3.0 - unitypackage

This commit is contained in:
monitor1394
2022-01-05 21:40:48 +08:00
parent c160867765
commit 228a4b2840
846 changed files with 105 additions and 467693 deletions

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using System;
using UnityEngine;
namespace XCharts
{
[Serializable]
[ComponentHandler(typeof(CalendarCoordHandler), true)]
public class CalendarCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
{
public bool IsPointerEnter()
{
return false;
}
public void UpdateRuntimeData(float chartX, float chartY, float chartWidth, float chartHeight)
{
}
}
}

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using System;
using UnityEngine;
namespace XCharts
{
[UnityEngine.Scripting.Preserve]
internal sealed class CalendarCoordHandler : MainComponentHandler<CalendarCoord>
{
}
}

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Runtime/Coord/Grid.meta Normal file
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using System;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// Grid component.
/// Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
/// <para>
/// 网格组件。
/// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
/// </para>
/// </summary>
[Serializable]
[ComponentHandler(typeof(GridCoordHandler), true)]
public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.12f;
[SerializeField] private Color m_BackgroundColor;
public GridCoordContext context = new GridCoordContext();
/// <summary>
/// Whether to show the grid in rectangular coordinate.
/// 是否显示直角坐标系网格。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// Distance between grid component and the left side of the container.
/// grid 组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the right side of the container.
/// grid 组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the top side of the container.
/// grid 组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the bottom side of the container.
/// grid 组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// Background color of grid, which is transparent by default.
/// 网格背景色,默认透明。
/// </summary>
public Color backgroundColor
{
get { return m_BackgroundColor; }
set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
}
public bool IsPointerEnter()
{
return context.isPointerEnter;
}
public void UpdateRuntimeData(float chartX, float chartY, float chartWidth, float chartHeight)
{
context.left = left <= 1 ? left * chartWidth : left;
context.bottom = bottom <= 1 ? bottom * chartHeight : bottom;
context.top = top <= 1 ? top * chartHeight : top;
context.right = right <= 1 ? right * chartWidth : right;
context.x = chartX + context.left;
context.y = chartY + context.bottom;
context.width = chartWidth - context.left - context.right;
context.height = chartHeight - context.top - context.bottom;
context.position = new Vector3(context.x, context.y);
}
public bool Contains(Vector3 pos)
{
return Contains(pos.x, pos.y);
}
public bool Contains(float x, float y)
{
if (x < context.x - 1 || x > context.x + context.width + 1 ||
y < context.y - 1 || y > context.y + context.height + 1)
{
return false;
}
return true;
}
}
}

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using UnityEngine;
namespace XCharts
{
public class GridCoordContext : MainComponentContext, IRectContext
{
public float x { get; internal set; }
public float y { get; internal set; }
public float width { get; internal set; }
public float height { get; internal set; }
public Vector3 position { get; internal set; }
public float left { get; internal set; }
public float right { get; internal set; }
public float bottom { get; internal set; }
public float top { get; internal set; }
public bool isPointerEnter { get; set; }
}
}

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using System;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts
{
[UnityEngine.Scripting.Preserve]
internal sealed class GridCoordHandler : MainComponentHandler<GridCoord>
{
public override void InitComponent()
{
var grid = component;
grid.painter = chart.painter;
grid.refreshComponent = delegate ()
{
grid.UpdateRuntimeData(chart.chartX, chart.chartY, chart.chartWidth, chart.chartHeight);
chart.OnCoordinateChanged();
};
grid.refreshComponent();
}
public override void CheckComponent(StringBuilder sb)
{
var grid = component;
if (grid.left >= chart.chartWidth)
sb.Append("warning:grid->left > chartWidth\n");
if (grid.right >= chart.chartWidth)
sb.Append("warning:grid->right > chartWidth\n");
if (grid.top >= chart.chartHeight)
sb.Append("warning:grid->top > chartHeight\n");
if (grid.bottom >= chart.chartHeight)
sb.Append("warning:grid->bottom > chartHeight\n");
if (grid.left + grid.right >= chart.chartWidth)
sb.Append("warning:grid.left + grid.right > chartWidth\n");
if (grid.top + grid.bottom >= chart.chartHeight)
sb.Append("warning:grid.top + grid.bottom > chartHeight\n");
}
public override void Update()
{
if (chart.isPointerInChart)
{
component.context.isPointerEnter = component.Contains(chart.pointerPos);
}
else
{
component.context.isPointerEnter = false;
}
}
public override void DrawBase(VertexHelper vh)
{
if (!SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh);
}
}
public override void DrawTop(VertexHelper vh)
{
if (SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh);
}
}
private void DrawCoord(VertexHelper vh)
{
var grid = component;
if (grid.show && !ChartHelper.IsClearColor(grid.backgroundColor))
{
var p1 = new Vector2(grid.context.x, grid.context.y);
var p2 = new Vector2(grid.context.x, grid.context.y + grid.context.height);
var p3 = new Vector2(grid.context.x + grid.context.width, grid.context.y + grid.context.height);
var p4 = new Vector2(grid.context.x + grid.context.width, grid.context.y);
UGL.DrawQuadrilateral(vh, p1, p2, p3, p4, grid.backgroundColor);
}
}
}
}

