using UnityEngine;
using UnityEngine.UI;
namespace BrainFailProductions.PolyFew.AsImpL
{
///
/// UI controller for
///
[RequireComponent(typeof(ObjectImporter))]
public class ObjectImporterUI : MonoBehaviour
{
[Tooltip("Text for activity messages")]
public Text progressText;
[Tooltip("Slider for the overall progress")]
public Slider progressSlider;
[Tooltip("Panel with the Image Type set to Filled")]
public Image progressImage;
private ObjectImporter objImporter;
private void Awake()
{
if (progressSlider != null)
{
progressSlider.maxValue = 100f;
progressSlider.gameObject.SetActive(false);
}
if (progressImage != null)
{
progressImage.gameObject.SetActive(false);
}
if (progressText != null)
{
progressText.gameObject.SetActive(false);
}
objImporter = GetComponent();
// TODO: check and warn
}
private void OnEnable()
{
objImporter.ImportingComplete += OnImportComplete;
objImporter.ImportingStart += OnImportStart;
}
private void OnDisable()
{
objImporter.ImportingComplete -= OnImportComplete;
objImporter.ImportingStart -= OnImportStart;
}
private void Update()
{
bool loading = Loader.totalProgress.singleProgress.Count > 0;
if (!loading) return;
int numTotalImports = objImporter.NumImportRequests;
int numImportCompleted = numTotalImports - Loader.totalProgress.singleProgress.Count;
if (loading)
{
float progress = 100.0f * numImportCompleted / numTotalImports;
float maxSubProgress = 0.0f;
foreach (SingleLoadingProgress progr in Loader.totalProgress.singleProgress)
{
if (maxSubProgress < progr.percentage) maxSubProgress = progr.percentage;
}
progress += maxSubProgress / numTotalImports;
if (progressSlider != null)
{
progressSlider.value = progress;
progressSlider.gameObject.SetActive(loading);
}
if (progressImage != null)
{
progressImage.fillAmount = progress / 100f;
progressImage.gameObject.SetActive(loading);
}
if (progressText != null)
{
if (loading)
{
progressText.gameObject.SetActive(loading);
progressText.text = "Loading " + Loader.totalProgress.singleProgress.Count + " objects...";
string loadersText = "";
int count = 0;
foreach (SingleLoadingProgress i in Loader.totalProgress.singleProgress)
{
if (count > 4) // maximum 4 messages
{
loadersText += "...";
break;
}
if (!string.IsNullOrEmpty(i.message))
{
if (count > 0)
{
loadersText += "; ";
}
loadersText += i.message;
count++;
}
}
if (loadersText != "")
{
progressText.text += "\n" + loadersText;
}
}
else
{
progressText.gameObject.SetActive(false);
progressText.text = "";
}
}
}
else
{
OnImportComplete();
}
}
private void OnImportStart()
{
if (progressText != null)
{
progressText.text = "";
}
if (progressSlider != null)
{
progressSlider.value = 0.0f;
progressSlider.gameObject.SetActive(true);
}
if (progressImage != null)
{
progressImage.fillAmount = 0;
progressImage.gameObject.SetActive(true);
}
}
private void OnImportComplete()
{
if (progressText != null)
{
progressText.text = "";
}
if (progressSlider != null)
{
progressSlider.value = 100.0f;
progressSlider.gameObject.SetActive(false);
}
if (progressImage != null)
{
progressImage.fillAmount = 1f;
progressImage.gameObject.SetActive(false);
}
}
}
}