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using System;
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2025-07-08 14:28:40 -04:00
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Ichni.UI;
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using Michsky.MUIP;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ichni.RhythmGame.UI
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{
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public class GameLoadingCanvas : UIPageBase
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{
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public bool allPartsSet;
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public RectTransform leftParts;
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public RectTransform rightParts;
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public TMP_Text progressText;
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public RectTransform progressMark;
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public ProgressBar progressBar;
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public TMP_Text songNameText;
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public Image illustrationImage;
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public TMP_Text difficultyText;
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public TMP_Text levelText;
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public TMP_Text composerText;
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public TMP_Text illustratorText;
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public TMP_Text chartDesignerText;
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private void Start()
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{
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Initialize();
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}
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private void Initialize()
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{
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InformationTransistor info = InformationTransistor.instance;
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songNameText.text = info.song.songName;
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illustrationImage.sprite = info.song.illustration;
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difficultyText.text = info.difficulty.GetDifficultyName();
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levelText.text = info.difficulty.difficultyValue.ToString();
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composerText.text = info.song.composer;
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illustratorText.text = info.song.illustratorName;
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chartDesignerText.text = info.difficulty.charterName;
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}
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public void SetProgress(float value)
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{
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progressBar.currentPercent = value;
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progressText.text = Mathf.RoundToInt(value) + "%";
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float markXPosition = 1800 * (value / 100f);
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progressMark.anchoredPosition = new Vector2(markXPosition, progressMark.anchoredPosition.y);
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progressBar.UpdateUI();
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}
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public void MoveParts()
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{
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leftParts.anchoredPosition = new Vector2(-1030f, 0f);
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rightParts.anchoredPosition = new Vector2(250, 0f);
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allPartsSet = false;
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leftParts.DOAnchorPosX(1030f, 0.5f).OnComplete(() => allPartsSet = true).Play();
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rightParts.DOAnchorPosX(-250f, 0.5f).Play();
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}
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}
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}
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