Reduce Fill Image from Two Sides - unity3d

I have set Image Type to Filled because I want to reduce the size of my filling area.
On the left side, you can see my progress bar within the attached image.
Within the inspector, you can clearly see I have set Fill Origin from Top so image size gets reduced from the bottom.
Now one twist I want, I want to reduce an image from both sides top and bottom, I have already played with Image component different values but I can't able to get success.
Overall I want to reduce the size of the image from the top and bottom.

There are 2 ways you can achieve this effect:
You can instead change the Y scale of the image, whilst the Y pivot is 0.5 this will make it shrink from top to bottom, but this will only work if the sprite looks the same even if shrunk down.
If your sprite's shape won't allow for changing the scale like that, you could also split it into 2 sprites at the midpoint and put them next to each other, and then have the top side fill from bottom, and the bottom side fill from top.

Related

How to get exactly the same point on different screen sizes?

I want to call the action (go to another view) when user tap specific area of image (black dots): . Image fills whole view, content mode is 'Aspect Fit'. The problem is that when I setup it on one screen size (e.g. iPhone 8) on another the 'tap area' is shifted. I've tried to solve this with button and constraints or UITapGestureRecognizer with point conversion using screen resolution (nativeBounds), but nothing helps.
It is possible to use constraints to match the positions of the circles with UIButtons. The trick is to use the multiplier of the constraint to scale the buttons width/height and position to the screen size.
I'll describe how to do it for one button, and then you can repeat it for the others. I assume the image is 657 wide by 918 high. If I have the dimensions reversed, you'll need to substitute the actual values for the ones I have used.
Create a UIView to hold the image and buttons. Give this view an aspect ratio constraint with multiplier 657:918 which is width:height. Add the UIImageView to this view and constrain its 4 edges to the edges of the view with 0 offsets. Give this view constraints to the left and right edges of the main view and give it a vertical constraint to place it on the screen.
Get the width/height of the circle in the image and the horizontal and vertical positions of the right edge and bottom edge. For example, the topmost circle is 106 x 106 and ends at horizontal position 392 and the bottom is at 338.
Set the width of the button equal to the width of the containing view with multiplier 106:657 which is width of circle:width of the image.
Set the height of the button equal to the height of the containing view with multiplier 106:918 which is height of circle:height of the image.
Set the trailing edge of the button equal to the trailing edge of the containing view with multiplier 392:657 which is end of circle:width of image.
Set the bottom edge of the button equal to the bottom edge of the containing view with multiplier 338:918 which is bottom of circle:height of the image.
This will allow the button to stay aligned with the circle on all devices. Repeat steps 2 through 6 for the other circles.
Instead of using an image, you can try creating your own UIView subclass called BlackDotsView.
In the draw(_rect:) method, you can draw the lines. To determine where the lines start and end, you need to do some maths with the view's width and height. You calculate where all the lines end and create UIBezierPaths and then you stroke the paths.
In the initializer of BlackDotsView, you can add the dots as subviews. To make them circular, just set dotView.layer.cornerRadius to half the dot's width. Then, you can add UITapGestureRecognizers to the dot views.
You can follow the delegate pattern by creating a BlackDotsViewDelegate that has a method called dotTapped(index:). When a dot is tapped, you would call the delegate method and pass the index of the dot.

Can't get vertical layout group with scrolling working

I've got a panel which sits above my canvas and slides out upon clicking a button. I want to populate this panel with several objects (the number will be determined at runtime). Since the number of objects can exceed the number that would reasonably fit on a single row of the panel, I'd like to be able to scroll down with the mouse to new rows where the remaining objects have been populated.
To achieve this I've put a Scroll Rect and a Mask on the panel, created a child Image with a Vertical Layout Group to hold a series of child panels representing the rows that would hold the objects, and set the Image as the Content of the Scroll Rect.
The issue is that when I try to make one of the row panels a child of the Image object by dragging it to the Image in the Hierarchy, the anchors for the panel coalesce to a single point (the top left of the Image since it is set to Upper Left alignment) and when I try to manually drag the anchors to the appropriate position a box with a red X in it appears and expands in a manner that doesn't seem to correspond to the direction of the mouse.
Is this the right approach, and if so, how can I get this to work?
Thanks!

