UIProgressBar
A UIControl that displays a filled rectangle which can be used for things such as a health indicator. Inherits from UIControl.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
progress |
number |
From 0 to 1, how full the bar should be. | Read-Write |
fillType |
ProgressBarFillType |
Controls the direction in which the progress bar fills. | Read-Write |
fillTileType |
ImageTileType |
How the fill texture is tiled. | Read-Write |
backgroundTileType |
ImageTileType |
How the background texture is tiled. | Read-Write |
isHittable |
boolean |
When set to true , this control can receive input from the cursor and blocks input to controls behind it. When set to false , the cursor ignores this control and can interact with controls behind it. |
Read-Write |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
GetFillColor() |
Color |
Returns the color of the fill. | None |
SetFillColor(Color) |
None |
Sets the color of the fill. | None |
GetFillImage() |
string |
Returns the asset ID of the image used for the progress bar fill. | None |
SetFillImage(string assetId) |
None |
Sets the progress bar fill to use the image specified by the given asset ID. | None |
GetBackgroundColor() |
Color |
Returns the color of the background. | None |
SetBackgroundColor(Color) |
None |
Sets the color of the background. | None |
GetBackgroundImage() |
string |
Returns the asset ID of the image used for the progress bar background. | None |
SetBackgroundImage(string assetId) |
None |
Sets the progress bar background to use the image specified by the given asset ID. | None |
GetCurrentTouchIndex() |
integer |
Returns the touch index currently interacting with this control. Returns nil if the control is not currently being interacted with. |
Client-Only |
Events
Event Name | Return Type | Description | Tags |
---|---|---|---|
touchStartedEvent |
Event <UIProgressBar , Vector2 location, integer touchIndex> |
Fired when the player starts touching the control on a touch input device. Parameters are the screen location of the touch and a touch index used to distinguish between separate touches on a multitouch device. | Client-Only |
touchStoppedEvent |
Event <UIProgressBar , Vector2 location, integer touchIndex> |
Fired when the player stops touching the control on a touch input device. Parameters are the screen location from which the touch was released and a touch index used to distinguish between separate touches on a multitouch device. | Client-Only |
tappedEvent |
Event <UIProgressBar , Vector2 location, integer touchIndex> |
Fired when the player taps the control on a touch input device. Parameters are the screen location of the tap and the touch index with which the tap was performed. | Client-Only |
flickedEvent |
Event <UIProgressBar , number angle> |
Fired when the player performs a quick flicking gesture on the control on a touch input device. The angle parameter indicates the direction of the flick. 0 indicates a flick to the right. Values increase in degrees counter-clockwise, so 90 indicates a flick straight up, 180 indicates a flick to the left, etc. |
Client-Only |
pinchStartedEvent |
Event <UIProgressBar > |
Fired when the player begins a pinching gesture on the control on a touch input device. Input.GetPinchValue() may be polled during the pinch gesture to determine how far the player has pinched. |
Client-Only |
pinchStoppedEvent |
Event <UIProgressBar > |
Fired when the player ends a pinching gesture on a touch input device. | Client-Only |
rotateStartedEvent |
Event <UIProgressBar > |
Fired when the player begins a rotating gesture on the control on a touch input device. Input.GetRotateValue() may be polled during the rotate gesture to determine how far the player has rotated. |
Client-Only |
rotateStoppedEvent |
Event <UIProgressBar > |
Fired when the player ends a rotating gesture on a touch input device. | Client-Only |
Examples
Example using:
GetTouchPosition
GetPinchValue
GetRotateValue
pinchStartedEvent
pinchStoppedEvent
rotateStartedEvent
rotateStoppedEvent
In this example we manipulate a UI object with a multi-touch pinching gesture. The pinch gesture is used to move, scale and rotate a the UI Text on screen.
-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
local isPinching = false
local isRotating = false
local startingWidth
local startingHeight
local startingAngle
function Tick()
-- Position
local touch1 = Input.GetTouchPosition(1)
local touch2 = Input.GetTouchPosition(2)
if touch1 ~= nil and touch2 ~= nil then
local position = (touch1 + touch2) / 2
UI_OBJECT:SetAbsolutePosition(position)
end
-- Scale
if isPinching then
local pinchPercent = Input.GetPinchValue()
UI_OBJECT.width = CoreMath.Round(startingWidth * pinchPercent)
UI_OBJECT.height = CoreMath.Round(startingHeight * pinchPercent)
end
-- Rotate
if isRotating then
local angle = Input.GetRotateValue()
UI_OBJECT.rotationAngle = startingAngle + angle
end
end
local function OnPinchStarted()
isPinching = true
startingWidth = UI_OBJECT.width
startingHeight = UI_OBJECT.height
end
local function OnPinchStopped()
isPinching = false
end
-- Detect pinch gesture start/end
UI_OBJECT.pinchStartedEvent:Connect(OnPinchStarted)
UI_OBJECT.pinchStoppedEvent:Connect(OnPinchStopped)
local function OnRotateStarted()
isRotating = true
startingAngle = UI_OBJECT.rotationAngle
end
local function OnRotateStopped()
isRotating = false
end
-- Detect rotation gesture start/end
UI_OBJECT.rotateStartedEvent:Connect(OnRotateStarted)
UI_OBJECT.rotateStoppedEvent:Connect(OnRotateStopped)
See also: UIControl.SetAbsolutePosition | UIProgressBar.isHittable | CoreObject.parent | CoreMath.Round
Example using:
tappedEvent
flickedEvent
In this example we listen for the tapped and flicked touch gestures on the UI object. When one of those events is triggered, the pertinent information is printed to the screen.
