using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class loadingcolorful : MonoBehaviour
{
public float speed = 0.0f;
public bool fillAmount = false;
public bool rotate = false;
public bool changeRotationDir = false;
public bool changeFillDir = false;
private RectTransform rectTransform;
private Image imageComp;
// Use this for initialization
void Start()
{
imageComp = GetComponent<RectTransform>().GetComponent<Image>();
rectTransform = transform.parent.gameObject.transform.GetComponent<RectTransform>();
}
// Update is called once per frame
void Update()
{
if (fillAmount == true)
{
if (imageComp.fillAmount != 1f)
{
if (changeFillDir == true)
{
imageComp.fillAmount -= speed;
}
else
{
imageComp.fillAmount += speed;
}
}
else
{
imageComp.fillAmount = 0f;
}
}
else
{
if (imageComp.fillAmount == 0f)
{
imageComp.fillAmount = 0f;
}
else
{
imageComp.fillAmount = 1f;
}
}
if (rotate == true)
{
if (changeRotationDir == true)
{
rectTransform.Rotate(new Vector3(0, 0, -1));
}
else
{
rectTransform.Rotate(new Vector3(0, 0, 1));
}
}
}
}
The problem is at this place :
if (changeFillDir == true)
{
imageComp.fillAmount -= speed;
}
When it will get to 0 it will not continue to fill the image to the other direction just the image will stay empty. My guess is that the values of the FillAmount ragne is between 1 and 0.
Is there a way to make it happen ?
It's a bit of a hack, but you can switch to a negative scale value and start increasing the fillAmout again. This will make it fill in the other direction, taking the 0 point as pivot.
Assuming you are filling horizontally, flipping the scale would look something like this:
transform.localScale = new Vector3(-1, 1, 1);
A working solution like I wanted :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class loadingcolorful : MonoBehaviour
{
public float speed = 0.0f;
public bool fillAmount = false;
public bool rotate = false;
public bool changeRotationDir = false;
public bool changeFillDir = false;
public bool useBackGroundImage = true;
private RectTransform rectTransform;
private Image imageComp;
private Image backGroundImage;
// Use this for initialization
void Start()
{
imageComp = GetComponent<RectTransform>().GetComponent<Image>();
backGroundImage = transform.parent.gameObject.transform.GetComponent<Image>();
UseBackgImage();
}
// Update is called once per frame
void Update()
{
UseBackgImage(useBackGroundImage);
if (fillAmount == true)
{
if (imageComp.fillAmount != 1f)
{
if (changeFillDir == true)
{
if (imageComp.fillAmount == 0)
{
imageComp.fillAmount = 1f;
}
imageComp.fillAmount -= speed;
}
else
{
imageComp.fillAmount += speed;
}
}
else
{
imageComp.fillAmount = 0f;
}
}
else
{
if (imageComp.fillAmount == 0f)
{
imageComp.fillAmount = 0f;
}
else
{
imageComp.fillAmount = 1f;
}
}
if (rotate == true)
{
if (changeRotationDir == true)
{
rectTransform.Rotate(new Vector3(0, 0, -1));
}
else
{
rectTransform.Rotate(new Vector3(0, 0, 1));
}
}
}
private void UseBackgImage()
{
if (useBackGroundImage == true)
{
backGroundImage.enabled = true;
rectTransform = transform.parent.gameObject.transform.GetComponent<RectTransform>();
}
else
{
backGroundImage.enabled = false;
rectTransform = transform.GetComponent<RectTransform>();
}
}
private void UseBackgImage(bool UseBackGroundImage)
{
if (useBackGroundImage == true)
{
backGroundImage.enabled = true;
}
else
{
backGroundImage.enabled = false;
}
}
}
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