/// <summary> /// Sends progress value via UnityEvents /// </summary> protected virtual void UpdateProgress() { if (!_setRealtimeProgressValueIsNull) { SetRealtimeProgressValue.Invoke(_loadProgress); } if (_interpolateProgress) { _interpolatedLoadProgress = MMMaths.Approach(_interpolatedLoadProgress, _loadProgress, Time.unscaledDeltaTime * _progressInterpolationSpeed); if (!_setInterpolatedProgressValueIsNull) { SetInterpolatedProgressValue.Invoke(_interpolatedLoadProgress); } } else { SetInterpolatedProgressValue.Invoke(_loadProgress); } }
/// <summary> /// Every frame, we fill the bar smoothly according to loading progress /// </summary> protected virtual void Update() { Time.timeScale = 1f; _progressBarImage.fillAmount = MMMaths.Approach(_progressBarImage.fillAmount, _fillTarget, Time.deltaTime * ProgressBarSpeed); }
/// <summary> /// Every frame, we fill the bar smoothly according to loading progress /// </summary> protected virtual void Update() { LoadingProgressBar.GetComponent <Image>().fillAmount = MMMaths.Approach(LoadingProgressBar.GetComponent <Image>().fillAmount, _fillTarget, Time.deltaTime * ProgressBarSpeed); }