バージョン: 2022.1 以降
This example demonstrates how to create custom controls and use the Vector API to draw visual content onto a visual element.
この例では、ローディングバーの代わりに進行状況を表示するカスタムコントロールを作成します。進捗インジケーターは、パーセンテージを表示するラベルの周囲に、部分的に塗りつぶされた輪で進捗値を表示します。0 から 100 までの値で表示され、それにより輪がどの程度塗りつぶされるかが決定されます。
You can find the completed files that this example creates in this GitHub repository.
このガイドは、Unity エディター、UI Toolkit、および C# スクリプトに精通している開発者を対象としています。始める前に、以下をよく理解してください。
Create a C# script to define a RadialProgress
visual element and a C# script to define the custom mesh. Style the visual element with a USS file.
任意のテンプレートで Unity プロジェクトを作成します。
radial-progress
というフォルダーを作成し、ファイルを保存します。
In the radial-progress
folder, create a C# script named RadialProgress.cs
with the following content:
using Unity.Collections;
using UnityEngine;
using UnityEngine.UIElements;
namespace MyUILibrary
{
// An element that displays progress inside a partially filled circle
public class RadialProgress : VisualElement
{
public new class UxmlTraits : VisualElement.UxmlTraits
{
// The progress property is exposed to UXML.
UxmlFloatAttributeDescription m_ProgressAttribute = new UxmlFloatAttributeDescription()
{
name = "progress"
};
// Use the Init method to assign the value of the progress UXML attribute to the C# progress property.
public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc)
{
base.Init(ve, bag, cc);
(ve as RadialProgress).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
}
}
// Define a factory class to expose this control to UXML.
public new class UxmlFactory : UxmlFactory<RadialProgress, UxmlTraits> { }
// These are USS class names for the control overall and the label.
public static readonly string ussClassName = "radial-progress";
public static readonly string ussLabelClassName = "radial-progress__label";
// These objects allow C# code to access custom USS properties.
static CustomStyleProperty<Color> s_TrackColor = new CustomStyleProperty<Color>("--track-color");
static CustomStyleProperty<Color> s_ProgressColor = new CustomStyleProperty<Color>("--progress-color");
Color m_TrackColor = Color.gray;
Color m_ProgressColor = Color.red;
// This is the label that displays the percentage.
Label m_Label;
// This is the number that the Label displays as a percentage.
float m_Progress;
// A value between 0 and 100
public float progress
{
// The progress property is exposed in C#.
get => m_Progress;
set
{
// Whenever the progress property changes, MarkDirtyRepaint() is named. This causes a call to the
// generateVisualContents callback.
m_Progress = value;
m_Label.text = Mathf.Clamp(Mathf.Round(value), 0, 100) + "%";
MarkDirtyRepaint();
}
}
// This default constructor is RadialProgress's only constructor.
public RadialProgress()
{
// Create a Label, add a USS class name, and add it to this visual tree.
m_Label = new Label();
m_Label.AddToClassList(ussLabelClassName);
Add(m_Label);
// Add the USS class name for the overall control.
AddToClassList(ussClassName);
// Register a callback after custom style resolution.
RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
// Register a callback to generate the visual content of the control.
generateVisualContent += GenerateVisualContent;
progress = 0.0f;
}
static void CustomStylesResolved(CustomStyleResolvedEvent evt)
{
RadialProgress element = (RadialProgress)evt.currentTarget;
element.UpdateCustomStyles();
}
// After the custom colors are resolved, this method uses them to color the meshes and (if necessary) repaint
// the control.
void UpdateCustomStyles()
{
bool repaint = false;
if (customStyle.TryGetValue(s_ProgressColor, out m_ProgressColor))
repaint = true;
if (customStyle.TryGetValue(s_TrackColor, out m_TrackColor))
repaint = true;
if (repaint)
MarkDirtyRepaint();
}
void GenerateVisualContent(MeshGenerationContext context)
{
float width = contentRect.width;
float height = contentRect.height;
var painter = context.painter2D;
painter.lineWidth = 10.0f;
painter.lineCap = LineCap.Butt;
// Draw the track
painter.strokeColor = m_TrackColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, 0.0f, 360.0f);
painter.Stroke();
// Draw the progress
painter.strokeColor = m_ProgressColor;
painter.BeginPath();
painter.Arc(new Vector2(width * 0.5f, height * 0.5f), width * 0.5f, -90.0f, 360.0f * (progress / 100.0f) - 90.0f);
painter.Stroke();
}
}
}
放射状進捗インジケーターカスタムコントロールのスタイルを設定するための USS ファイルを作成します。UI Builder を使用してコントロールを加え、USS スタイルシートを適用します。さまざまな Progress
値でコントロールをテストします。
以下のコンテンツで RadialProgress.uss
という名の USS ファイルを作成します。
.radial-progress {
min-width: 26px;
min-height: 20px;
--track-color: rgb(130, 130, 130);
--progress-color: rgb(46, 132, 24);
--percentage-color: white;
margin-left: 5px;
margin-right: 5px;
margin-top: 5px;
margin-bottom: 5px;
flex-direction: row;
justify-content: center;
width: 100px;
height: 100px;
}
.radial-progress__label {
-unity-text-align: middle-left;
color: var(--percentage-color);
}
RadialProgressExample.uxml
という名前の UI Document を作成します。
RadialProgressExample.uxml
をダブルクリックして UI Builder で開きます。
Library ウィンドウで、Project > Custom Controls > MyUILibrary を選択します。
RadialProgress を Hierarchy ウィンドウにドラッグします。
UI Builder の StyleSheets セクションに、既存の USS としてRadialProgress.uss
を加えます。
Hierarchy ウィンドウで、RadialProgress を選択します。
Inspector ウィンドウの Name フィールドに radial-progress
と入力します。
Inspector ウィンドウで、Progress フィールドにさまざまな値を入力します。Viewport のパーセンテージが変わり、緑色の進捗リングのサイズが変化します。
シーンで UI Document を使用し、デモ用にコントロールのProgress
プロパティを動的な値で更新する C# MonoBehaviour スクリプトを作成します。
In the radial-progress
folder, create a C# scrip named RadialProgressComponent.cs
with the following content:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MyUILibrary;
[RequireComponent(typeof(UIDocument))]
public class RadialProgressComponent : MonoBehaviour
{
RadialProgress m_RadialProgress;
void start()
{
var root = GetComponent<UIDocument>().rootVisualElement;
// Find the custom control by name.
m_RadialProgress = root.Q("radial-progress") as RadialProgress;
}
void Update()
{
// For demo purpose, give the progress property dynamic values.
m_RadialProgress.progress = ((Mathf.Sin(Time.time) + 1.0f) / 2.0f) * 60.0f + 10.0f;
}
}
Unity で、GameObject > UI Toolkit > UI Document を選択します。
Hierarchy ウィンドウで UIDocument を選択します。
In the Inspector window, from the Source Asset dropdown list in the UI Document section, select RadialProgressExample.uxml.
UIDocument ゲームオブジェクトのコンポーネントとして RadialProgressComponent.cs を加えます。
再生モードに入ります。シーンに進捗インジケーターが表示され、進捗リングと値が動的に変化します。
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