Leaflet.js shrink getBounds()

Leafletjs has a function pad(x) for increasing the latLng bounds. How do I shrink it? I've tried putting a negative number in there with little success.
I'm basically trying to see if a marker is within the current view, and if not center on that marker. But some markers can be plotted right on the edge of view and still be classed as in view. I'm trying to add inner padding on the current viewport bounds to avoid this.
if(!map.getBounds().pad(-1.5).contains(marker.getLatLng()))
You can use the paddingTopLeft, paddingBottomRight or padding options of L.Map's fitBounds method:
Sets the amount of padding in the top left corner of a map container that shouldn't be accounted for when setting the view to fit bounds. Useful if you have some control overlays on the map like a sidebar and you don't want them to obscure objects you're zooming to.
http://leafletjs.com/reference.html#map-paddingtopleft
map.fitBounds(layer, {'padding': [n, n]})
The negative value range for pad() is 0 to -0.5.
https://github.com/Leaflet/Leaflet/issues/5741
edit: link basically states that pad takes in a ratio of 1 not a typical percentage value. So to decrease the bounds by 50% (which would visually make it 0, because the left bounds would go in 50% to the middle, and the right bounds would also go in 50% to the middle, etc) the parameter value would be pad(-0.5) NOT pad(-50)
to increase add a positive ratio.

Hide UI/Image partially in Unity 5

Does Unity 5 support partial hiding of a UI/Image?
For example, the UI/Image I have in my scene has 100 width and 100 height.
At time = 0, the UI/Image is hidden. When time = 5, the UI/Image only shows the first 50 pixels. When time = 10, the UI/Image is fully drawn.
The answer to the question is in this link
Set the image type to Filled
Set the fill method to horizontal
Set the fill origin to left
From the script, update the fill amount from 0 to 1 over the timespan
On first thought, I can come up with two workarounds for this.
If the background of the image-in-question is a solid color, you can use another image with the same color as background that covers the actual image, so that it looks like the actual image is partially revealed. Then, just reduce the length of this covering image over time to achieve a revealing effect using Coroutines.
You make multiple image files with alpha channels and change the textures of the UI/Image over time. Each image will act like an iteration of revealing effect. Say you have 11 images, the 6th image will have first half revealed, and second half as alpha=0. In this case, if you want smoothness, you will need a higher number of images.

StretchableImageWithLeftCapWidth stretching wrong portions

I am trying to use a UIImage with stretchableImageWithLeftCapWidth to set the image in my UIImageView but am encountering a strange scaling bug. Basically picture my image as an oval that is 31 pixels wide. The left and right 15 pixels are the caps and the middle single pixel is the scaled portion.
This works fine if I set the left cap to 15. However, if I set it to, say, 4. I would expect to get a 'center' portion that is a bit curved as it spans the center while the ends are a little pinched.
What I get is the left cap seemingly correct, followed by a long middle portion that is as if I scaled the single pixel at pixel 5, then a portion at the right of the image where it expands and closes over a width about twice the width of the original image. The resulting image is like a thermometer bulb.
Has anyone seen odd behavior like this and might know what's going on?
Your observation is correct, Joey. StretchableImageWithLeftCapWidth does NOT expand the whole center of the image as you would expect. It only expands the pixel column just right of the left cap and the pixel row just below the top cap!
Use UIView's contentStretch property instead, and your problem will be solved. Another advantage to this is that contentStretch can also shrink a graphic properly, whereas stretchableImageWithLeftCapWidth only works when making the graphic larger.
Not sure if I got you right, but LeftCapWidth etc is made for rounded corners, with everything in the rectangle within the rounding radius is stretched to fit the space between the 'caps' on the destination button or such.
So if your oval is taller or wider than 4 x 2 = 8, whatever is in the middle rectangle will be stretched. And yours is, so it would at least look at bit ugly! But if it's not even symmetrical, something has affected the stretch. Maybe something to do with origin or frame, or when it's set, or maybe it's set twice, or you have two different stretched images on top of each other giving the thermometer look.
I once created two identical buttons in the same place, using the same retained object - of course throwing away the previous button. Then I wondered why the heck the button didn't disappear when I set alpha to 0... But it did, it's just that there was a 'dead' identical button beneath it :)