totalPosition | Rectangle on the screen to use in total for both the control. |
value | Value that is shown. |
Make a progress bar.
Value goes from 0 to 1, where 0 means 0% of the bar filled and 1
means the bar is at 100% fully filled
Progress bar in an Editor Window.
#pragma strict // Draw the armor and damage with bars in an Editor Window public class EditorGUIProgressBar extends EditorWindow { var armor: float = 20; var damage: float = 80; @MenuItem("Examples/Display Info") static function Init() { var window: EditorWindow = GetWindow(EditorGUIProgressBar, false, "DisplayInfo"); window.Show(); } function OnGUI() { armor = EditorGUI.IntSlider(new Rect(3, 3, position.width - 6, 15), "Armor", Mathf.RoundToInt(armor), 0, 100); damage = EditorGUI.IntSlider(new Rect(3, 25, position.width - 6, 15), "Damage", Mathf.RoundToInt(damage), 0, 100); EditorGUI.ProgressBar(new Rect(3, 45, position.width - 6, 20), armor / 100, "Armor"); EditorGUI.ProgressBar(new Rect(3, 70, position.width - 6, 20), damage / 100, "Damage"); } }
using UnityEngine; using System.Collections; using UnityEditor;
// Draw the armor and damage with bars in an Editor Window
public class EditorGUIProgressBar : EditorWindow { float armor = 20; float damage = 80;
[MenuItem("Examples/Display Info")]
static void Init() { EditorWindow window = GetWindow(typeof(EditorGUIProgressBar), false, "DisplayInfo"); window.Show(); }
void OnGUI() { armor = EditorGUI.IntSlider(new Rect(3, 3, position.width - 6, 15), "Armor", Mathf.RoundToInt(armor), 0, 100); damage = EditorGUI.IntSlider(new Rect(3, 25, position.width - 6, 15), "Damage", Mathf.RoundToInt(damage), 0, 100);
EditorGUI.ProgressBar(new Rect(3, 45, position.width - 6, 20), armor / 100, "Armor"); EditorGUI.ProgressBar(new Rect(3, 70, position.width - 6, 20), damage / 100, "Damage"); } }