整理代码结构,支持Package Manager添加

This commit is contained in:
monitor1394
2019-10-22 04:09:04 +08:00
parent e4d47684f6
commit b2b4f1a65f
218 changed files with 197991 additions and 97171 deletions

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/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Collections.Generic;
using UnityEngine;
namespace XCharts
{
public static class ChartCached
{
private static Dictionary<float, string> s_ValueToF1Str = new Dictionary<float, string>(1000);
private static Dictionary<float, string> s_ValueToF2Str = new Dictionary<float, string>(1000);
private static Dictionary<float, string> s_ValueToStr = new Dictionary<float, string>(1000);
private static Dictionary<int, string> s_IntToStr = new Dictionary<int, string>(1000);
private static Dictionary<Color, string> s_ColorToStr = new Dictionary<Color, string>(1000);
public static string FloatToStr(float value, int f = 0)
{
if (f > 2) f = 2;
Dictionary<float, string> valueDic;
if (f == 1) valueDic = s_ValueToF1Str;
else if (f == 2) valueDic = s_ValueToF2Str;
else valueDic = s_ValueToStr;
if (valueDic.ContainsKey(value))
{
return valueDic[value];
}
else
{
if (f == 1) valueDic[value] = value.ToString("f1");
else if (f == 2) valueDic[value] = value.ToString("f2");
else valueDic[value] = value.ToString();
return valueDic[value];
}
}
public static string IntToStr(int value)
{
if (s_IntToStr.ContainsKey(value))
{
return s_IntToStr[value];
}
else
{
s_IntToStr[value] = value.ToString();
return s_IntToStr[value];
}
}
public static string ColorToStr(Color color)
{
if (s_ColorToStr.ContainsKey(color))
{
return s_ColorToStr[color];
}
else
{
s_ColorToStr[color] = ColorUtility.ToHtmlStringRGBA(color);
return s_ColorToStr[color];
}
}
}
}

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/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
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, List<Vector3> posList = null)
{
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;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
if (posList != null) posList.Add(p2);
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, List<Vector3> posList = null)
{
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;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
if (posList != null) posList.Add(p2);
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, List<Vector3> posList = null)
{
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;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
if (posList != null) posList.Add(dotsp);
sp = np;
}
if (posList != null) posList.Add(p2);
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, List<Vector3> posList = null)
{
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;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
if (posList != null) posList.Add(dotep);
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);
if (posList != null) posList.Add(dotep2);
sp = np;
}
if (posList != null) posList.Add(p2);
DrawLine(vh, sp, p2, size, color);
}
public static void DrawZebraLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
float zebraWidth, float zebraGap, Color32 color)
{
DrawDotLine(vh, p1, p2, size, color, zebraWidth, zebraGap);
}
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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/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Text;
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace XCharts
{
public static class ChartHelper
{
private static StringBuilder s_Builder = new StringBuilder();
public static string Cancat(string str1, string str2)
{
s_Builder.Length = 0;
s_Builder.Append(str1).Append(str2);
return s_Builder.ToString();
}
public static string Cancat(string str1, int i)
{
s_Builder.Length = 0;
s_Builder.Append(str1).Append(ChartCached.IntToStr(i));
return s_Builder.ToString();
}
public static void SetActive(GameObject gameObject, bool active)
{
SetActive(gameObject.transform, active);
}
/// <summary>
/// 通过设置scale实现是否显示优化性能减少GC
/// </summary>
/// <param name="transform"></param>
/// <param name="active"></param>
public static void SetActive(Transform transform, bool active)
{
if (active) transform.localScale = Vector3.one;
else transform.localScale = Vector3.zero;
}
public static void HideAllObject(GameObject obj, string match = null)
{
HideAllObject(obj.transform, match);
