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MI-AudioMixer / Library / PackageCache / com.unity.collab-proxy@1.2.15 / Editor / Collab / Views / HistoryProgressSpinner.cs
@flameshadow flameshadow on 10 Apr 2019 1 KB first commit
using UnityEngine;

#if UNITY_2019_1_OR_NEWER
using UnityEngine.UIElements;
#else
using UnityEngine.Experimental.UIElements;
#endif

namespace UnityEditor.Collaboration
{
    internal class HistoryProgressSpinner : Image
    {
        private readonly Texture2D[] m_StatusWheelTextures;
        private bool m_ProgressEnabled;
        private IVisualElementScheduledItem m_Animation;

        public bool ProgressEnabled
        {
            set
            {
                if (m_ProgressEnabled == value)
                    return;

                m_ProgressEnabled = value;
                visible = value;


                if (value)
                {
                    if (m_Animation == null)
                    {
                        m_Animation = this.schedule.Execute(AnimateProgress).Every(33);
                    }
                    else
                    {
                        m_Animation.Resume();
                    }
                }
                else
                {
                    if (m_Animation != null)
                    {
                        m_Animation.Pause();
                    }
                }
            }
        }

        public HistoryProgressSpinner()
        {
            m_StatusWheelTextures = new Texture2D[12];
            for (int i = 0; i < 12; i++)
            {
                m_StatusWheelTextures[i] = EditorGUIUtility.LoadIcon("WaitSpin" + i.ToString("00"));
            }
            image = m_StatusWheelTextures[0];
            style.width = m_StatusWheelTextures[0].width;
            style.height = m_StatusWheelTextures[0].height;
            visible = false;
        }

        private void AnimateProgress(TimerState obj)
        {
            int frame = (int)Mathf.Repeat(Time.realtimeSinceStartup * 10, 11.99f);
            image = m_StatusWheelTextures[frame];
            MarkDirtyRepaint();
        }
    }
}