feat: add BootStatusUIView for loading progress display with text feedback

- Create new BootStatusUIView MonoBehaviour component with StatusText and ProgressSlider fields
- Implement SetStatus() and SetProgress() methods for updating UI elements
- Replace Transform-based ProgressFill in LoadingUIView with Slider component for better UX
- Integrate BootStatusUIView into LoadState with real-time status updates during loading steps
- Display formatted progress text (e.g., 'Loading 50%') alongside slider updates
- Add SceneTemplateSettings.json to ProjectSettings for scene template configuration
This commit is contained in:
2026-05-27 04:51:27 +07:00
parent d6f0f5a3eb
commit 134e38c57c
9 changed files with 1259 additions and 29 deletions
File diff suppressed because it is too large Load Diff
@@ -16,6 +16,7 @@ namespace QuizPleaseTest.Boot.Composition
[field: SerializeField] public SplashUIView SplashView { get; private set; }
[field: SerializeField] public LoadingUIView LoadingView { get; private set; }
[field: SerializeField] public MenuUIView MenuView { get; private set; }
[field: SerializeField] public BootStatusUIView BootStatusView { get; private set; }
protected override void Configure(IContainerBuilder builder)
{
@@ -24,6 +25,7 @@ namespace QuizPleaseTest.Boot.Composition
builder.RegisterComponent(SplashView);
builder.RegisterComponent(LoadingView);
builder.RegisterComponent(MenuView);
builder.RegisterComponent(BootStatusView);
builder.Register<BootFlowService>(Lifetime.Singleton)
.As<IBootFlowService>()
+11 -2
View File
@@ -5,26 +5,32 @@ using QuizPleaseTest.Boot.Settings;
using QuizPleaseTest.Boot.UI;
using QuizPleaseTest.Common.StateMachine;
using UniRx;
using UnityEngine;
namespace QuizPleaseTest.Boot.States
{
public class LoadState : IState
{
private readonly LoadingUIView _view;
private readonly BootStatusUIView _statusView;
private readonly BootSettings _settings;
private readonly ReactiveProperty<float> _progress = new ReactiveProperty<float>(0f);
public IReadOnlyReactiveProperty<float> Progress => _progress;
public LoadState(LoadingUIView view, BootSettings settings)
public LoadState(LoadingUIView view, BootStatusUIView statusView, BootSettings settings)
{
_view = view;
_statusView = statusView;
_settings = settings;
}
public async UniTask EnterAsync(CancellationToken ct)
{
_progress.Value = 0f;
_statusView.SetStatus("Loading 0%");
_statusView.SetProgress(0f);
_view.Bind(new LoadingUIViewModel(Progress));
_view.Initialize();
@@ -36,7 +42,10 @@ namespace QuizPleaseTest.Boot.States
for (int step = 1; step <= loadSteps; step++)
{
await UniTask.Delay(stepDurationMs, cancellationToken: ct);
_progress.Value = (float)step / loadSteps;
float progress = (float)step / loadSteps;
_progress.Value = progress;
_statusView.SetStatus($"Loading {Mathf.RoundToInt(progress * 100f)}%");
_statusView.SetProgress(progress);
}
}
catch (OperationCanceledException) when (ct.IsCancellationRequested)
+6 -1
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@@ -10,16 +10,21 @@ namespace QuizPleaseTest.Boot.States
public class MenuState : IState
{
private readonly MenuUIView _view;
private readonly BootStatusUIView _statusView;
private readonly IMenuRestartSignal _restartSignal;
public MenuState(MenuUIView view, IMenuRestartSignal restartSignal)
public MenuState(MenuUIView view, BootStatusUIView statusView, IMenuRestartSignal restartSignal)
{
_view = view;
_statusView = statusView;
_restartSignal = restartSignal;
}
public async UniTask EnterAsync(CancellationToken ct)
{
_statusView.SetStatus("Menu");
_statusView.SetProgress(1f);
_view.Bind(new MenuUIViewModel(_restartSignal));
_view.Initialize();
+6 -1
View File
@@ -11,16 +11,21 @@ namespace QuizPleaseTest.Boot.States
public class SplashState : IState
{
private readonly SplashUIView _view;
private readonly BootStatusUIView _statusView;
private readonly BootSettings _settings;
public SplashState(SplashUIView view, BootSettings settings)
public SplashState(SplashUIView view, BootStatusUIView statusView, BootSettings settings)
{
_view = view;
_statusView = statusView;
_settings = settings;
}
public async UniTask EnterAsync(CancellationToken ct)
{
_statusView.SetStatus("Splash");
_statusView.SetProgress(0f);
_view.Bind(new SplashUIViewModel());
_view.Initialize();
@@ -0,0 +1,32 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace QuizPleaseTest.Boot.UI
{
public class BootStatusUIView : MonoBehaviour
{
[field: SerializeField] public TMP_Text StatusText { get; private set; }
[field: SerializeField] public Slider ProgressSlider { get; private set; }
public void SetStatus(string status)
{
if (StatusText == null)
{
return;
}
StatusText.text = status;
}
public void SetProgress(float progress)
{
if (ProgressSlider == null)
{
return;
}
ProgressSlider.value = Mathf.Clamp01(progress);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a7777777777777777777777777777777
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+4 -5
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@@ -1,12 +1,13 @@
using QuizPleaseTest.Common.UI;
using UniRx;
using UnityEngine;
using UnityEngine.UI;
namespace QuizPleaseTest.Boot.UI
{
public class LoadingUIView : UIView<LoadingUIViewModel>
{
[field: SerializeField] public Transform ProgressFill { get; private set; }
[field: SerializeField] public Slider ProgressSlider { get; private set; }
private CompositeDisposable _disposables;
@@ -32,14 +33,12 @@ namespace QuizPleaseTest.Boot.UI
private void SetProgress(float progress)
{
if (ProgressFill == null)
if (ProgressSlider == null)
{
return;
}
Vector3 scale = ProgressFill.localScale;
scale.x = Mathf.Clamp01(progress);
ProgressFill.localScale = scale;
ProgressSlider.value = Mathf.Clamp01(progress);
}
}
}