mirror of
https://github.com/XCharts-Team/XCharts.git
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优化内置的示例代码,Demo改名为Example
This commit is contained in:
270
Examples/Runtime/Example10_LineChart.cs
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270
Examples/Runtime/Example10_LineChart.cs
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/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/******************************************/
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using System.Collections;
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using UnityEngine;
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namespace XCharts.Examples
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{
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[DisallowMultipleComponent]
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public class Example10_LineChart : MonoBehaviour
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{
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private LineChart chart;
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private Serie serie;
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private int m_DataNum = 8;
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void Awake()
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{
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LoopDemo();
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}
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private void OnEnable()
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{
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LoopDemo();
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}
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void LoopDemo()
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{
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StopAllCoroutines();
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StartCoroutine(PieDemo());
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}
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IEnumerator PieDemo()
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{
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StartCoroutine(AddSimpleLine());
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yield return new WaitForSeconds(2);
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StartCoroutine(ChangeLineType());
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yield return new WaitForSeconds(8);
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StartCoroutine(LineAreaStyleSettings());
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yield return new WaitForSeconds(5);
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StartCoroutine(LineArrowSettings());
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yield return new WaitForSeconds(2);
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StartCoroutine(LineSymbolSettings());
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yield return new WaitForSeconds(7);
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StartCoroutine(LineLabelSettings());
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yield return new WaitForSeconds(3);
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StartCoroutine(LineMutilSerie());
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yield return new WaitForSeconds(5);
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LoopDemo();
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}
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IEnumerator AddSimpleLine()
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{
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chart = gameObject.GetComponent<LineChart>();
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if (chart == null) chart = gameObject.AddComponent<LineChart>();
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chart.title.text = "LineChart - 折线图";
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chart.title.subText = "普通折线图";
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chart.yAxis0.minMaxType = Axis.AxisMinMaxType.Custom;
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chart.yAxis0.min = 0;
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chart.yAxis0.max = 100;
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chart.RemoveData();
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serie = chart.AddSerie(SerieType.Line, "Line");
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for (int i = 0; i < m_DataNum; i++)
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{
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chart.AddXAxisData("x" + (i + 1));
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chart.AddData(0, UnityEngine.Random.Range(30, 90));
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}
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yield return new WaitForSeconds(1);
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}
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IEnumerator ChangeLineType()
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{
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chart.title.subText = "LineTyle - 曲线图";
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serie.lineType = LineType.Smooth;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineTyle - 阶梯线图";
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serie.lineType = LineType.StepStart;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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serie.lineType = LineType.StepMiddle;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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serie.lineType = LineType.StepEnd;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineTyle - 虚线";
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serie.lineType = LineType.Dash;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineTyle - 点线";
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serie.lineType = LineType.Dot;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineTyle - 点划线";
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serie.lineType = LineType.DashDot;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineTyle - 双点划线";
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serie.lineType = LineType.DashDotDot;
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chart.RefreshChart();
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serie.lineType = LineType.Normal;
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chart.RefreshChart();
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}
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IEnumerator LineAreaStyleSettings()
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{
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chart.title.subText = "AreaStyle 面积图";
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serie.areaStyle.show = true;
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chart.RefreshChart();
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yield return new WaitForSeconds(1f);
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chart.title.subText = "AreaStyle 面积图";
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serie.lineType = LineType.Smooth;
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serie.areaStyle.show = true;
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chart.RefreshChart();
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yield return new WaitForSeconds(1f);
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chart.title.subText = "AreaStyle 面积图 - 调整透明度";
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while (serie.areaStyle.opacity > 0.4)
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{
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serie.areaStyle.opacity -= 0.6f * Time.deltaTime;
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chart.RefreshChart();
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yield return null;
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}
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yield return new WaitForSeconds(1);
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chart.title.subText = "AreaStyle 面积图 - 渐变";
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serie.areaStyle.toColor = Color.white;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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}
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IEnumerator LineArrowSettings()
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{
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chart.title.subText = "LineArrow 头部箭头";
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serie.lineArrow.show = true;
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serie.lineArrow.position = LineArrow.Position.Start;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "LineArrow 尾部箭头";
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serie.lineArrow.position = LineArrow.Position.End;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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serie.lineArrow.show = false;
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}
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/// <summary>
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/// SerieSymbol 相关设置
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/// </summary>
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/// <returns></returns>
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IEnumerator LineSymbolSettings()
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{
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chart.title.subText = "SerieSymbol 图形标记";
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while (serie.symbol.size < 5)
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{
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serie.symbol.size += 2.5f * Time.deltaTime;
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chart.RefreshChart();
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yield return null;
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}
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chart.title.subText = "SerieSymbol 图形标记 - 空心圆";
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yield return new WaitForSeconds(1);
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chart.title.subText = "SerieSymbol 图形标记 - 实心圆";
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serie.symbol.type = SerieSymbolType.Circle;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "SerieSymbol 图形标记 - 三角形";
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serie.symbol.type = SerieSymbolType.Triangle;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "SerieSymbol 图形标记 - 正方形";
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serie.symbol.type = SerieSymbolType.Rect;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "SerieSymbol 图形标记 - 菱形";
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serie.symbol.type = SerieSymbolType.Diamond;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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chart.title.subText = "SerieSymbol 图形标记";
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serie.symbol.type = SerieSymbolType.EmptyCircle;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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}
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/// <summary>
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/// SerieLabel相关配置
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/// </summary>
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/// <returns></returns>
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IEnumerator LineLabelSettings()
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{
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chart.title.subText = "SerieLabel 文本标签";
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serie.label.show = true;
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serie.label.border = false;
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chart.RefreshChart();
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while (serie.label.offset[1] < 20)
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{
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serie.label.offset = new Vector3(serie.label.offset.x, serie.label.offset.y + 20f * Time.deltaTime);
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chart.RefreshChart();
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yield return null;
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}
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yield return new WaitForSeconds(1);
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serie.label.border = true;
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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serie.label.color = Color.white;
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serie.label.backgroundColor = Color.grey;
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chart.RefreshLabel();
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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serie.label.show = false;
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chart.RefreshChart();
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}
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/// <summary>
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/// 添加多条线图
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/// </summary>
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/// <returns></returns>
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IEnumerator LineMutilSerie()
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{
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chart.title.subText = "多系列";
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var serie2 = chart.AddSerie(SerieType.Line, "Line2");
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serie2.lineType = LineType.Normal;
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for (int i = 0; i < m_DataNum; i++)
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{
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chart.AddData(1, UnityEngine.Random.Range(30, 90));
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}
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yield return new WaitForSeconds(1);
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var serie3 = chart.AddSerie(SerieType.Line, "Line3");
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serie3.lineType = LineType.Normal;
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for (int i = 0; i < m_DataNum; i++)
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{
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chart.AddData(2, UnityEngine.Random.Range(30, 90));
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}
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yield return new WaitForSeconds(1);
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chart.yAxis0.minMaxType = Axis.AxisMinMaxType.Default;
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chart.title.subText = "多系列 - 堆叠";
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serie.stack = "samename";
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serie2.stack = "samename";
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serie3.stack = "samename";
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chart.RefreshChart();
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yield return new WaitForSeconds(1);
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}
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}
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}
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