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https://github.com/XCharts-Team/XCharts.git
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增加Symbol的EmptyTriangle和EmptyDiamond的支持,优化Symbol表现效果
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@@ -74,6 +74,7 @@ slug: /changelog
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日志详情:
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* (2023.07.31) 增加`Symbol`的`EmptyTriangle`和`EmptyDiamond`的支持,优化`Symbol`表现效果
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* (2023.07.31) 优化`Line`的默认配置效果
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* (2023.07.27) 增加`Serie`的`minRadius`可设置最小半径
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* (2023.07.26) 增加`MLValue`多样式数值
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@@ -31,7 +31,7 @@ namespace XCharts.Runtime
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[SerializeField] private bool m_Show = true;
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[SerializeField] private LineType m_LineType = LineType.BrokenLine;
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[SerializeField] private Color32 m_LineColor = ChartConst.clearColor32;
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[SerializeField] private float m_LineAngle = 0;
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[SerializeField] private float m_LineAngle = 60;
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[SerializeField] private float m_LineWidth = 1.0f;
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[SerializeField] private float m_LineGap = 1.0f;
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[SerializeField] private float m_LineLength1 = 25f;
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@@ -44,7 +44,7 @@ namespace XCharts.Runtime
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m_Show = false;
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m_LineType = LineType.BrokenLine;
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m_LineColor = Color.clear;
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m_LineAngle = 0;
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m_LineAngle = 60;
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m_LineWidth = 1.0f;
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m_LineGap = 1.0f;
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m_LineLength1 = 25f;
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@@ -49,53 +49,92 @@ namespace XCharts.Runtime
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{
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if (tickness > 0)
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{
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UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
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UGL.DrawRoundRectangle(vh, pos, symbolSize * 2, symbolSize * 2, color, color, 0, cornerRadius, true);
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UGL.DrawBorder(vh, pos, symbolSize, symbolSize, tickness, borderColor, 0, cornerRadius);
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}
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else
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UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
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UGL.DrawRoundRectangle(vh, pos, symbolSize * 2, symbolSize * 2, color, color, 0, cornerRadius, true);
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}
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break;
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case SymbolType.EmptyRect:
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if (gap > 0)
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{
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UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color);
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UGL.DrawBorder(vh, pos, symbolSize * 2, symbolSize * 2, tickness, color);
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}
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else
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{
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UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color);
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UGL.DrawBorder(vh, pos, symbolSize * 2 - tickness * 2, symbolSize * 2 - tickness * 2, tickness, color);
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}
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break;
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case SymbolType.Triangle:
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case SymbolType.EmptyTriangle:
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if (gap > 0)
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{
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UGL.DrawTriangle(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
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UGL.DrawTriangle(vh, pos, symbolSize * 1.4f + gap * 2f, backgroundColor);
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UGL.DrawTriangle(vh, pos, symbolSize * 1.4f, color, toColor);
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}
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else
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{
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UGL.DrawTriangle(vh, pos, symbolSize, color, toColor);
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UGL.DrawTriangle(vh, pos, symbolSize * 1.4f, color, toColor);
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}
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if (type == SymbolType.EmptyTriangle)
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{
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UGL.DrawTriangle(vh, pos, symbolSize * 1.4f - tickness * 2, backgroundColor);
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}
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break;
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case SymbolType.Diamond:
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case SymbolType.EmptyDiamond:
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var xRadius = symbolSize;
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var yRadius = symbolSize * 1.5f;
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if (gap > 0)
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{
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UGL.DrawDiamond(vh, pos, symbolSize + gap, backgroundColor);
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UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
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UGL.DrawDiamond(vh, pos, xRadius + gap, yRadius + gap, backgroundColor, backgroundColor);
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UGL.DrawDiamond(vh, pos, xRadius, yRadius, color, toColor);
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}
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else
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{
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UGL.DrawDiamond(vh, pos, symbolSize, color, toColor);
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UGL.DrawDiamond(vh, pos, xRadius, yRadius, color, toColor);
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}
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if (type == SymbolType.EmptyDiamond)
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{
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UGL.DrawDiamond(vh, pos, xRadius - tickness, (symbolSize - tickness) * 1.5f, backgroundColor, backgroundColor);
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}
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break;
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case SymbolType.Arrow:
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case SymbolType.EmptyArrow:
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var arrowWidth = symbolSize * 2;
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var arrowHeight = arrowWidth * 1.5f;
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var arrowOffset = 0;
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var arrowDent = arrowWidth / 3.3f;
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if (gap > 0)