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using System;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// Grid component.
/// Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
/// <para>
/// 网格组件。
/// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
/// </para>
/// </summary>
[Serializable]
[ComponentHandler(typeof(ParallelCoordHandler), true)]
public class ParallelCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
{
[SerializeField] private bool m_Show = true;
[SerializeField] protected Orient m_Orient = Orient.Vertical;
[SerializeField] private float m_Left = 0.1f;
[SerializeField] private float m_Right = 0.08f;
[SerializeField] private float m_Top = 0.22f;
[SerializeField] private float m_Bottom = 0.12f;
[SerializeField] private Color m_BackgroundColor;
public ParallelCoordContext context = new ParallelCoordContext();
/// <summary>
/// Whether to show the grid in rectangular coordinate.
/// 是否显示直角坐标系网格。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// Orientation of the axis. By default, it's 'Vertical'. You can set it to be 'Horizonal' to make a vertical axis.
/// 坐标轴朝向。默认为垂直朝向。
/// </summary>
public Orient orient
{
get { return m_Orient; }
set { if (PropertyUtil.SetStruct(ref m_Orient, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the left side of the container.
/// grid 组件离容器左侧的距离。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the right side of the container.
/// grid 组件离容器右侧的距离。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the top side of the container.
/// grid 组件离容器上侧的距离。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
}
/// <summary>
/// Distance between grid component and the bottom side of the container.
/// grid 组件离容器下侧的距离。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
}
/// <summary>
/// Background color of grid, which is transparent by default.
/// 网格背景色,默认透明。
/// </summary>
public Color backgroundColor
{
get { return m_BackgroundColor; }
set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
}
public bool IsPointerEnter()
{
return context.runtimeIsPointerEnter;
}
public void UpdateRuntimeData(float chartX, float chartY, float chartWidth, float chartHeight)
{
context.left = left <= 1 ? left * chartWidth : left;
context.bottom = bottom <= 1 ? bottom * chartHeight : bottom;
context.top = top <= 1 ? top * chartHeight : top;
context.right = right <= 1 ? right * chartWidth : right;
context.x = chartX + context.left;
context.y = chartY + context.bottom;
context.width = chartWidth - context.left - context.right;
context.height = chartHeight - context.top - context.bottom;
context.position = new Vector3(context.x, context.y);
}
public bool Contains(Vector3 pos)
{
return Contains(pos.x, pos.y);
}
public bool Contains(float x, float y)
{
if (x < context.x - 1 || x > context.x + context.width + 1 ||
y < context.y - 1 || y > context.y + context.height + 1)
{
return false;
}
return true;
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
public class ParallelCoordContext : MainComponentContext
{
public float x { get; internal set; }
public float y { get; internal set; }
public float width { get; internal set; }
public float height { get; internal set; }
public Vector3 position { get; internal set; }
public float left { get; internal set; }
public float right { get; internal set; }
public float bottom { get; internal set; }
public float top { get; internal set; }
public bool runtimeIsPointerEnter { get; set; }
internal List<ParallelAxis> parallelAxes = new List<ParallelAxis>();
}
}

