Files
ChunilENG/Assets/WorkSpace/Review/UI_CompleteTimeAlarmInfo.cs
정영민 2dd5d814a7 update
2025-02-20 09:59:37 +09:00

68 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using WI;
using TMPro;
using UnityEngine.UI;
using static MQTT;
using UnityEngine.EventSystems;
using System;
namespace CHN
{
public class UI_CompleteTimeAlarmInfo : UIBase, IPointerEnterHandler
{
public CompleteInfo completeInfo;
public TextMeshProUGUI Worknm;
public TextMeshProUGUI Progressrate;
public TextMeshProUGUI Ptotm;
public TextMeshProUGUI Statusnm;
//public Slider Progressrate;
public Image Image_Alarm;
public bool isCheck;
public Action<UI_CompleteTimeAlarmInfo> onCheck;
public void SetInfo(CompleteInfo completeInfo)
{
this.completeInfo = completeInfo;
var progressrate = DecimalRoundingCalculate(completeInfo.progressrate) + "%";
Worknm.SetText(completeInfo.worknm);
Progressrate.SetText(progressrate.ToString());
Ptotm.SetText(completeInfo.ptotm);
Statusnm.SetText(completeInfo.statusnm);
//Progressrate.value = float.Parse(completeInfo.progressrate);
}
private int DecimalRoundingCalculate(string value)
{
var originFloatValue = float.Parse(value);
int intValue = Mathf.RoundToInt(originFloatValue);
if (intValue >= 100)
{
intValue = 100;
}
return intValue;
}
public void StartAlarmBlink()
{
if (!rectTransform.gameObject.activeInHierarchy || isCheck)
return;
Image_Alarm.color = Color.red;
//StopAllCoroutines();
//StartCoroutine(Blink());
}
public void OnPointerEnter(PointerEventData eventData)
{
Image_Alarm.color = new Color(1, 1, 1, 1);
isCheck = true;
onCheck?.Invoke(this);
}
}
}