-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
function OnTappedEvent(control, location, touchIndex)
UI.PrintToScreen("Tap ".. touchIndex ..": ".. tostring(location))
end
function OnFlickedEvent(control, angle)
UI.PrintToScreen("Flick: " .. angle)
end
UI_OBJECT.tappedEvent:Connect(OnTappedEvent)
UI_OBJECT.flickedEvent:Connect(OnFlickedEvent)
See also: UI.PrintToScreen | Event.Connect | UIProgressBar.isHittable
Example using:
touchStartedEvent
touchStoppedEvent
In this example, the touch inputs on the UI object are tracked in two different ways, with a counter and with a table. Each time the amount of touches change a summary of the touch information is printed to screen.
-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent
-- Make the UI Control hittable
UI_OBJECT.isHittable = true
local touchCount = 0
local activeTouches = {}
function PrintTouchInfo()
local str = touchCount .. ": ["
local addComma = false
for id,_ in pairs(activeTouches) do
if addComma then
str = str .. ", "
end
addComma = true
str = str .. id
end
str = str .. "]"
UI.PrintToScreen(str)
end
local function OnTouchStarted(control, location, touchId)
touchCount = touchCount + 1
activeTouches[touchId] = true
PrintTouchInfo()
end
local function OnTouchStopped(control, location, touchId)
touchCount = touchCount - 1
activeTouches[touchId] = nil
PrintTouchInfo()
end
UI_OBJECT.touchStartedEvent:Connect(OnTouchStarted)
UI_OBJECT.touchStoppedEvent:Connect(OnTouchStopped)
See also: UI.PrintToScreen | Event.Connect | UIProgressBar.isHittable
Example using:
progress
Progress bars can be found in almost every video game. They are a great way to help players visualize numbers. This example will demonstrate how you can make a healthbar that changes color by using the progress
property and SetFillColor
method of the progress bar.
-- Get the progress bar object that will show how much health the player has
local propUIProgressBar = script:GetCustomProperty("UIProgressBar"):WaitForObject()
-- Get the player that is connected to your computer
local player = Game.GetLocalPlayer()
-- Reset the fill of the progress bar to 100%
propUIProgressBar.progress = 1
function Tick(deltaTime)
--====================================================================================================
-- This section will calculate how full the progress bar should be based on the health of the player
-- Get a percentage representing how much health the player currently has
local healthPercent = player.hitPoints / player.maxHitPoints
-- Update the fill of the progress bar
propUIProgressBar.progress = healthPercent
--=======================================================================================================
-- This section will calculate the color of the progress bar
-- The variable "value" is subtracted from 1 so that as "value" increases, the value of "RedChannel" decreases
-- The opposite is also true, as "value" decreases, the value of "RedChannel" increases
local RedChannel = 1 - healthPercent
-- Calculate the amount of green the progress bar's fill color should have
local GreenChannel = healthPercent
-- Create a new color using "RedChannel" and "GreenChannel"
-- This is the color that the fill of the progress bar will have
local fillColor = Color.New(RedChannel, GreenChannel, 0)
-- Update the fill color of the progress bar
propUIProgressBar:SetFillColor(fillColor)
end
See also: CoreObject.GetCustomProperty | Color.New
Example using:
progress
fillType
SetFillColor
SetFillColor
The fillType
property of a progress bar can be used to change the direction from which the progress bar fills. This example, changes the fill direction of the progress bar to make it appear as if it is bouncing from side to side as it fills up and empties.
The progress bar will start filling from left side to the right side. Then, after the progress bar has been filled, the fill direction will flip so that the progress bar fills from right to left. The progress bar will then begin to deplete. After the progress bar has emptied, it will fill up again. After the progress bar has been filled again, it will switch to the original fill direction (right to left). The progress bar will then empty and the progress bar filling animation will have been reset back to the starting state.
If the fillType
property of the progress bar is set to ProgressBarFillType.LEFT_TO_RIGHT
, the progress bar will expand from the left side to the right side. If the fillType
property of the progress bar is set to ProgressBarFillType.RIGHT_TO_LEFT
, the progress bar will expand from the right side to the left side.
-- Get the progress bar object
local propUIProgressBar = script:GetCustomProperty("UIProgressBar"):WaitForObject()
-- This variable will count the number of seconds that have passed
local secondCounter = 0
-- This variable will store the last value stored in "secondCounter"
local lastSecondCounter = 0
-- Set the fill color of the progress bar to an orange color
propUIProgressBar:SetFillColor(Color.New(0.8, 0.34, 0))
function Tick(deltaTime)
-- Update the "secondCounter" to keep track of the number of seconds that have passed
secondCounter = secondCounter + deltaTime
-- Calculate the progress of the progress bar
-- This sine function will have a period of 2 seconds
local value = (math.sin(secondCounter * math.pi))
-- Update the progress of the progress bar
propUIProgressBar.progress = value
-- This if statement will only activate once each time "secondCounter" passes 0.5
-- If the value of "secondCounter" just passed 0.5 then flip the progress bar's fill direction
if(secondCounter > 0.5 and lastSecondCounter <= 0.5) then
if(propUIProgressBar.fillType == ProgressBarFillType.LEFT_TO_RIGHT) then
-- Flip the fill direction of the "propUIProgressBar"
propUIProgressBar.fillType = ProgressBarFillType.RIGHT_TO_LEFT
elseif(propUIProgressBar.fillType == ProgressBarFillType.RIGHT_TO_LEFT) then
-- Flip the fill direction of the "propUIProgressBar"
propUIProgressBar.fillType = ProgressBarFillType.LEFT_TO_RIGHT
end
end
-- Once the "value" variable dips below 0, reset the "secondCounter" variable to 0
if(value < 0) then
secondCounter = 0
end
-- Update "lastSecondCounter" with the current value of "secondCounter"
lastSecondCounter = secondCounter
end
See also: CoreObject.GetCustomProperty | Color.New