cc); circularBar.UpdateValue(); } } public readonly Material material; public readonly RenderTexture rt; public VisualElement visual; public float Fill { get; set; } public CircularBar() { visual = new VisualElement(); visual.style.flexGrow = 1; hierarchy.Add(visual); var shader = Shader.Find("MuHua/UI/CircularBar"); if (shader == null) { Debug.LogError("Failed to find Shader Graphs/CircularBar."); return; } material = new Material(shader); rt = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBFloat); Background background = Background.FromRenderTexture(rt); visual.style.backgroundImage = new StyleBackground(background); } public void UpdateValue(float fill) { Fill = fill; UpdateValue(); } public void UpdateValue() { if (material == null) { return; } Texture2D texture = resolvedStyle.backgroundImage.texture; if (texture == null) { return; } material.SetFloat("_fill", Fill); CommandBuffer command = CommandBufferPool.Get(); // 设置渲染目标为tempRTHandle CoreUtils.SetRenderTarget(command, rt); // 清除纹理内容 CoreUtils.ClearRenderTarget(command, ClearFlag.All, Color.clear); // 渲染 command.Blit(texture, rt, material, 0); Graphics.ExecuteCommandBuffer(command); CommandBufferPool.Release(command); Background background = Background.FromRenderTexture(rt); visual.style.backgroundImage = new StyleBackground(background); } }