// Token: 0x0600085B RID: 2139 RVA: 0x010531F0 File Offset: 0x010513F0 private void timer_0_Tick(object sender, EventArgs e) { if (this.prgLoad.Value < 100) { CProgressBar cprogressBar = this.prgLoad; int value = cprogressBar.Value; cprogressBar.Value = value + 1; return; } this.timer_0.Stop(); }
public static CProgressBar CreateProgressBar(string name, int x, int y, Transform parent, int w, int h, int depth) { GameObject obj = UnityEngine.Object.Instantiate(FuncUtil.GetUIAssetByPath(PROGRESSBAR_PATH)) as GameObject; if (obj == null) { return(null); } obj.transform.parent = parent; obj.transform.localScale = Vector3.one; obj.transform.localPosition = new Vector3(x, y, 0); CProgressBar bar = obj.GetComponent <CProgressBar>(); UISprite sprite = bar.GetComponent <UISprite>(); sprite.width = w; sprite.height = h; sprite.depth = depth; UISprite overlay = bar.transform.Find("Overlay").GetComponent <UISprite>(); overlay.depth = depth + 1; return(bar); }
private void showAsProgress() { foreach (Control iCtl in Controls) if (iCtl is Button) iCtl.Hide(); if (_progress == null) _progress = new CProgressBar(); _progress.Location = new Point(_lMessage.Left, _lMessage.Bottom); _progress.Size = new Size(_lMessage.Width, 32); _progress.Minimum = 0; _progress.Maximum = 100; _progress.CurrentValue = 0; _progress.ForeColor = Color.Blue; _progress.ShowPercentage = true; _progress.ShowText = false; _progress.Anchor = (AnchorStyles)(AnchorStyles.Left | AnchorStyles.Right | AnchorStyles.Top); this.Controls.Add(_progress); }