调整代码结构

This commit is contained in:
monitor1394
2019-10-14 12:41:12 +08:00
parent 794b5f09d3
commit 63ad7fc620
66 changed files with 55 additions and 41 deletions

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using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.UI;
namespace XCharts
{
/// <summary>
/// The base class of all charts.
/// 所有Chart的基类不可直接使用。
/// </summary>
public partial class BaseChart
{
/// <summary>
/// The title setting of chart.
/// 标题组件
/// </summary>
public Title title { get { return m_Title; } }
/// <summary>
/// The legend setting of chart.
/// 图例组件
/// </summary>
public Legend legend { get { return m_Legend; } }
/// <summary>
/// The tooltip setting of chart.
/// 提示框组件
/// </summary>
public Tooltip tooltip { get { return m_Tooltip; } }
/// <summary>
/// The series setting of chart.
/// 系列列表
/// </summary>
public Series series { get { return m_Series; } }
/// <summary>
/// Global parameter setting component.
/// 全局设置组件。
/// </summary>
public Settings settings { get { return m_Settings; } }
/// <summary>
/// The width of chart.
/// 图表的宽
/// </summary>
public float chartWidth { get { return m_ChartWidth; } }
/// <summary>
/// The height of chart.
/// 图表的高
/// </summary>
public float chartHeight { get { return m_ChartHeight; } }
/// <summary>
/// The postion of pointer.
/// 鼠标位置
/// </summary>
public Vector2 pointerPos { get; protected set; }
/// <summary>
/// 自定义绘制回调。
/// </summary>
public Action<VertexHelper> customDrawCallback { set { m_CustomDrawCallback = value; } }
/// <summary>
/// Set the size of chart.
/// 设置图表的大小。
/// </summary>
/// <param name="width">width</param>
/// <param name="height">height</param>
public virtual void SetSize(float width, float height)
{
m_ChartWidth = width;
m_ChartHeight = height;
m_CheckWidth = width;
m_CheckHeight = height;
rectTransform.sizeDelta = new Vector2(m_ChartWidth, m_ChartHeight);
OnSizeChanged();
}
/// <summary>
/// Remove all series and legend data.
/// It just emptying all of serie's data without emptying the list of series.
/// 清除所有数据,系列中只是移除数据,列表会保留。
/// </summary>
public virtual void ClearData()
{
m_Series.ClearData();
m_Legend.ClearData();
m_CheckAnimation = false;
RefreshChart();
}
/// <summary>
/// Remove all data from series and legend.
/// The series list is also cleared.
/// 清除所有系列和图例数据,系列的列表也会被清除。
/// </summary>
public virtual void RemoveData()
{
m_Legend.ClearData();
m_Series.RemoveAll();
m_CheckAnimation = false;
RefreshChart();
}
/// <summary>
/// Remove legend and serie by name.
/// 清除指定系列名称的数据。
/// </summary>
/// <param name="serieName">the name of serie</param>
public virtual void RemoveData(string serieName)
{
m_Series.Remove(serieName);
m_Legend.RemoveData(serieName);
RefreshChart();
}
/// <summary>
/// Add a serie to serie list.
/// 添加一个系列到系列列表中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="type">the type of serie</param>
/// <param name="show">whether to show this serie</param>
/// <returns>the added serie</returns>
public virtual Serie AddSerie(SerieType type, string serieName = null, bool show = true)
{
return m_Series.AddSerie(type, serieName);
}
/// <summary>
/// Add a data to serie.
/// If serieName doesn't exist in legend,will be add to legend.
/// 添加一个数据到指定的系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="data">the data to add</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(string serieName, float data, string dataName = null)
{
var success = m_Series.AddData(serieName, data, dataName);
if (success) RefreshChart();
return success;
}
/// <summary>
/// Add a data to serie.
/// 添加一个数据到指定的系列中。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="data">the data to add</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(int serieIndex, float data, string dataName = null)
{
var success = m_Series.AddData(serieIndex, data, dataName);
if (success)
{
RefreshChart();
ReinitChartLabel();
}
return success;
}
/// <summary>
/// Add an arbitray dimension data to serie,such as (x,y,z,...).
