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https://github.com/XCharts-Team/XCharts.git
synced 2026-05-19 23:10:06 +00:00
3.0
This commit is contained in:
@@ -7,18 +7,18 @@ namespace XUGL
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{
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public static bool IsValueEqualsColor(Color32 color1, Color32 color2)
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{
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return color1.a == color2.a
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&& color1.b == color2.b
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&& color1.g == color2.g
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&& color1.r == color2.r;
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return color1.a == color2.a &&
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color1.b == color2.b &&
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color1.g == color2.g &&
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color1.r == color2.r;
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}
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public static bool IsValueEqualsColor(Color color1, Color color2)
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{
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return color1.a == color2.a
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&& color1.b == color2.b
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&& color1.g == color2.g
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&& color1.r == color2.r;
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return color1.a == color2.a &&
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color1.b == color2.b &&
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color1.g == color2.g &&
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color1.r == color2.r;
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}
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public static bool IsValueEqualsString(string str1, string str2)
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@@ -32,21 +32,21 @@ namespace XUGL
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public static bool IsValueEqualsVector2(Vector2 v1, Vector2 v2)
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{
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return v1.x == v2.x
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&& v1.y == v2.y;
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return v1.x == v2.x &&
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v1.y == v2.y;
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}
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public static bool IsValueEqualsVector3(Vector3 v1, Vector3 v2)
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{
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return v1.x == v2.x
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&& v1.y == v2.y
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&& v1.z == v2.z;
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return v1.x == v2.x &&
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v1.y == v2.y &&
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v1.z == v2.z;
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}
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public static bool IsValueEqualsVector3(Vector3 v1, Vector2 v2)
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{
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return v1.x == v2.x
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&& v1.y == v2.y;
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return v1.x == v2.x &&
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v1.y == v2.y;
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}
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public static bool IsValueEqualsList<T>(List<T> list1, List<T> list2)
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@@ -60,8 +60,7 @@ namespace XUGL
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for (int i = 0; i < list1.Count; i++)
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{
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if (list1[i] == null && list2[i] == null)
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{
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}
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{ }
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else
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{
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if (list1[i] != null)
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@@ -81,25 +80,25 @@ namespace XUGL
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public static bool IsClearColor(Color32 color)
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{
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return color.a == 0
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&& color.b == 0
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&& color.g == 0
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&& color.r == 0;
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return color.a == 0 &&
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color.b == 0 &&
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color.g == 0 &&
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color.r == 0;
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}
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public static bool IsClearColor(Color color)
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{
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return color.a == 0
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&& color.b == 0
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&& color.g == 0
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&& color.r == 0;
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return color.a == 0 &&
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color.b == 0 &&
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color.g == 0 &&
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color.r == 0;
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}
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public static bool IsZeroVector(Vector3 pos)
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{
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return pos.x == 0
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&& pos.y == 0
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&& pos.z == 0;
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return pos.x == 0 &&
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pos.y == 0 &&
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pos.z == 0;
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}
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public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle)
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@@ -110,7 +109,7 @@ namespace XUGL
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}
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public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
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Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
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Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
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{
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float dist = Mathf.Abs(sp.x - ep.x);
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Vector3 cp1, cp2;
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@@ -129,8 +128,8 @@ namespace XUGL
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if (nep == ep) cp2 = ep;
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else cp2 = ep - (nep - sp).normalized * diff;
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dist = Vector3.Distance(sp, ep);
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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if (segment < 1) segment = (int)(dist / 0.5f);
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int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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if (segment < 1) segment = (int) (dist / 0.5f);
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if (segment < 4) segment = 4;
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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if (posList.Count < 2)
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@@ -150,7 +149,7 @@ namespace XUGL
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Vector3 cp2 = sp + dist / k * dir * (k - 1);
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cp1.x = sp.x;
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cp2.x = ep.x;
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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if (posList.Count < 2)
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{
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@@ -165,7 +164,7 @@ namespace XUGL
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List<Vector3> list = new List<Vector3>();
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for (int i = 0; i < segment; i++)
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{
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list.Add(GetBezier(i / (float)segment, sp, cp, ep));
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list.Add(GetBezier(i / (float) segment, sp, cp, ep));
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}
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list.Add(ep);
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return list;
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@@ -181,7 +180,7 @@ namespace XUGL
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}
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for (int i = 0; i < segment; i++)
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{
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posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
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posList.Add((GetBezier2(i / (float) segment, sp, cp, cp2, ep)));
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}
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posList.Add(ep);
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}
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