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using System;
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using System.Collections;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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namespace Gaia
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{
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public static class SpawnProgressBar
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{
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static string m_title;
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static string m_subTitle;
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static float m_totalProgress;
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static float m_currentSpawnRuleProgress;
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static int m_totalSpawnRulesCompleted;
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static int m_totalSpawnRuleCount;
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static int m_spawnerRulesCompleted;
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static int m_spawnerRuleCount;
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public static bool UpdateProgressBar(string spawnerName, int totalSpawnRuleCount, int totalSpawnRulesCompleted, int spawnerRuleCount, int spawnerRulesCompleted)
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{
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//m_title = string.Format("Spawning: {0} of {1} Rules Total", totalSpawnRulesCompleted.ToString(), m_totalSpawnRuleCount.ToString());
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m_title = "Spawning";
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m_subTitle = string.Format(spawnerName + " {0} of {1} Rules", spawnerRulesCompleted.ToString(), spawnerRuleCount.ToString());
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m_totalSpawnRulesCompleted = totalSpawnRulesCompleted;
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m_totalSpawnRuleCount = totalSpawnRuleCount;
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m_spawnerRulesCompleted = spawnerRulesCompleted;
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m_spawnerRuleCount = spawnerRuleCount;
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m_currentSpawnRuleProgress = 0;
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return ProgressBar.Show(ProgressBarPriority.Spawning, m_title, m_subTitle, m_totalSpawnRulesCompleted, m_totalSpawnRuleCount,true,true);
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}
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public static bool UpdateSpawnRuleProgress(float progress)
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{
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m_currentSpawnRuleProgress = progress;
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#if UNITY_EDITOR
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return ProgressBar.Show(ProgressBarPriority.Spawning, m_title, m_subTitle, m_totalSpawnRulesCompleted, m_totalSpawnRuleCount, true, true);
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#else
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return false;
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#endif
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}
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public static void ClearProgressBar()
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{
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ProgressBar.Clear(ProgressBarPriority.Spawning);
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}
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private static float CalculateProgress()
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{
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return Mathf.InverseLerp(0, m_totalSpawnRuleCount, (float)m_totalSpawnRulesCompleted + m_currentSpawnRuleProgress);
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}
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}
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}
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