增加SymbolEmptyTriangleEmptyDiamond的支持,优化Symbol表现效果

This commit is contained in:
monitor1394
2023-07-31 13:32:53 +08:00
parent 0ffc6d7efe
commit f36ca34055
4 changed files with 68 additions and 23 deletions

View File

@@ -443,10 +443,15 @@ namespace XUGL
/// <param name="toColor">渐变色2</param>
public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color, Color32 toColor)
{
var p1 = new Vector2(center.x - size, center.y);
var p2 = new Vector2(center.x, center.y + size);
var p3 = new Vector2(center.x + size, center.y);
var p4 = new Vector2(center.x, center.y - size);
DrawDiamond(vh, center, size, size, color, toColor);
}
public static void DrawDiamond(VertexHelper vh, Vector3 center, float xRadius, float yRadius, Color32 color, Color32 toColor)
{
var p1 = new Vector2(center.x - xRadius, center.y);
var p2 = new Vector2(center.x, center.y + yRadius);
var p3 = new Vector2(center.x + xRadius, center.y);
var p4 = new Vector2(center.x, center.y - yRadius);
DrawTriangle(vh, p4, p1, p2, color, color, toColor);
DrawTriangle(vh, p3, p4, p2, color, color, toColor);
}
@@ -1327,7 +1332,7 @@ namespace XUGL
if (gap > 0 && isCircle) gap = 0;
radius -= borderWidth;
smoothness = (smoothness < 0 ? 2f : smoothness);
int segments = (int) ((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
int segments = (int)((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
@@ -1520,7 +1525,7 @@ namespace XUGL
var needSpace = gap != 0;
var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
int segments = (int) ((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
int segments = (int)((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
@@ -1779,7 +1784,7 @@ namespace XUGL
float lineWidth, Color32 lineColor, float smoothness, Direction dire = Direction.XAxis)
{
var dist = Vector3.Distance(sp, ep);
var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor, dire);
}
@@ -1801,15 +1806,15 @@ namespace XUGL
bool closed = false)
{
var count = points.Count;
var size = (closed?count : count - 1);
var size = (closed ? count : count - 1);
if (closed)
dire = Direction.Random;
for (int i = 0; i < size; i++)
{
var sp = points[i];
var ep = closed?(i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
var lsp = i > 0 ? points[i - 1] : (closed?points[count - 1] : sp);
var nep = i < points.Count - 2 ? points[i + 2] : (closed?points[(i + 2) % count] : ep);
var ep = closed ? (i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
var lsp = i > 0 ? points[i - 1] : (closed ? points[count - 1] : sp);
var nep = i < points.Count - 2 ? points[i + 2] : (closed ? points[(i + 2) % count] : ep);
var smoothness2 = smoothness;
if (currProgress != float.NaN)
{