/// 添加多维数据x,y,z...)到指定的系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="multidimensionalData">the (x,y,z,...) data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(string serieName, List<float> multidimensionalData, string dataName = null)
{
var success = m_Series.AddData(serieName, multidimensionalData, dataName);
if (success)
{
RefreshChart();
ReinitChartLabel();
}
return success;
}
/// <summary>
/// Add an arbitray dimension data to serie,such as (x,y,z,...).
/// 添加多维数据x,y,z...)到指定的系列中。
/// </summary>
/// <param name="serieIndex">the index of serie,index starts at 0</param>
/// <param name="multidimensionalData">the (x,y,z,...) data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(int serieIndex, List<float> multidimensionalData, string dataName = null)
{
var success = m_Series.AddData(serieIndex, multidimensionalData, dataName);
if (success)
{
RefreshChart();
ReinitChartLabel();
}
return success;
}
/// <summary>
/// Add a (x,y) data to serie.
/// 添加x,y数据到指定系列中。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="xValue">x data</param>
/// <param name="yValue">y data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(string serieName, float xValue, float yValue, string dataName)
{
var success = m_Series.AddXYData(serieName, xValue, yValue, dataName);
if (success)
{
RefreshChart();
ReinitChartLabel();
}
return true;
}
/// <summary>
/// Add a (x,y) data to serie.
/// 添加x,y数据到指定系列中。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="xValue">x data</param>
/// <param name="yValue">y data</param>
/// <param name="dataName">the name of data</param>
/// <returns>Returns True on success</returns>
public virtual bool AddData(int serieIndex, float xValue, float yValue, string dataName = null)
{
var success = m_Series.AddXYData(serieIndex, xValue, yValue, dataName);
if (success)
{
RefreshChart();
ReinitChartLabel();
}
return success;
}
/// <summary>
/// Update serie data by serie name.
/// 更新指定系列中的指定索引数据。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="dataIndex">the index of data</param>
/// <param name="value">the data will be update</param>
public virtual void UpdateData(string serieName, int dataIndex, float value)
{
m_Series.UpdateData(serieName, dataIndex, value);
RefreshChart();
}
/// <summary>
/// Update serie data by serie index.
/// 更新指定系列中的指定索引数据。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="dataIndex">the index of data</param>
/// <param name="value">the data will be update</param>
public virtual void UpdateData(int serieIndex, int dataIndex, float value)
{
m_Series.UpdateData(serieIndex, dataIndex, value);
RefreshChart();
}
/// <summary>
/// Update serie data name.
/// 更新指定系列中的指定索引数据名称。
/// </summary>
/// <param name="serieName"></param>
/// <param name="dataIndex"></param>
/// <param name="dataName"></param>
public virtual void UpdateDataName(string serieName, int dataIndex, string dataName)
{
m_Series.UpdateDataName(serieName, dataIndex, dataName);
}
/// <summary>
/// Update serie data name.
/// 更新指定系列中的指定索引数据名称。
/// </summary>
/// <param name="serieIndex"></param>
/// <param name="dataName"></param>
/// <param name="dataIndex"></param>
public virtual void UpdateDataName(int serieIndex, int dataIndex, string dataName)
{
m_Series.UpdateDataName(serieIndex, dataIndex, dataName);
}
/// <summary>
/// Whether to show serie.
/// 设置指定系列是否显示。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <param name="active">Active or not</param>
public virtual void SetActive(string serieName, bool active)
{
var serie = m_Series.GetSerie(serieName);
if (serie != null)
{
SetActive(serie.index, active);
}
}
/// <summary>
/// Whether to show serie.