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using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts
{
[UnityEngine.Scripting.Preserve]
internal sealed class ParallelCoordHandler : MainComponentHandler<ParallelCoord>
{
private Dictionary<int, double> m_SerieDimMin = new Dictionary<int, double>();
private Dictionary<int, double> m_SerieDimMax = new Dictionary<int, double>();
private float m_LastInterval;
private int m_LastSplitNumber;
public override void InitComponent()
{
var grid = component;
grid.painter = chart.painter;
grid.refreshComponent = delegate ()
{
grid.UpdateRuntimeData(chart.chartX, chart.chartY, chart.chartWidth, chart.chartHeight);
chart.OnCoordinateChanged();
};
grid.refreshComponent();
}
public override void CheckComponent(StringBuilder sb)
{
var grid = component;
if (grid.left >= chart.chartWidth)
sb.Append("warning:grid->left > chartWidth\n");
if (grid.right >= chart.chartWidth)
sb.Append("warning:grid->right > chartWidth\n");
if (grid.top >= chart.chartHeight)
sb.Append("warning:grid->top > chartHeight\n");
if (grid.bottom >= chart.chartHeight)
sb.Append("warning:grid->bottom > chartHeight\n");
if (grid.left + grid.right >= chart.chartWidth)
sb.Append("warning:grid.left + grid.right > chartWidth\n");
if (grid.top + grid.bottom >= chart.chartHeight)
sb.Append("warning:grid.top + grid.bottom > chartHeight\n");
}
public override void Update()
{
UpdatePointerEnter();
UpdateParallelAxisMinMaxValue();
}
public override void DrawBase(VertexHelper vh)
{
if (!SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh);
}
}
public override void DrawTop(VertexHelper vh)
{
if (SeriesHelper.IsAnyClipSerie(chart.series))
{
DrawCoord(vh);
}
}
private void DrawCoord(VertexHelper vh)
{
var grid = component;
if (grid.show && !ChartHelper.IsClearColor(grid.backgroundColor))
{
var p1 = new Vector2(grid.context.x, grid.context.y);
var p2 = new Vector2(grid.context.x, grid.context.y + grid.context.height);
var p3 = new Vector2(grid.context.x + grid.context.width, grid.context.y + grid.context.height);
var p4 = new Vector2(grid.context.x + grid.context.width, grid.context.y);
UGL.DrawQuadrilateral(vh, p1, p2, p3, p4, grid.backgroundColor);
}
}
private void UpdatePointerEnter()
{
if (chart.isPointerInChart)
component.context.runtimeIsPointerEnter = component.Contains(chart.pointerPos);
else
component.context.runtimeIsPointerEnter = false;
}
private void UpdateParallelAxisMinMaxValue()
{
var list = chart.GetChartComponents<ParallelAxis>();
if (list.Count != component.context.parallelAxes.Count)
{
component.context.parallelAxes.Clear();
foreach (var com in chart.GetChartComponents<ParallelAxis>())
{
var axis = com as ParallelAxis;
if (axis.parallelIndex == component.index)
component.context.parallelAxes.Add(axis);
}
}
m_SerieDimMin.Clear();
m_SerieDimMax.Clear();
foreach (var serie in chart.series)
{
if ((serie is Parallel) && serie.parallelIndex == component.index)
{
foreach (var serieData in serie.data)
{
for (int i = 0; i < serieData.data.Count; i++)
{
var value = serieData.data[i];
if (!m_SerieDimMin.ContainsKey(i))
m_SerieDimMin[i] = value;
else if (m_SerieDimMin[i] > value)
m_SerieDimMin[i] = value;
if (!m_SerieDimMax.ContainsKey(i))
m_SerieDimMax[i] = value;
else if (m_SerieDimMax[i] < value)
m_SerieDimMax[i] = value;
}
}
}
}
for (int i = 0; i < component.context.parallelAxes.Count; i++)
{
var axis = component.context.parallelAxes[i];
if (axis.IsCategory())
{
m_SerieDimMax[i] = axis.data.Count > 0 ? axis.data.Count - 1 : 0;
m_SerieDimMin[i] = 0;
}
else if (axis.minMaxType == Axis.AxisMinMaxType.Custom)
{
m_SerieDimMin[i] = axis.min;
m_SerieDimMax[i] = axis.max;
}
else if (m_SerieDimMax.ContainsKey(i))
{
var tempMinValue = m_SerieDimMin[i];
var tempMaxValue = m_SerieDimMax[i];
AxisHelper.AdjustMinMaxValue(axis, ref tempMinValue, ref tempMaxValue, true);
m_SerieDimMin[i] = tempMinValue;
m_SerieDimMax[i] = tempMaxValue;
}
}
for (int i = 0; i < component.context.parallelAxes.Count; i++)
{
if (m_SerieDimMax.ContainsKey(i))
{
var axis = component.context.parallelAxes[i];
var tempMinValue = m_SerieDimMin[i];
var tempMaxValue = m_SerieDimMax[i];
if (tempMinValue != axis.context.minValue
|| tempMaxValue != axis.context.maxValue
|| m_LastInterval != axis.interval
|| m_LastSplitNumber != axis.splitNumber)
{
m_LastSplitNumber = axis.splitNumber;
m_LastInterval = axis.interval;
axis.UpdateMinMaxValue(tempMinValue, tempMaxValue);
axis.context.offset = 0;
axis.context.lastCheckInverse = axis.inverse;
AxisHandler<ParallelAxis>.UpdateAxisTickValueList(axis);
(axis.handler as ParallelAxisHander).UpdateAxisLabelText(axis);
chart.RefreshChart();
}
}
}
}
}
}

