using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace xcharts { [System.Serializable] public class BarData { public float barWid = 0.7f; public float space; } public class BarChart : BaseChart { [SerializeField] private BarData barData; protected override void Awake() { base.Awake(); } protected override void Update() { base.Update(); } protected override void OnPopulateMesh(VertexHelper vh) { base.OnPopulateMesh(vh); if(yAxis.type == AxisType.category) { float seriesCount = seriesList.Count; float scaleWid = coordinateHig / (yAxis.scaleNum - 1); float barWid = barData.barWid > 1 ? barData.barWid : scaleWid * barData.barWid; float offset = (scaleWid - barWid * seriesCount - barData.space * (seriesCount - 1)) / 2; float max = GetMaxValue(); for (int j = 0; j < seriesCount; j++) { if (!legend.IsShowSeries(j)) continue; Series series = seriesList[j]; Color color = legend.GetColor(j); for (int i = 0; i < series.dataList.Count; i++) { SeriesData data = series.dataList[i]; float pX = zeroX + coordinate.tickness; float pY = zeroY + i * coordinateHig / (yAxis.scaleNum - 1); float barHig = data.value / max * coordinateWid; float space = offset + j * (barWid + barData.space); Vector3 p1 = new Vector3(pX, pY + space + barWid); Vector3 p2 = new Vector3(pX + barHig, pY + space + barWid); Vector3 p3 = new Vector3(pX + barHig, pY + space); Vector3 p4 = new Vector3(pX, pY + space); ChartUtils.DrawPolygon(vh, p1, p2, p3, p4, color); } } } else { float seriesCount = seriesList.Count; float scaleWid = coordinateWid / (xAxis.scaleNum - 1); float barWid = barData.barWid > 1 ? barData.barWid : scaleWid * barData.barWid; float offset = (scaleWid - barWid * seriesCount - barData.space * (seriesCount - 1)) / 2; float max = GetMaxValue(); for (int j = 0; j < seriesCount; j++) { if (!legend.IsShowSeries(j)) continue; Series series = seriesList[j]; Color color = legend.GetColor(j); for (int i = 0; i < series.dataList.Count; i++) { SeriesData data = series.dataList[i]; float pX = zeroX + i * coordinateWid / (xAxis.scaleNum - 1); float pY = zeroY + coordinate.tickness; float barHig = data.value / max * coordinateHig; float space = offset + j * (barWid + barData.space); Vector3 p1 = new Vector3(pX + space, pY); Vector3 p2 = new Vector3(pX + space, pY + barHig); Vector3 p3 = new Vector3(pX + space + barWid, pY + barHig); Vector3 p4 = new Vector3(pX + space + barWid, pY); ChartUtils.DrawPolygon(vh, p1, p2, p3, p4, color); } } } } } }