/// 设置指定系列是否显示。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <param name="active">Active or not</param>
public virtual void SetActive(int serieIndex, bool active)
{
m_Series.SetActive(serieIndex, active);
var serie = m_Series.GetSerie(serieIndex);
if (serie != null && !string.IsNullOrEmpty(serie.name))
{
var legendIndex = m_LegendRealShowName.IndexOf(serie.name);
var bgColor1 = active ? m_ThemeInfo.GetColor(legendIndex) : m_ThemeInfo.legendUnableColor;
m_Legend.UpdateButtonColor(serie.name, bgColor1);
}
}
/// <summary>
/// Whether serie is activated.
/// 获取指定系列是否显示。
/// </summary>
/// <param name="serieName">the name of serie</param>
/// <returns>True when activated</returns>
public virtual bool IsActive(string serieName)
{
return m_Series.IsActive(serieName);
}
/// <summary>
/// Whether serie is activated.
/// 获取指定系列是否显示。
/// </summary>
/// <param name="serieIndex">the index of serie</param>
/// <returns>True when activated</returns>
public virtual bool IsActive(int serieIndex)
{
return m_Series.IsActive(serieIndex);
}
/// <summary>
/// Whether serie is activated.
/// 获得指定图例名字的系列是否显示。
/// </summary>
/// <param name="legendName"></param>
/// <returns></returns>
public virtual bool IsActiveByLegend(string legendName)
{
foreach (var serie in m_Series.list)
{
if (serie.show && legendName.Equals(serie.name))
{
return true;
}
else
{
foreach (var serieData in serie.data)
{
if (serieData.show && legendName.Equals(serieData.name))
{
return true;
}
}
}
}
return false;
}
/// <summary>
/// Redraw chart in next frame.
/// 在下一帧刷新图表。
/// </summary>
public void RefreshChart()
{
m_RefreshChart = true;
}
/// <summary>
/// 重新初始化Label。
/// </summary>
public void ReinitChartLabel()
{
m_ReinitLabel = true;
}
/// <summary>
/// Update chart theme.
/// 切换图表主题。
/// </summary>
/// <param name="theme">theme</param>
public void UpdateTheme(Theme theme)
{
m_ThemeInfo.theme = theme;
OnThemeChanged();
RefreshChart();
}
/// <summary>
/// Whether series animation enabel.
/// 启用或关闭起始动画。
/// </summary>
/// <param name="flag"></param>
public void AnimationEnable(bool flag)
{
m_Series.AnimationEnable(flag);
}
/// <summary>
/// Start play animation.
/// 开始初始动画。
/// </summary>
public void AnimationStart()
{
m_Series.AnimationStart();
}
/// <summary>
/// Stop play animation.
/// 停止初始化动画。
/// </summary>
public void AnimationStop()
{
m_CheckAnimation = false;
m_Series.AnimationStop();
}
/// <summary>
/// Reset animation to play.
/// 重置初始动画,重新播放。
/// </summary>
public void AnimationReset()
{
m_CheckAnimation = false;
m_Series.AnimationReset();
RefreshChart();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XCharts
{
public static class ChartDrawer
{
private static UIVertex[] vertex = new UIVertex[4];
private static List<Vector3> s_CurvesPosList = new List<Vector3>();
public static void DrawArrow(VertexHelper vh, Vector3 startPos, Vector3 arrowPos, float width,
float height, float offset, float dent, Color32 color)
{
var dir = (arrowPos - startPos).normalized;
var sharpPos = arrowPos + (offset + height / 2) * dir;
var middle = sharpPos + (dent - height) * dir;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
var left = sharpPos - height * dir + diff;
var right = sharpPos - height * dir - diff;
DrawTriangle(vh, middle, sharpPos, left, color);
DrawTriangle(vh, middle, sharpPos, right, color);
}
public static void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
{
if (p1 == p2) return;
Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
vertex[0].position = p1 - v;
vertex[1].position = p2 - v;
vertex[2].position = p2 + v;
vertex[3].position = p1 + v;
for (int j = 0; j < 4; j++)
{
vertex[j].color = color;
vertex[j].uv0 = Vector2.zero;
}
vh.AddUIVertexQuad(vertex);
}