}
public static void HideAllObject(Transform parent, string match = null)
{
for (int i = 0; i < parent.childCount; i++)
{
if (match == null)
SetActive(parent.GetChild(i), false);
//parent.GetChild(i).gameObject.SetActive(false);
else
{
var go = parent.GetChild(i);
if (go.name.StartsWith(match))
{
SetActive(go, false);
//go.gameObject.SetActive(false);
}
}
}
}
public static void DestoryAllChilds(Transform parent)
{
while (parent.childCount > 0)
{
var go = parent.GetChild(0);
if (go.childCount > 0) DestoryAllChilds(go);
else GameObject.DestroyImmediate(go.gameObject);
}
}
public static string GetFullName(Transform transform)
{
string name = transform.name;
Transform obj = transform;
while (obj.transform.parent)
{
name += "/" + obj.transform.parent.name;
obj = obj.transform.parent;
}
return name;
}
public static T GetOrAddComponent<T>(Transform transform) where T : Component
{
return GetOrAddComponent<T>(transform.gameObject);
}
public static T GetOrAddComponent<T>(GameObject gameObject) where T : Component
{
if (gameObject.GetComponent<T>() == null)
{
gameObject.AddComponent<T>();
}
return gameObject.GetComponent<T>();
}
public static GameObject AddObject(string name, Transform parent, Vector2 anchorMin,
Vector2 anchorMax, Vector2 pivot, Vector2 sizeDelta)
{
GameObject obj;
if (parent.Find(name))
{
obj = parent.Find(name).gameObject;
obj.SetActive(true);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
}
else
{
obj = new GameObject();
obj.name = name;
obj.transform.SetParent(parent);
obj.transform.localScale = Vector3.one;
obj.transform.localPosition = Vector3.zero;
}
RectTransform rect = GetOrAddComponent<RectTransform>(obj);
rect.localPosition = Vector3.zero;
rect.sizeDelta = sizeDelta;
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
rect.pivot = pivot;
return obj;
}
public static Text AddTextObject(string name, Transform parent, Font font, Color color,
TextAnchor anchor, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 sizeDelta,
int fontSize = 14, float rotate = 0, FontStyle fontStyle = FontStyle.Normal)
{
GameObject txtObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
Text txt = GetOrAddComponent<Text>(txtObj);
txt.font = font;
txt.fontSize = fontSize;
txt.text = "Text";
txt.alignment = anchor;
txt.horizontalOverflow = HorizontalWrapMode.Overflow;
txt.verticalOverflow = VerticalWrapMode.Overflow;
txt.color = color;
if (rotate > 0)
{
txtObj.transform.localEulerAngles = new Vector3(0, 0, rotate);
}
RectTransform rect = GetOrAddComponent<RectTransform>(txtObj);
rect.localPosition = Vector3.zero;
rect.sizeDelta = sizeDelta;
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
rect.pivot = pivot;
return txtObj.GetComponent<Text>();
}
public static Button AddButtonObject(string name, Transform parent, Font font, int fontSize,
Color color, TextAnchor anchor, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot,
Vector2 sizeDelta)
{
GameObject btnObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
GetOrAddComponent<Image>(btnObj);
GetOrAddComponent<Button>(btnObj);
Text txt = AddTextObject("Text", btnObj.transform, font, color, TextAnchor.MiddleCenter,
new Vector2(0, 0), new Vector2(1, 1), new Vector2(0.5f, 0.5f),
sizeDelta, fontSize);
txt.rectTransform.offsetMin = Vector2.zero;
txt.rectTransform.offsetMax = Vector2.zero;
return btnObj.GetComponent<Button>();
}
public static GameObject AddTooltipContent(string name, Transform parent, Font font, int fontSize, FontStyle fontStyle)
{
var anchorMax = new Vector2(0, 1);
var anchorMin = new Vector2(0, 1);
var pivot = new Vector2(0, 1);
var sizeDelta = new Vector2(100, 100);
GameObject tooltipObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
var img = GetOrAddComponent<Image>(tooltipObj);
img.color = Color.black;
Text txt = AddTextObject("Text", tooltipObj.transform, font, Color.white, TextAnchor.UpperLeft,
anchorMin, anchorMax, pivot, sizeDelta, fontSize, 0, fontStyle);
txt.text = "Text";
txt.transform.localPosition = new Vector2(3, -3);
tooltipObj.transform.localPosition = Vector3.zero;
return tooltipObj;
}
public static GameObject AddIcon(string name, Transform parent, float width, float height)
{
var anchorMax = new Vector2(0.5f, 0.5f);
var anchorMin = new Vector2(0.5f, 0.5f);
var pivot = new Vector2(0.5f, 0.5f);
var sizeDelta = new Vector2(width, height);
