using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XCharts
{
///
/// A data item of serie.
/// 系列中的一个数据项。可存储数据名和1-n维的数据。
///
[System.Serializable]
public class SerieData : SubComponent
{
[SerializeField] private string m_Name;
[SerializeField] private bool m_Selected;
[SerializeField] private float m_Radius;
[SerializeField] private bool m_ShowIcon;
[SerializeField] private Sprite m_IconImage;
[SerializeField] private Color m_IconColor = Color.white;
[SerializeField] private float m_IconWidth = 40;
[SerializeField] private float m_IconHeight = 40;
[SerializeField] private Vector3 m_IconOffset;
[SerializeField] private List m_Data = new List();
private bool m_Show = true;
private bool m_LabelAutoSize;
private float m_LabelPaddingLeftRight;
private float m_LabelPaddingTopBottom;
private float m_RtPieOutsideRadius;
public int index { get; set; }
///
/// the name of data item.
/// 数据项名称。
///
public string name { get { return m_Name; } set { m_Name = value; } }
///
/// 数据项图例名称。当数据项名称不为空时,图例名称即为系列名称;反之则为索引index。
///
///
public string legendName { get { return string.IsNullOrEmpty(name) ? ChartCached.IntToStr(index) : name; } }
///
/// 自定义半径。可用在饼图中自定义某个数据项的半径。
///
public float radius { get { return m_Radius; } set { m_Radius = value; } }
///
/// Whether the data item is selected.
/// 该数据项是否被选中。
///
public bool selected { get { return m_Selected; } set { m_Selected = value; } }
///
/// Whether the data icon is show.
/// 是否显示图标。
///
public bool showIcon { get { return m_ShowIcon; } set { m_ShowIcon = value; } }
///
/// The image of icon.
/// 图标的图片。
///
public Sprite iconImage { get { return m_IconImage; } set { m_IconImage = value; } }
///
/// 图标颜色。
///
public Color iconColor { get { return m_IconColor; } set { m_IconColor = value; } }
///
/// 图标宽。
///
public float iconWidth { get { return m_IconWidth; } set { m_IconWidth = value; } }
///
/// 图标高。
///
public float iconHeight { get { return m_IconHeight; } set { m_IconHeight = value; } }
///
/// 图标偏移。
///
public Vector3 iconOffset { get { return m_IconOffset; } set { m_IconOffset = value; } }
///
/// An arbitrary dimension data list of data item.
/// 可指定任意维数的数值列表。
///
public List data { get { return m_Data; } set { m_Data = value; } }
///
/// [default:true] Whether the data item is showed.
/// 该数据项是否要显示。
///
public bool show { get { return m_Show; } set { m_Show = value; } }
///
/// Whether the data item is highlighted.
/// 该数据项是否被高亮,一般由鼠标悬停或图例悬停触发高亮。
///
public bool highlighted { get; set; }
///
/// the label of data item.
/// 该数据项的文本标签。
///
public Text labelText { get; private set; }
public RectTransform labelRect { get; private set; }
///
/// 标志位置。
///
public Vector3 labelPosition { get; set; }
public bool m_CanShowLabel = true;
///
/// 是否可以显示Label
///
public bool canShowLabel { get { return m_CanShowLabel; } set { m_CanShowLabel = value; } }
///
/// the maxinum value.
/// 最大值。
///
public float max { get { return m_Data.Max(); } }
///
/// the mininum value.
/// 最小值。
///
public float min { get { return m_Data.Min(); } }
public Image icon { get; private set; }
public RectTransform iconRect { get; private set; }
///
/// 关联的gameObject
///
public GameObject gameObject { get; private set; }
///
/// 饼图数据项的开始角度(运行时自动计算)
///
public float pieStartAngle { get; set; }
///
/// 饼图数据项的结束角度(运行时自动计算)
///
public float pieToAngle { get; set; }
///
/// 饼图数据项的一半时的角度(运行时自动计算)
///
public float pieHalfAngle { get; set; }
///
/// 饼图数据项的当前角度(运行时自动计算)
///
public float pieCurrAngle { get; set; }
///
/// 饼图数据项的内半径
///
public float pieInsideRadius { get; set; }
///
/// 饼图数据项的外半径
///
public float pieOutsideRadius
{
get
{
if (radius > 0) return radius;
else return m_RtPieOutsideRadius;
}
set
{
m_RtPieOutsideRadius = value;
}
}
///
/// 饼图数据项的偏移半径
///
public float pieOffsetRadius { get; set; }
public Vector3 pieOffsetCenter { get; set; }
public float GetData(int index)
{
if (index >= 0 && index < m_Data.Count) return m_Data[index];
else return 0;
}
public void InitLabel(GameObject labelObj, bool autoSize, float paddingLeftRight, float paddingTopBottom)
{
gameObject = labelObj;
m_LabelAutoSize = autoSize;
m_LabelPaddingLeftRight = paddingLeftRight;
m_LabelPaddingTopBottom = paddingTopBottom;
labelText = labelObj.GetComponentInChildren();
labelRect = labelText.GetComponent();
}
public void SetLabelActive(bool active)
{
if (labelRect)
{
ChartHelper.SetActive(labelRect, active);
}
}
public bool SetLabelText(string text)
{
if (labelText)
{
labelText.text = text;
if (m_LabelAutoSize)
{
var newSize = new Vector2(labelText.preferredWidth + m_LabelPaddingLeftRight * 2,
labelText.preferredHeight + m_LabelPaddingTopBottom * 2);
var sizeChange = newSize.x != labelRect.sizeDelta.x || newSize.y != labelRect.sizeDelta.y;
if (sizeChange) labelRect.sizeDelta = newSize;
return sizeChange;
}
}
return false;
}
public float GetLabelWidth()
{
if (labelRect) return labelRect.sizeDelta.x;
else return 0;
}
public float GetLabelHeight()
{
if (labelRect) return labelRect.sizeDelta.y;
return 0;
}
public void SetGameObjectPosition(Vector3 position)
{
if (gameObject)
{
gameObject.transform.localPosition = position;
}
}
public void SetLabelPosition(Vector3 position)
{
if (labelRect) labelRect.localPosition = position;
}
public void SetIconObj(GameObject iconObj)
{
icon = iconObj.GetComponent();
iconRect = iconObj.GetComponent();
UpdateIcon();
}
public void UpdateIcon()
{
if (icon == null) return;
if (m_ShowIcon)
{
ChartHelper.SetActive(icon.gameObject, true);
icon.sprite = m_IconImage;
icon.color = m_IconColor;
iconRect.sizeDelta = new Vector2(m_IconWidth, m_IconHeight);
icon.transform.localPosition = m_IconOffset;
}
else
{
ChartHelper.SetActive(icon.gameObject, false);
}
}
}
}