public static void DrawDashLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankLen = 7f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dotLen = 5f, float blankLen = 5f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dotLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankDotLen = 15f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
Color32 color, float dashLen = 15f, float blankDotLen = 20f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
var dotsp2 = dashep + blankDotLen / 2 * dir;
dotsp2 = dotsp2 + (blankDotLen / 4 - 2 * size) / 2 * dir;
var dotep2 = dotsp2 + 2 * size * dir;
DrawLine(vh, dotsp2, dotep2, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float radius, Color32 color,
bool vertical = true)
{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(p.x + radius, p.y - radius);
p2 = new Vector3(p.x - radius, p.y - radius);
p3 = new Vector3(p.x - radius, p.y + radius);
p4 = new Vector3(p.x + radius, p.y + radius);
}
else
{
p1 = new Vector3(p.x - radius, p.y - radius);
p2 = new Vector3(p.x - radius, p.y + radius);
p3 = new Vector3(p.x + radius, p.y + radius);
p4 = new Vector3(p.x + radius, p.y - radius);
}
DrawPolygon(vh, p1, p2, p3, p4, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color)
{
DrawPolygon(vh, p1, p2, radius, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color, Color32 toColor)
{
var dir = (p2 - p1).normalized;
var dirv = Vector3.Cross(dir, Vector3.forward).normalized;
var p3 = p1 + dirv * radius;
var p4 = p1 - dirv * radius;
var p5 = p2 - dirv * radius;
var p6 = p2 + dirv * radius;
DrawPolygon(vh, p3, p4, p5, p6, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
Color32 color, bool vertical = true)
{
DrawPolygon(vh, p, xRadius, yRadius, color, color, vertical);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
Color32 color, Color toColor, bool vertical = true)
{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(p.x + xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y - yRadius);
p3 = new Vector3(p.x - xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y + yRadius);
}
else
{
p1 = new Vector3(p.x - xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y + yRadius);
p3 = new Vector3(p.x + xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y - yRadius);
}
DrawPolygon(vh, p1, p2, p3, p4, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 color)
{
DrawPolygon(vh, p1, p2, p3, p4, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 startColor, Color32 toColor)
{
vertex[0].position = p1;
vertex[1].position = p2;
vertex[2].position = p3;
vertex[3].position = p4;
for (int j = 0; j < 4; j++)
{
vertex[j].color = j >= 2 ? toColor : startColor;
vertex[j].uv0 = Vector2.zero;
}
vh.AddUIVertexQuad(vertex);
}
public static void DrawBorder(VertexHelper vh, Vector3 p, float rectWidth, float rectHeight,
float borderWidth, Color32 color)
{
var halfWid = rectWidth / 2;
var halfHig = rectHeight / 2;
var p1In = new Vector3(p.x - halfWid, p.y - halfHig);
var p1Ot = new Vector3(p.x - halfWid - borderWidth, p.y - halfHig - borderWidth);
var p2In = new Vector3(p.x - halfWid, p.y + halfHig);
var p2Ot = new Vector3(p.x - halfWid - borderWidth, p.y + halfHig + borderWidth);
var p3In = new Vector3(p.x + halfWid, p.y + halfHig);
var p3Ot = new Vector3(p.x + halfWid + borderWidth, p.y + halfHig + borderWidth);
var p4In = new Vector3(p.x + halfWid, p.y - halfHig);
var p4Ot = new Vector3(p.x + halfWid + borderWidth, p.y - halfHig - borderWidth);
DrawPolygon(vh, p1In, p1Ot, p2Ot, p2In, color);
DrawPolygon(vh, p2In, p2Ot, p3Ot, p3In, color);
DrawPolygon(vh, p3In, p3Ot, p4Ot, p4In, color);
DrawPolygon(vh, p4In, p4Ot, p1Ot, p1In, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color)
{
DrawTriangle(vh, p1, p2, p3, color, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
{
UIVertex v1 = new UIVertex();
v1.position = p1;
v1.color = color;
v1.uv0 = Vector3.zero;