GameObject iconObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
GetOrAddComponent<Image>(iconObj);
return iconObj;
}
public static GameObject AddSerieLabel(string name, Transform parent, Font font, Color textColor, Color backgroundColor,
int fontSize, FontStyle fontStyle, float rotate, float width, float height)
{
var anchorMin = new Vector2(0.5f, 0.5f);
var anchorMax = new Vector2(0.5f, 0.5f);
var pivot = new Vector2(0.5f, 0.5f);
var sizeDelta = (width != 0 && height != 0) ? new Vector2(width, height) : new Vector2(50, fontSize + 2);
GameObject labelObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
//var img = GetOrAddComponent<Image>(labelObj);
//img.color = backgroundColor;
labelObj.transform.localEulerAngles = new Vector3(0, 0, rotate);
Text txt = AddTextObject("Text", labelObj.transform, font, textColor, TextAnchor.MiddleCenter,
anchorMin, anchorMax, pivot, sizeDelta, fontSize, 0, fontStyle);
txt.text = "Text";
txt.transform.localPosition = new Vector2(0, 0);
txt.transform.localEulerAngles = Vector3.zero;
labelObj.transform.localPosition = Vector3.zero;
return labelObj;
}
public static GameObject AddTooltipLabel(string name, Transform parent, Font font, Vector2 pivot)
{
var anchorMax = new Vector2(0, 0);
var anchorMin = new Vector2(0, 0);
var sizeDelta = new Vector2(100, 50);
GameObject labelObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
labelObj.transform.localPosition = Vector3.zero;
var img = GetOrAddComponent<Image>(labelObj);
img.color = Color.black;
Text txt = AddTextObject("Text", labelObj.transform, font, Color.white, TextAnchor.MiddleCenter,
new Vector2(0, 0), new Vector2(1, 1), new Vector2(1, 1), sizeDelta, 16);
txt.GetComponent<RectTransform>().offsetMin = Vector2.zero;
txt.GetComponent<RectTransform>().offsetMax = Vector2.zero;
txt.text = "Text";
return labelObj;
}
public static void GetPointList(ref List<Vector3> posList, Vector3 sp, Vector3 ep, float k = 30f)
{
Vector3 dir = (ep - sp).normalized;
float dist = Vector3.Distance(sp, ep);
int segment = (int)(dist / k);
posList.Clear();
posList.Add(sp);
for (int i = 1; i < segment; i++)
{
posList.Add(sp + dir * dist * i / segment);
}
posList.Add(ep);
}
public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
{
float dist = Mathf.Abs(sp.x - ep.x);
Vector3 cp1, cp2;
var dir = (ep - sp).normalized;
var diff = dist / k;
if (lsp == sp)
{
cp1 = sp + dist / k * dir * 1;
cp1.y = sp.y;
cp1 = sp;
}
else
{
cp1 = sp + (ep - lsp).normalized * diff;
}
if (nep == ep) cp2 = ep;
else cp2 = ep - (nep - sp).normalized * diff;
dist = Vector3.Distance(sp, ep);
int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
if (segment < 1) segment = (int)(dist / 0.5f);
if (segment < 4) segment = 4;
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
}
public static void GetBezierListVertical(ref List<Vector3> posList, Vector3 sp, Vector3 ep, float smoothness = 2f, float k = 2.0f)
{
Vector3 dir = (ep - sp).normalized;
float dist = Vector3.Distance(sp, ep);
Vector3 cp1 = sp + dist / k * dir * 1;
Vector3 cp2 = sp + dist / k * dir * (k - 1);
cp1.x = sp.x;
cp2.x = ep.x;
int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
}
public static List<Vector3> GetBezierList(Vector3 sp, Vector3 ep, int segment, Vector3 cp)
{
List<Vector3> list = new List<Vector3>();
for (int i = 0; i < segment; i++)
{
list.Add(GetBezier(i / (float)segment, sp, cp, ep));
}
list.Add(ep);
return list;
}
public static void GetBezierList2(ref List<Vector3> posList, Vector3 sp, Vector3 ep, int segment, Vector3 cp,
Vector3 cp2)
{
posList.Clear();
if (posList.Capacity < segment + 1)
{
posList.Capacity = segment + 1;
}
for (int i = 0; i < segment; i++)
{
posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
}
posList.Add(ep);
}
public static Vector3 GetBezier(float t, Vector3 sp, Vector3 cp, Vector3 ep)
{
Vector3 aa = sp + (cp - sp) * t;
Vector3 bb = cp + (ep - cp) * t;
return aa + (bb - aa) * t;
}
public static Vector3 GetBezier2(float t, Vector3 sp, Vector3 p1, Vector3 p2, Vector3 ep)
{
t = Mathf.Clamp01(t);
var oneMinusT = 1f - t;
return oneMinusT * oneMinusT * oneMinusT * sp +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * ep;
}
public static bool IsValueEqualsColor(Color32 color1, Color32 color2)
{
return color1.a == color2.a &&
color1.b == color2.b &&
color1.g == color2.g &&
color1.r == color2.r;
}
