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

@@ -74,6 +74,7 @@ slug: /changelog
日志详情: 日志详情:
* (2023.07.31) 增加`Symbol``EmptyTriangle``EmptyDiamond`的支持,优化`Symbol`表现效果
* (2023.07.31) 优化`Line`的默认配置效果 * (2023.07.31) 优化`Line`的默认配置效果
* (2023.07.27) 增加`Serie``minRadius`可设置最小半径 * (2023.07.27) 增加`Serie``minRadius`可设置最小半径
* (2023.07.26) 增加`MLValue`多样式数值 * (2023.07.26) 增加`MLValue`多样式数值

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@@ -31,7 +31,7 @@ namespace XCharts.Runtime
[SerializeField] private bool m_Show = true; [SerializeField] private bool m_Show = true;
[SerializeField] private LineType m_LineType = LineType.BrokenLine; [SerializeField] private LineType m_LineType = LineType.BrokenLine;
[SerializeField] private Color32 m_LineColor = ChartConst.clearColor32; [SerializeField] private Color32 m_LineColor = ChartConst.clearColor32;
[SerializeField] private float m_LineAngle = 0; [SerializeField] private float m_LineAngle = 60;
[SerializeField] private float m_LineWidth = 1.0f; [SerializeField] private float m_LineWidth = 1.0f;
[SerializeField] private float m_LineGap = 1.0f; [SerializeField] private float m_LineGap = 1.0f;
[SerializeField] private float m_LineLength1 = 25f; [SerializeField] private float m_LineLength1 = 25f;
@@ -44,7 +44,7 @@ namespace XCharts.Runtime
m_Show = false; m_Show = false;
m_LineType = LineType.BrokenLine; m_LineType = LineType.BrokenLine;
m_LineColor = Color.clear; m_LineColor = Color.clear;
m_LineAngle = 0; m_LineAngle = 60;
m_LineWidth = 1.0f; m_LineWidth = 1.0f;
m_LineGap = 1.0f; m_LineGap = 1.0f;
m_LineLength1 = 25f; m_LineLength1 = 25f;

View File

@@ -49,53 +49,92 @@ namespace XCharts.Runtime
{ {
if (tickness > 0) if (tickness > 0)
{ {
UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true); UGL.DrawRoundRectangle(vh, pos, symbolSize * 2, symbolSize * 2, color, color, 0, cornerRadius, true);
UGL.DrawBorder(vh, pos, symbolSize, symbolSize, tickness, borderColor, 0, cornerRadius); UGL.DrawBorder(vh, pos, symbolSize, symbolSize, tickness, borderColor, 0, cornerRadius);
} }
else else
UGL.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true); UGL.DrawRoundRectangle(vh, pos, symbolSize * 2, symbolSize * 2, color, color, 0, cornerRadius, true);
} }
break; break;
case SymbolType.EmptyRect: case SymbolType.EmptyRect:
if (gap > 0) if (gap > 0)
{ {
UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor); UGL.DrawSquare(vh, pos, symbolSize + gap, backgroundColor);
UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color); UGL.DrawBorder(vh, pos, symbolSize * 2, symbolSize * 2, tickness, color);
} }
else else
{ {
UGL.DrawBorder(vh, pos, symbolSize / 2, symbolSize / 2, tickness, color); UGL.DrawBorder(vh, pos, symbolSize * 2 - tickness * 2, symbolSize * 2 - tickness * 2, tickness, color);
} }
break; break;
case SymbolType.Triangle: case SymbolType.Triangle:
case SymbolType.EmptyTriangle:
if (gap > 0) if (gap > 0)
{ {
UGL.DrawTriangle(vh, pos, symbolSize + gap, backgroundColor); UGL.DrawTriangle(vh, pos, symbolSize * 1.4f + gap * 2f, backgroundColor);
UGL.DrawTriangle(vh, pos, symbolSize, color, toColor); UGL.DrawTriangle(vh, pos, symbolSize * 1.4f, color, toColor);
} }
else else
{ {
UGL.DrawTriangle(vh, pos, symbolSize, color, toColor); UGL.DrawTriangle(vh, pos, symbolSize * 1.4f, color, toColor);
}
if (type == SymbolType.EmptyTriangle)
{
UGL.DrawTriangle(vh, pos, symbolSize * 1.4f - tickness * 2, backgroundColor);
} }
break; break;
case SymbolType.Diamond: case SymbolType.Diamond:
case SymbolType.EmptyDiamond:
var xRadius = symbolSize;
var yRadius = symbolSize * 1.5f;
if (gap > 0) if (gap > 0)
{ {
UGL.DrawDiamond(vh, pos, symbolSize + gap, backgroundColor); UGL.DrawDiamond(vh, pos, xRadius + gap, yRadius + gap, backgroundColor, backgroundColor);
UGL.DrawDiamond(vh, pos, symbolSize, color, toColor); UGL.DrawDiamond(vh, pos, xRadius, yRadius, color, toColor);
} }
else else
{ {
UGL.DrawDiamond(vh, pos, symbolSize, color, toColor); UGL.DrawDiamond(vh, pos, xRadius, yRadius, color, toColor);
}
if (type == SymbolType.EmptyDiamond)
{
UGL.DrawDiamond(vh, pos, xRadius - tickness, (symbolSize - tickness) * 1.5f, backgroundColor, backgroundColor);
} }
break; break;
case SymbolType.Arrow: case SymbolType.Arrow:
case SymbolType.EmptyArrow:
var arrowWidth = symbolSize * 2; var arrowWidth = symbolSize * 2;
var arrowHeight = arrowWidth * 1.5f; var arrowHeight = arrowWidth * 1.5f;
var arrowOffset = 0; var arrowOffset = 0;
var arrowDent = arrowWidth / 3.3f; var arrowDent = arrowWidth / 3.3f;
if (gap > 0)
{
arrowWidth = (symbolSize + gap) * 2;
arrowHeight = arrowWidth * 1.5f;
arrowOffset = 0;
arrowDent = arrowWidth / 3.3f;
var dir = (pos - startPos).normalized;
var sharpPos = pos + gap * dir;
UGL.DrawArrow(vh, startPos, sharpPos, arrowWidth, arrowHeight,
arrowOffset, arrowDent, backgroundColor);
}
arrowWidth = symbolSize * 2;
arrowHeight = arrowWidth * 1.5f;
arrowOffset = 0;
arrowDent = arrowWidth / 3.3f;
UGL.DrawArrow(vh, startPos, pos, arrowWidth, arrowHeight, UGL.DrawArrow(vh, startPos, pos, arrowWidth, arrowHeight,
arrowOffset, arrowDent, color); arrowOffset, arrowDent, color);
if (type == SymbolType.EmptyArrow)
{
arrowWidth = (symbolSize - tickness) * 2;
arrowHeight = arrowWidth * 1.5f;
arrowOffset = 0;
arrowDent = arrowWidth / 3.3f;
var dir = (pos - startPos).normalized;
var sharpPos = pos - tickness * dir;
UGL.DrawArrow(vh, startPos, sharpPos, arrowWidth, arrowHeight,
arrowOffset, arrowDent, backgroundColor);
}
break; break;
} }
} }

View File

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