UIVertex v2 = new UIVertex();
v2.position = p2;
v2.color = color2;
v2.uv0 = Vector3.zero;
UIVertex v3 = new UIVertex();
v3.position = p3;
v3.color = color3;
v3.uv0 = Vector3.zero;
int startIndex = vh.currentVertCount;
vh.AddVert(v1);
vh.AddVert(v2);
vh.AddVert(v3);
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
float smoothness = 2f)
{
DrawSector(vh, p, radius, color, 0, 360, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, Color emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, p, radius - tickness, radius, color, emptyColor, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
float startDegree, float toDegree, float smoothness = 2f)
{
int segments = (int)((2 * Mathf.PI * radius) / (smoothness < 0 ? 2f : smoothness));
Vector3 p2, p3;
float startAngle = startDegree * Mathf.Deg2Rad;
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
for (int i = 0; i <= segments; i++)
{
float currAngle = startAngle + i * angle;
p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle),
p.y + radius * Mathf.Cos(currAngle));
DrawTriangle(vh, p, p2, p3, color);
p2 = p3;
}
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color emptyColor, float smoothness = 2f, float startDegree = 0, float toDegree = 360)
{
if (insideRadius <= 0)
{
DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, smoothness);
return;
}
Vector3 p1, p2, p3, p4;
int segments = (int)((2 * Mathf.PI * outsideRadius) / (smoothness < 0 ? 2f : smoothness));
float startAngle = startDegree * Mathf.Deg2Rad;
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
p1 = new Vector3(p.x + insideRadius * Mathf.Sin(startAngle),
p.y + insideRadius * Mathf.Cos(startAngle));
p2 = new Vector3(p.x + outsideRadius * Mathf.Sin(startAngle),
p.y + outsideRadius * Mathf.Cos(startAngle));
for (int i = 0; i <= segments; i++)
{
float currAngle = startAngle + i * angle;
p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
p.y + outsideRadius * Mathf.Cos(currAngle));
p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
p.y + insideRadius * Mathf.Cos(currAngle));
if (emptyColor != Color.clear) DrawTriangle(vh, p, p1, p4, emptyColor);
DrawPolygon(vh, p1, p2, p3, p4, color);
p1 = p4;
p2 = p3;
}
}
/// <summary>
/// 画贝塞尔曲线
/// </summary>
/// <param name="vh"></param>
/// <param name="sp">起始点</param>
/// <param name="ep">结束点</param>
/// <param name="cp1">控制点1</param>
/// <param name="cp2">控制点2</param>
/// <param name="lineWidth">曲线宽</param>
/// <param name="lineColor">曲线颜色</param>
public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
float lineWidth, Color lineColor, float smoothness)
{
var dist = Vector3.Distance(sp, ep);
var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
ChartHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
if (s_CurvesPosList.Count > 1)
{
var start = s_CurvesPosList[0];
var to = Vector3.zero;
var dir = s_CurvesPosList[1] - start;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth;
var startUp = start - diff;
var startDn = start + diff;
for (int i = 1; i < s_CurvesPosList.Count; i++)
{
to = s_CurvesPosList[i];
diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth;
var toUp = to - diff;
var toDn = to + diff;
DrawPolygon(vh, startUp, toUp, toDn, startDn, lineColor);
startUp = toUp;
startDn = toDn;
start = to;
}
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
/// <summary>
/// The basic class of rectangular coordinate chartsuch as LineChart,BarChart and ScatterChart.
/// 直角坐标系类型图表的基类如折线图LineChart柱状图BarChart散点图ScatterChart都属于这类型的图表。
/// 不可用直接将CoordinateChart绑定到GameObject上。
/// </summary>
public partial class CoordinateChart
{
/// <summary>
/// The lower left position x of coordinate system.
/// 坐标系的左下角坐标X。
/// </summary>
public float coordinateX { get { return m_Grid.left; } }
/// <summary>
/// The lower left position y of coordinate system.
