TextStudio3DProgressBar
[AddComponentMenu("Text Studio/Spatial UI/3D Progress Bar")]public sealed class TextStudio3DProgressBar : TextStudio3DControlPresents a bounded numeric value through a 3D label and an optional local-scale fill transform.
Methods
Section titled “Methods”
SetValue(float, bool)
Section titled “SetValue(float, bool)”public bool SetValue(float value, bool notify)Clamps the progress value, updates label and fill presentation, and optionally raises its event.
Parameters
| Name | Type |
|---|---|
value |
System.Single |
notify |
System.Boolean |
Returns
System.Boolean: True when the retained value changed.
SetNormalizedValue(float)
Section titled “SetNormalizedValue(float)”public void SetNormalizedValue(float normalizedValue)Maps a normalized value into the configured numeric range and publishes the change.
Parameters
| Name | Type |
|---|---|
normalizedValue |
System.Single |
RefreshLabel()
Section titled “RefreshLabel()”protected override void RefreshLabel()Allows a subclass to derive its displayed label from current semantic state.
PerformActivation()
Section titled “PerformActivation()”protected override void PerformActivation()Applies the subclass’s semantic activation after common interactability checks.
Constructors
Section titled “Constructors”
TextStudio3DProgressBar()
Section titled “TextStudio3DProgressBar()”public TextStudio3DProgressBar()Properties
Section titled “Properties”
Minimum
Section titled “Minimum”public float Minimum { get; set; }Returns
System.Single
Maximum
Section titled “Maximum”public float Maximum { get; set; }Returns
System.Single
public float Value { get; set; }Returns
System.Single
NormalizedValue
Section titled “NormalizedValue”public float NormalizedValue { get; }Returns
System.Single
OnValueChanged
Section titled “OnValueChanged”public UnityEvent<float> OnValueChanged { get; }Returns
UnityEngine.Events.UnityEvent{System.Single}
ShowsDisabledVisualWhenNotInteractable
Section titled “ShowsDisabledVisualWhenNotInteractable”protected override bool ShowsDisabledVisualWhenNotInteractable { get; }Returns
System.Boolean