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Question by lothlorientos · Oct 20, 2015 at 11:39 PM · rotationscalingboundsprogress-barnon-gui

Making non-gui progress bar

Hi. I made a progress bar above a moving object (can move and rotate). I didn't want to use any GUI functions so just added 2 gameobjects with sprite renderer in each one (1 for progress bar full sprite and one for empty), as childs to the moving object (above it). And so I made this script attached to the progress bar full gameobject:

     public Renderer renderer; //Here I inserted the sprite renderer of the progress bar full object
     public float originalValue; //previus bounds.min.x        
     public float newValue; //current bounds.min.x 
     public float difference; //difference between the current and previus
     public float scaleX; // localscale x       
     public bool progressing; // a bool that decides if the progress bar start to fill or empty
 
     void Update()
     {
         if (progressing)
         {
             Progress_Plus(); 
         }
         else
         {
             Progress_Minus();
         }   
     }
 
     void Progress_Plus()
     {
         scaleX = transform.localScale.x;
         originalValue = renderer.bounds.min.x;
         if (scaleX < 0.24f)
         {
             scaleX += 0.001f;
             if (float.IsPositiveInfinity(scaleX))
             {
                 scaleX = float.MaxValue;
             }
             else if (float.IsNegativeInfinity(scaleX))
             {
                 scaleX = float.MinValue;
             }
             transform.localScale = new Vector2(scaleX, transform.localScale.y);
             newValue = renderer.bounds.min.x;
             difference = newValue - originalValue;
             transform.Translate(new Vector3(-difference, 0f, 0f));
         }
         else if (scaleX > 0.24f)
         {
             scaleX = 0.24f;
             transform.localScale = new Vector2(scaleX, transform.localScale.y);
             newValue = renderer.bounds.min.x;
             difference = newValue - originalValue;
             transform.Translate(new Vector3(-difference, 0f, 0f));
             scaleX = 0.24f;
         }
     }
 
     void Progress_Minus()
     {
         scaleX = transform.localScale.x;
         originalValue = renderer.bounds.min.x;
         if (scaleX > 0f)
         {
             scaleX -= 0.001f;
             if (float.IsPositiveInfinity(scaleX))
             {
                 scaleX = float.MaxValue;
             }
             else if (float.IsNegativeInfinity(scaleX))
             {
                 scaleX = float.MinValue;
             }
             transform.localScale = new Vector2(scaleX, transform.localScale.y);
             newValue = renderer.bounds.min.x;
             difference = newValue - originalValue;
             transform.Translate(new Vector3(-difference, 0f, 0f));
         }
         else if (scaleX < 0)
         {
             scaleX = 0;
             transform.localScale = new Vector2(scaleX, transform.localScale.y);
             newValue = renderer.bounds.min.x;
             difference = newValue - originalValue;
             transform.Translate(new Vector3(-difference, 0f, 0f));
             scaleX = 0;
         }
     }

This code works fine if the object's (the parent of the 2 objects that have sprite renderer on) rotation is 0, BUT if the rotation goes higher of a point (90 degrees is when you can observe the most visual change problem) the progress bar starts going out of bounds ( you can see that progress bar full's spite doesn't start the same position as progress bar empty's position. Do you know what may be causing the problem? or a way to fix it?

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