/// 坐标系的左下角坐标Y。
/// </summary>
public float coordinateY { get { return m_Grid.bottom; } }
/// <summary>
/// the width of coordinate system。
/// 坐标系的宽。
/// </summary>
public float coordinateWid { get { return chartWidth - m_Grid.left - m_Grid.right; } }
/// <summary>
/// the height of coordinate system。
/// 坐标系的高。
/// </summary>
public float coordinateHig { get { return chartHeight - m_Grid.top - m_Grid.bottom; } }
/// <summary>
/// grid component.
/// 网格组件。
/// </summary>
public Grid grid { get { return m_Grid; } }
/// <summary>
/// the x axisesxAxises[0] is the first x axis, xAxises[1] is the second x axis.
/// 两个x轴。
/// </summary>
public List<XAxis> xAxises { get { return m_XAxises; } }
/// <summary>
/// the y axises, yAxises[0] is the first y axis, yAxises[1] is the second y axis.
/// 两个y轴。
/// </summary>
public List<YAxis> yAxises { get { return m_YAxises; } }
/// <summary>
/// dataZoom component.
/// 区域缩放组件。
/// </summary>
public DataZoom dataZoom { get { return m_DataZoom; } }
/// <summary>
/// visualMap component.
/// 视觉映射组件。
/// </summary>
public VisualMap visualMap { get { return m_VisualMap; } }
/// <summary>
/// Remove all data from series,legend and axis.
/// It just emptying all of serie's data without emptying the list of series.
/// 清空所有图例,系列和坐标轴类目数据。系列中指示清空系列中的数据,会保留系列列表。
/// </summary>
public override void ClearData()
{
base.ClearData();
ClearAxisData();
}
/// <summary>
/// Remove all data from series,legend and axis.
/// The series list is also cleared.
/// 清空所有图例,系列和坐标轴类目数据。系列的列表也会被清空。
/// </summary>
public override void RemoveData()
{
base.RemoveData();
ClearAxisData();
}
/// <summary>
/// Remove all data of axises.
/// 清除所有x轴和y轴的类目数据。
/// </summary>
public void ClearAxisData()
{
foreach (var item in m_XAxises) item.data.Clear();
foreach (var item in m_YAxises) item.data.Clear();
}
/// <summary>
/// Add a category data to xAxis.
/// 添加一个类目数据到指定的x轴。
/// </summary>
/// <param name="category">the category data</param>
/// <param name="xAxisIndex">which xAxis should category add to</param>
public void AddXAxisData(string category, int xAxisIndex = 0)
{
m_XAxises[xAxisIndex].AddData(category);
m_XAxisChanged = true;
}
/// <summary>
/// Add a category data to yAxis.
/// 添加一个类目数据到指定的y轴。
/// </summary>
/// <param name="category">the category data</param>
/// <param name="yAxisIndex">which yAxis should category add to</param>
public void AddYAxisData(string category, int yAxisIndex = 0)
{
m_YAxises[yAxisIndex].AddData(category);
m_YAxisChanged = true;
}
/// <summary>
/// reutrn true when all the show axis is `Value` type.
/// 纯数值坐标。
/// </summary>
/// <returns></returns>
public bool IsValue()
{
foreach (var axis in m_XAxises)
{
if (axis.show && !axis.IsValue()) return false;
}
foreach (var axis in m_YAxises)
{
if (axis.show && !axis.IsValue()) return false;
}
return true;
}
public bool IsCategory()
{
foreach (var axis in m_XAxises)
{
if (axis.show && !axis.IsCategory()) return false;
}
foreach (var axis in m_YAxises)
{
if (axis.show && !axis.IsCategory()) return false;
}
return true;
}
public bool IsInCooridate(Vector2 local)
{
if (local.x < coordinateX - 1 || local.x > coordinateX + coordinateWid + 1 ||
local.y < coordinateY - 1 || local.y > coordinateY + coordinateHig + 1)
{
return false;
}
return true;
}
}
}

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