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High & Low Values for the Progress Bar #333

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@AtaTrkgl AtaTrkgl commented Aug 9, 2022

Here is how it looks:

The following code produces the image provided below.
using NaughtyAttributes;
using UnityEngine;

public class ProgressBarTest : MonoBehaviour
{
    [Header("Both Low & High Values are Set")]
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green, 30, EColor.Red)]
    public int health = 10;
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green, 30, EColor.Red)]
    public int health2 = 50;
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green, 30, EColor.Red)]
    public int health3 = 80;
    
    [Header("Only High Values are Set")]
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green)]
    public int health4 = 10;
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green)]
    public int health5 = 50;
    
    [ProgressBar("Health", 100, EColor.Yellow, 75, EColor.Green)]
    public int health6 = 80;
    
    [Header("Non of them are Set")]
    
    [ProgressBar("Health", 100, EColor.Yellow)]
    public int health7 = 10;
    
    [ProgressBar("Health", 100, EColor.Yellow)]
    public int health8 = 50;
    
    [ProgressBar("Health", 100, EColor.Yellow)]
    public int health9 = 80;

    [Header("Dynamics")]
    
    [ProgressBar("Health", 100, EColor.Yellow, nameof(highVal), EColor.Green)]
    public int health10 = 86;
    
    [ProgressBar("Health", 100, EColor.Yellow, nameof(GetHighVal), EColor.Green, nameof(lowVal), EColor.Yellow)]
    public int health11 = 80;
    
    [ProgressBar("Health", 100, EColor.Yellow, nameof(GetHighVal), EColor.Green, nameof(lowVal), EColor.Yellow)]
    public int health12 = 20;
    
    private int highVal = 70;
    private float lowVal = 30;
    private int GetHighVal() => 70;
}

image

- Added High & Low values for progress bar as suggested in dbrizov#226
- Generalized GetMaxValue of ProgressBarPropertyDrawer to work with LowValue & HighValue
- Fixed the extra return statement
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