public static bool IsValueEqualsList<T>(List<T> list1, List<T> list2)
{
if (list1 == null || list2 == null) return false;
if (list1.Count != list2.Count) return false;
for (int i = 0; i < list1.Count; i++)
{
if (!list1[i].Equals(list2[i])) return false;
}
return true;
}
public static List<float> ParseFloatFromString(string jsonData)
{
List<float> list = new List<float>();
if (string.IsNullOrEmpty(jsonData)) return list;
int startIndex = jsonData.IndexOf("[");
int endIndex = jsonData.IndexOf("]");
string temp = jsonData.Substring(startIndex + 1, endIndex - startIndex - 1);
if (temp.IndexOf("],") > -1 || temp.IndexOf("] ,") > -1)
{
string[] datas = temp.Split(new string[] { "],", "] ," }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < datas.Length; i++)
{
temp = datas[i];
}
return list;
}
else
{
string[] datas = temp.Split(',');
for (int i = 0; i < datas.Length; i++)
{
list.Add(float.Parse(datas[i].Trim()));
}
return list;
}
}
public static List<string> ParseStringFromString(string jsonData)
{
List<string> list = new List<string>();
if (string.IsNullOrEmpty(jsonData)) return list;
string pattern = "[\"'](.*?)[\"']";
if (Regex.IsMatch(jsonData, pattern))
{
MatchCollection m = Regex.Matches(jsonData, pattern);
foreach (Match match in m)
{
list.Add(match.Groups[1].Value);
}
}
return list;
}
public static Color32 GetColor(string hexColorStr)
{
Color color;
ColorUtility.TryParseHtmlString(hexColorStr, out color);
return (Color32)color;
}
public static int GetMaxDivisibleValue(float max)
{
if (max == 0) return 0;
int bigger = Mathf.CeilToInt(Mathf.Abs(max));
int n = 1;
while (bigger / (Mathf.Pow(10, n)) > 10)
{
n++;
}
float mm = bigger;
if (mm > 10)
{
mm = bigger - bigger % (Mathf.Pow(10, n));
mm += max > 0 ? Mathf.Pow(10, n) : -Mathf.Pow(10, n);
}
if (max < 0) return -Mathf.CeilToInt(mm);
else return Mathf.CeilToInt(mm);
}
public static int GetMinDivisibleValue(float min)
{
if (min == 0) return 0;
int bigger = Mathf.FloorToInt(Mathf.Abs(min));
int n = 1;
while (bigger / (Mathf.Pow(10, n)) > 10)
{
n++;
}
float mm = bigger;
if (mm > 10)
{
mm = bigger - bigger % (Mathf.Pow(10, n));
mm += min < 0 ? Mathf.Pow(10, n) : -Mathf.Pow(10, n);
}
if (min < 0) return -Mathf.FloorToInt(mm);
else return Mathf.FloorToInt(mm);
}
public static void AddEventListener(GameObject obj, EventTriggerType type,
UnityEngine.Events.UnityAction<BaseEventData> call)
{
EventTrigger trigger = GetOrAddComponent<EventTrigger>(obj.gameObject);
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = type;
entry.callback = new EventTrigger.TriggerEvent();
entry.callback.AddListener(call);
trigger.triggers.Add(entry);
}
public static void ClearEventListener(GameObject obj)
{
EventTrigger trigger = obj.GetComponent<EventTrigger>();
if (trigger != null)
{
trigger.triggers.Clear();
}
}
//获取两直线交点
public static Vector3 GetIntersection(Vector3 lineAStart, Vector3 lineAEnd, Vector3 lineBStart,
Vector3 lineBEnd)
{
float x1 = lineAStart.x, y1 = lineAStart.y;
float x2 = lineAEnd.x, y2 = lineAEnd.y;
float x3 = lineBStart.x, y3 = lineBStart.y;
float x4 = lineBEnd.x, y4 = lineBEnd.y;
if (x1 == x2 && x3 == x4 && x1 == x3)
{
return Vector3.zero;
}
if (y1 == y2 && y3 == y4 && y1 == y3)
{
return Vector3.zero;
}
if (x1 == x2 && x3 == x4)
{
return Vector3.zero;
}
if (y1 == y2 && y3 == y4)
{
return Vector3.zero;
}
float x, y;
if (x1 == x2)
{
float m2 = (y4 - y3) / (x4 - x3);
float c2 = -m2 * x3 + y3;
x = x1;
y = c2 + m2 * x1;
}
else if (x3 == x4)
{
float m1 = (y2 - y1) / (x2 - x1);
float c1 = -m1 * x1 + y1;
x = x3;
y = c1 + m1 * x3;
}
else
{
float m1 = (y2 - y1) / (x2 - x1);
float c1 = -m1 * x1 + y1;
float m2 = (y4 - y3) / (x4 - x3);
float c2 = -m2 * x3 + y3;
x = (c1 - c2) / (m2 - m1);
y = c2 + m2 * x;
}
if (IsInsideLine(lineAStart, lineAEnd, x, y) &&
IsInsideLine(lineBStart, lineBEnd, x, y))
{
return new Vector3(x, y, 0);
}
return Vector3.zero;
}
private static bool IsInsideLine(Vector3 start, Vector3 end, float x, float y)
{
return ((x >= start.x && x <= end.x)
|| (x >= end.x && x <= start.x))
&& ((y >= start.y && y <= end.y)
|| (y >= end.y && y <= start.y));
}
public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle)
{
Vector3 point = Quaternion.AngleAxis(angle, axis) * (position - center);
Vector3 resultVec3 = center + point;
return resultVec3;
}
}
}

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