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{
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arrowWidth = (symbolSize + gap) * 2;
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arrowHeight = arrowWidth * 1.5f;
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arrowOffset = 0;
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arrowDent = arrowWidth / 3.3f;
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var dir = (pos - startPos).normalized;
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var sharpPos = pos + gap * dir;
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UGL.DrawArrow(vh, startPos, sharpPos, arrowWidth, arrowHeight,
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arrowOffset, arrowDent, backgroundColor);
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}
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arrowWidth = symbolSize * 2;
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arrowHeight = arrowWidth * 1.5f;
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arrowOffset = 0;
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arrowDent = arrowWidth / 3.3f;
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UGL.DrawArrow(vh, startPos, pos, arrowWidth, arrowHeight,
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arrowOffset, arrowDent, color);
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if (type == SymbolType.EmptyArrow)
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{
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arrowWidth = (symbolSize - tickness) * 2;
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arrowHeight = arrowWidth * 1.5f;
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arrowOffset = 0;
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arrowDent = arrowWidth / 3.3f;
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var dir = (pos - startPos).normalized;
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var sharpPos = pos - tickness * dir;
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UGL.DrawArrow(vh, startPos, sharpPos, arrowWidth, arrowHeight,
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arrowOffset, arrowDent, backgroundColor);
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}
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break;
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}
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}
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@@ -443,10 +443,15 @@ namespace XUGL
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/// <param name="toColor">渐变色2</param>
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public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color, Color32 toColor)
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{
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var p1 = new Vector2(center.x - size, center.y);
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var p2 = new Vector2(center.x, center.y + size);
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var p3 = new Vector2(center.x + size, center.y);
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var p4 = new Vector2(center.x, center.y - size);
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DrawDiamond(vh, center, size, size, color, toColor);
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}
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public static void DrawDiamond(VertexHelper vh, Vector3 center, float xRadius, float yRadius, Color32 color, Color32 toColor)
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{
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var p1 = new Vector2(center.x - xRadius, center.y);
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var p2 = new Vector2(center.x, center.y + yRadius);
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var p3 = new Vector2(center.x + xRadius, center.y);
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var p4 = new Vector2(center.x, center.y - yRadius);
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DrawTriangle(vh, p4, p1, p2, color, color, toColor);
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DrawTriangle(vh, p3, p4, p2, color, color, toColor);
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}
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@@ -1327,7 +1332,7 @@ namespace XUGL
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if (gap > 0 && isCircle) gap = 0;
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radius -= borderWidth;
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smoothness = (smoothness < 0 ? 2f : smoothness);
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int segments = (int) ((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
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int segments = (int)((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
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if (segments < 1) segments = 1;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float toAngle = toDegree * Mathf.Deg2Rad;
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@@ -1520,7 +1525,7 @@ namespace XUGL
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var needSpace = gap != 0;
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var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
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int segments = (int) ((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
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int segments = (int)((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
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if (segments < 1) segments = 1;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float toAngle = toDegree * Mathf.Deg2Rad;
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@@ -1779,7 +1784,7 @@ namespace XUGL
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float lineWidth, Color32 lineColor, float smoothness, Direction dire = Direction.XAxis)
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{
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var dist = Vector3.Distance(sp, ep);
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var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
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DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor, dire);
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}
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@@ -1801,15 +1806,15 @@ namespace XUGL
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bool closed = false)
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{
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var count = points.Count;
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var size = (closed?count : count - 1);
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var size = (closed ? count : count - 1);
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if (closed)
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dire = Direction.Random;
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for (int i = 0; i < size; i++)
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{
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var sp = points[i];
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var ep = closed?(i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
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var lsp = i > 0 ? points[i - 1] : (closed?points[count - 1] : sp);
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var nep = i < points.Count - 2 ? points[i + 2] : (closed?points[(i + 2) % count] : ep);
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var ep = closed ? (i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
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var lsp = i > 0 ? points[i - 1] : (closed ? points[count - 1] : sp);
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var nep = i < points.Count - 2 ? points[i + 2] : (closed ? points[(i + 2) % count] : ep);
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var smoothness2 = smoothness;
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if (currProgress != float.NaN)
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{
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