Hi! I’m having problems searching tutorials or information about that, I read the famous post of Eric5h5 link text
but not exactly what I want to do.
My idea is something like this
I’m a bit lost, some help would be awesome!
Thanks in advance
Hi! I’m having problems searching tutorials or information about that, I read the famous post of Eric5h5 link text
but not exactly what I want to do.
My idea is something like this
I’m a bit lost, some help would be awesome!
Thanks in advance
I know this is old but google leads here
With a new UI in Unity 4.6 which is available in beta (for the time of writing) you can do this much, much easier.
If you change fill method, then you can differend cooldown types (vertical, horizontal etc.).
I hope I saved someone’s time
This is probably not the most efficient method, but I (probably like many) have no idea about making shader code.
So a short description of how this works/what it does to help those trying to understand what’s happening:
Firstly the texture set to the variable ‘tex’ has to be set to read/writable. To do that you need to select the texture → set ‘Texture Type’ to advanced and tick the ‘Read/Write Enabled’ tick box. I would suggest also changing ‘Format’ to ‘ARGB 32’ else you may get some warnings in the console.
As this is not a particularly efficient process I have put it in its own function which is only called from update if the variable ‘progress’ has changed, this avoids unnecessary getting and setting of pixels. I would suggest you eventually try to avoid calling it as much as possibly and possibly put have it as an invoke repeat which is started when an ability is used and is cancelled when the progress reaches 1.
Also to boost efficiency, as the pixels of the textures are iterated through, make sure your textures are the smallest pixel size possible to begin with as a 16x16 texture needs to make 256 calculations compared to a 64x64 which would need 4096 calculations for the same function call (this will also save file memory)
I would suggest that for ever instance of the progress button you use 2 textures as I have done rather than 1 as this will avoid you overwriting the original texture data.
var tex : Texture2D;
var color : Color;
var progress : float = 0.0;
private var oldProg : float = 0.0;
private var progTex : Texture2D;
function ProgressUpdate(progress : float, overlayColor : Color){
var thisTex = new Texture2D(tex.width, tex.height);
var centre = Vector2(Mathf.Ceil(thisTex.width/2), Mathf.Ceil(thisTex.height/2)); //find the centre pixel
for(var y : int = 0; y < thisTex.height; y++){
for(var x : int = 0; x < thisTex.width; x++){
var angle = Mathf.Atan2(x-centre.x, y-centre.y)*Mathf.Rad2Deg; //find the angle between the centre and this pixel (between -180 and 180)
if(angle < 0){
angle += 360; //change angles to go from 0 to 360
}
var pixColor = tex.GetPixel(x, y);
if(angle <= progress*360.0){ //if the angle is less than the progress angle blend the overlay colour
pixColor = Color(
(pixColor.r*pixColor.a*(1-overlayColor.a))+(overlayColor.r*overlayColor.a),
(pixColor.g*pixColor.a*(1-overlayColor.a))+(overlayColor.g*overlayColor.a),
(pixColor.b*pixColor.a*(1-overlayColor.a))+(overlayColor.b*overlayColor.a)
);
thisTex.SetPixel(x, y, pixColor);
}else{
thisTex.SetPixel(x, y, pixColor);
}
}
}
thisTex.Apply(); //apply the cahnges we made to the texture
return thisTex;
}
function Start(){
progTex = ProgressUpdate(progress, color);
}
function Update(){
if(oldProg != progress){
progTex = ProgressUpdate(progress, color);
oldProg = progress;
}
}
function OnGUI(){
var guiStyle : GUIStyle = new GUIStyle("button");
guiStyle.padding = RectOffset(0, 0, 0, 0);
GUI.Button(Rect(10, 10, 32, 32), progTex, guiStyle);
}
Hopefully this helps answer your problem,
Scribe
remember to give credit for the graphics used if they are not yours, I realise this might have just been an example and not from your own game, but in-case anyone is looking for the graphics they are by J. W. Bjerk
This is a shabby but working way:
float timer;
bool firstTimePressed;
//set Cooldown Time in seconds here
public float cooldownTime;
void Start()
{
firstTimePressed = true;
}
void Update()
{
timer += Time.DeltaTime;
}
public void OnButtonPress()
{
if (firstTimePressed = true)
{
WhatButtonWillDo ();
firstTimePressed = false;
timer = 0;
}
if (firstTimePressed = false && timer >= cooldownTime)
{
WhatButtonWillDo ();
timer = 0;
}
}
void WhatButtonWillDo ()
{
// Enter button function here
}
This post was the first to show up on google, so for the sake of completeness:
The easiest way to accomplish a cooldown effect is by combining the image settings from antosdaniel’s post with a slider, like this.
You can then use the normal slider controls (maxValue, value) and the fill image will automatically fill in a circular shape.