Stash half-assed work on testing scene
This commit is contained in:
committed by
Michal Pikulski
parent
39d5890db4
commit
4e7f774386
@@ -10,10 +10,9 @@ namespace UI.CardSystem
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/// Controls a vertical progress bar made of individual Image elements.
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/// Fills from bottom to top and animates the newest element with a blink effect.
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///
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/// Setup: Place on GameObject with GridLayoutGroup (1 column, N rows).
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/// Grid should have "Lower Right" corner start so first child = bottom element.
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/// Setup: Place on GameObject with VerticalLayoutGroup (Reverse Arrangement enabled).
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/// First child = first progress element (1/5), last child = last progress element (5/5).
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/// </summary>
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[RequireComponent(typeof(GridLayoutGroup))]
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public class ProgressBarController : MonoBehaviour
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{
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[Header("Progress Elements")]
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@@ -73,8 +72,8 @@ namespace UI.CardSystem
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element.enabled = false;
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}
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// Enable elements from BOTTOM to TOP (first N elements)
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// Since GridLayout starts at "Lower Right", element[0] = bottom, element[4] = top
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// Enable first N elements (since first child = 1/5, last child = 5/5)
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// If currentCount = 3, enable elements [0], [1], [2] (first 3 elements)
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for (int i = 0; i < currentCount && i < _progressElements.Length; i++)
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{
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_progressElements[i].enabled = true;
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@@ -82,7 +81,7 @@ namespace UI.CardSystem
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Logging.Debug($"[ProgressBarController] Showing progress {currentCount}/{maxCount}");
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// Blink the NEWEST element (the one we just added)
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// Blink the NEWEST element (the last one we just enabled)
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// Newest element is at index (currentCount - 1)
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int newestIndex = currentCount - 1;
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if (newestIndex >= 0 && newestIndex < _progressElements.Length && currentCount > 0)
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