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Runtime/Coord/Polar.meta Normal file
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using System;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// Polar coordinate can be used in scatter and line chart. Every polar coordinate has an angleAxis and a radiusAxis.
/// <para>
/// 极坐标系组件。
/// 极坐标系,可以用于散点图和折线图。每个极坐标系拥有一个角度轴和一个半径轴。
/// </para>
/// </summary>
[Serializable]
[ComponentHandler(typeof(PolarCoordHandler), true)]
[RequireChartComponent(typeof(AngleAxis), typeof(RadiusAxis))]
public class PolarCoord : CoordSystem
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float[] m_Center = new float[2] { 0.5f, 0.45f };
[SerializeField] private float m_Radius = 0.35f;
[SerializeField] private Color m_BackgroundColor;
public PolarCoordContext context = new PolarCoordContext();
/// <summary>
/// Whether to show the polor component.
/// 是否显示极坐标。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
}
/// <summary>
/// [default:[0.5f,0.45f]]The center of ploar. The center[0] is the x-coordinate, and the center[1] is the y-coordinate.
/// When value between 0 and 1 represents a percentage relative to the chart.
/// 极坐标的中心点。数组的第一项是横坐标,第二项是纵坐标。
/// 当值为0-1之间时表示百分比设置成百分比时第一项是相对于容器宽度第二项是相对于容器高度。
/// </summary>
public float[] center
{
get { return m_Center; }
set { if (value != null) { m_Center = value; SetAllDirty(); } }
}
/// <summary>
/// [default:0.35f]the radius of polar.
/// 极坐标的半径。
/// </summary>
public float radius
{
get { return m_Radius; }
set { if (PropertyUtil.SetStruct(ref m_Radius, value)) SetAllDirty(); }
}
/// <summary>
/// [default:Color.clear]Background color of polar, which is transparent by default.
/// 极坐标的背景色,默认透明。
/// </summary>
public Color backgroundColor
{
get { return m_BackgroundColor; }
set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
}
}
}

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using System;
using UnityEngine;
namespace XCharts
{
public class PolarCoordContext : MainComponentContext
{
/// <summary>
/// the center position of polar in container.
/// 极坐标在容器中的具体中心点。
/// </summary>
public Vector3 center { get; internal set; }
/// <summary>
/// the true radius of polar.
/// 极坐标的运行时实际半径。
/// </summary>
public float radius { get; internal set; }
}
}

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using System;
using UnityEngine;
using UnityEngine.UI;
using XUGL;
namespace XCharts
{
[UnityEngine.Scripting.Preserve]
internal sealed class PolarCoordHandler : MainComponentHandler<PolarCoord>
{
public override void Update()
{
PolarHelper.UpdatePolarCenter(component, chart.chartPosition, chart.chartWidth, chart.chartHeight);
}
public override void DrawBase(VertexHelper vh)
{
DrawPolar(vh, component);
}
private void DrawPolar(VertexHelper vh, PolarCoord polar)
{
PolarHelper.UpdatePolarCenter(polar, chart.chartPosition, chart.chartWidth, chart.chartHeight);
if (!ChartHelper.IsClearColor(polar.backgroundColor))
{
UGL.DrawCricle(vh, polar.context.center, polar.context.radius, polar.backgroundColor);
}
}
}
}

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using UnityEngine;
namespace XCharts
{
internal static class PolarHelper
{
public static void UpdatePolarCenter(PolarCoord polar, Vector3 chartPosition, float chartWidth, float chartHeight)
{
if (polar.center.Length < 2) return;
var centerX = polar.center[0] <= 1 ? chartWidth * polar.center[0] : polar.center[0];
var centerY = polar.center[1] <= 1 ? chartHeight * polar.center[1] : polar.center[1];
polar.context.center = chartPosition + new Vector3(centerX, centerY);
if (polar.radius <= 0)
{
polar.context.radius = 0;
}
else if (polar.radius <= 1)
{
polar.context.radius = Mathf.Min(chartWidth, chartHeight) * polar.radius;
}
else
{
polar.context.radius = polar.radius;
}
}
}
}

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using System;
namespace XCharts
{
[Serializable]
[ComponentHandler(null)]
public class SingleAxisCoord : CoordSystem
{
}
}

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