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增加LiquidChart数据变更动画#83
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@@ -1,6 +1,7 @@
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# 更新日志
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# 更新日志
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* (2020.08.11) Added `LiquidChart` data change animation#83
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* (2020.08.11) Optimize `PieChart` text stack and lead line effects#85
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* (2020.08.11) Optimize `PieChart` text stack and lead line effects#85
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* (2020.08.08) Optimize `LineChart` the rendering performance of dense data
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* (2020.08.08) Optimize `LineChart` the rendering performance of dense data
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* (2020.07.30) Added `LineChart` to configure gradient through `VisualMap` or `ItemStyle`#78
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* (2020.07.30) Added `LineChart` to configure gradient through `VisualMap` or `ItemStyle`#78
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@@ -1,6 +1,7 @@
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# 更新日志
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# 更新日志
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* (2020.08.11) 增加`LiquidChart`数据变更动画#83
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* (2020.08.11) 优化`PieChart`文本堆叠和引线效果#85
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* (2020.08.11) 优化`PieChart`文本堆叠和引线效果#85
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* (2020.08.08) 优化`LineChart`密集数据的绘制表现效果
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* (2020.08.08) 优化`LineChart`密集数据的绘制表现效果
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* (2020.07.30) 增加`LineChart`可通过`VisualMap`或`ItemStyle`配置渐变#78
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* (2020.07.30) 增加`LineChart`可通过`VisualMap`或`ItemStyle`配置渐变#78
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@@ -149,8 +149,8 @@ namespace XCharts
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var radius = vessel.runtimeInnerRadius;
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var radius = vessel.runtimeInnerRadius;
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var serieData = serie.GetSerieData(0);
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var serieData = serie.GetSerieData(0);
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if (serieData == null) return;
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if (serieData == null) return;
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var dataChangeDuration = serie.animation.GetUpdateAnimationDuration();
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var value = serieData.GetData(1);
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var value = serieData.GetCurrData(1, dataChangeDuration);
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if (serie.runtimeCheckValue != value)
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if (serie.runtimeCheckValue != value)
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{
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{
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serie.runtimeCheckValue = value;
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serie.runtimeCheckValue = value;
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@@ -101,12 +101,20 @@ namespace XChartsDemo
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{
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{
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var charts = transform.GetComponentsInChildren<BaseChart>();
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var charts = transform.GetComponentsInChildren<BaseChart>();
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foreach (var chart in charts)
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foreach (var chart in charts)
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{
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if (chart is RingChart)
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{
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var serieData = chart.series.GetSerie(0).GetSerieData(0);
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chart.UpdateData(0, 0, 0, Random.Range(0, serieData.GetData(1)));
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}
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else
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{
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{
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var dataCount = chart.series.list[0].dataCount;
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var dataCount = chart.series.list[0].dataCount;
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var index = UnityEngine.Random.Range(0, dataCount);
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var index = UnityEngine.Random.Range(0, dataCount);
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chart.UpdateData(0, index, UnityEngine.Random.Range(1, 100));
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chart.UpdateData(0, index, UnityEngine.Random.Range(1, 100));
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}
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}
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}
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}
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}
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void AnimationPause()
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void AnimationPause()
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{
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{
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