using UnityEngine; namespace XCharts { [System.Serializable] public class Pie { [SerializeField] private string m_Name; [SerializeField] private float m_InsideRadius; [SerializeField] private float m_OutsideRadius; [SerializeField] private float m_TooltipExtraRadius; [SerializeField] private bool m_Selected; [SerializeField] private int m_SelectedIndex; [SerializeField] private float m_SelectedOffset; [SerializeField] private bool m_Rose; [SerializeField] private float m_Space; [SerializeField] private float m_Left; [SerializeField] private float m_Right; [SerializeField] private float m_Top; [SerializeField] private float m_Bottom; public string name { get { return m_Name; } set { m_Name = value; } } public float insideRadius { get { return m_InsideRadius; } set { m_InsideRadius = value; } } public float outsideRadius { get { return m_OutsideRadius; } set { m_OutsideRadius = value; } } public float tooltipExtraRadius { get { return m_TooltipExtraRadius; } set { m_TooltipExtraRadius = value; } } public bool selected { get { return m_Selected; } set { m_Selected = value; } } public int selectedIndex { get { return m_SelectedIndex; } set { m_SelectedIndex = value; } } public float selectedOffset { get { return m_SelectedOffset; } set { m_SelectedOffset = value; } } public bool rose { get { return m_Rose; } set { m_Rose = value; } } public float space { get { return m_Space; } set { m_Space = value; } } public float left { get { return m_Left; } set { m_Left = value; } } public float right { get { return m_Right; } set { m_Right = value; } } public float top { get { return m_Top; } set { m_Top = value; } } public float bottom { get { return m_Bottom; } set { m_Bottom = value; } } public static Pie defaultPie { get { var pie = new Pie { m_Name = "Pie", m_InsideRadius = 0f, m_OutsideRadius = 80f, m_TooltipExtraRadius = 10f, m_Rose = false, m_Selected = false, m_SelectedOffset = 10, }; return pie; } } } }