mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-16 13:30:10 +00:00
729 lines
26 KiB
C#
729 lines
26 KiB
C#
/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/******************************************/
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using System.Text;
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace XCharts
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{
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public static class ChartHelper
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{
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private static StringBuilder s_Builder = new StringBuilder();
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private static Vector3 s_DefaultIngoreDataVector3 = Vector3.zero;
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public static StringBuilder sb { get { return s_Builder; } }
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public static Vector3 ignoreVector3 { get { return s_DefaultIngoreDataVector3; } }
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public static bool IsIngore(Vector3 pos)
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{
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return pos == s_DefaultIngoreDataVector3;
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}
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public static string Cancat(string str1, string str2)
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{
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s_Builder.Length = 0;
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s_Builder.Append(str1).Append(str2);
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return s_Builder.ToString();
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}
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public static string Cancat(string str1, int i)
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{
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s_Builder.Length = 0;
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s_Builder.Append(str1).Append(ChartCached.IntToStr(i));
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return s_Builder.ToString();
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}
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public static void SetActive(GameObject gameObject, bool active)
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{
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SetActive(gameObject.transform, active);
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}
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public static void SetActive(Image image, bool active)
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{
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if (image == null) return;
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SetActive(image.gameObject, active);
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}
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public static void SetActive(Text text, bool active)
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{
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if (text == null) return;
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SetActive(text.gameObject, active);
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}
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/// <summary>
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/// 通过设置scale实现是否显示,优化性能,减少GC
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/// </summary>
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/// <param name="transform"></param>
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/// <param name="active"></param>
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public static void SetActive(Transform transform, bool active)
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{
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if (active) transform.localScale = Vector3.one;
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else transform.localScale = Vector3.zero;
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}
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public static void HideAllObject(GameObject obj, string match = null)
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{
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HideAllObject(obj.transform, match);
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}
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public static void HideAllObject(Transform parent, string match = null)
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{
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ActiveAllObject(parent, false, match);
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}
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public static void ActiveAllObject(Transform parent, bool active, string match = null)
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{
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for (int i = 0; i < parent.childCount; i++)
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{
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if (match == null)
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SetActive(parent.GetChild(i), active);
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else
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{
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var go = parent.GetChild(i);
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if (go.name.StartsWith(match))
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{
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SetActive(go, active);
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}
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}
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}
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}
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public static void DestroyAllChildren(Transform parent)
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{
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if (parent == null) return;
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var childCount = parent.childCount;
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for (int i = childCount - 1; i >= 0; i--)
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{
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var go = parent.GetChild(i);
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if (go != null)
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{
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GameObject.DestroyImmediate(go.gameObject);
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}
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}
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}
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public static string GetFullName(Transform transform)
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{
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string name = transform.name;
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Transform obj = transform;
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while (obj.transform.parent)
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{
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name = obj.transform.parent.name + "/" + name;
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obj = obj.transform.parent;
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}
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return name;
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}
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public static T GetOrAddComponent<T>(Transform transform) where T : Component
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{
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return GetOrAddComponent<T>(transform.gameObject);
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}
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public static T GetOrAddComponent<T>(GameObject gameObject) where T : Component
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{
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if (gameObject.GetComponent<T>() == null)
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{
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gameObject.AddComponent<T>();
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}
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return gameObject.GetComponent<T>();
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}
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public static GameObject AddObject(string name, Transform parent, Vector2 anchorMin,
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Vector2 anchorMax, Vector2 pivot, Vector2 sizeDelta, int replaceIndex = -1)
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{
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GameObject obj;
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if (parent.Find(name))
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{
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obj = parent.Find(name).gameObject;
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SetActive(obj, true);
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obj.transform.localPosition = Vector3.zero;
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obj.transform.localScale = Vector3.one;
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}
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else if (replaceIndex >= 0 && replaceIndex < parent.childCount)
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{
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obj = parent.GetChild(replaceIndex).gameObject;
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if (!obj.name.Equals(name)) obj.name = name;
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SetActive(obj, true);
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}
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else
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{
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obj = new GameObject();
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obj.name = name;
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obj.transform.SetParent(parent);
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obj.transform.localScale = Vector3.one;
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obj.transform.localPosition = Vector3.zero;
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}
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RectTransform rect = GetOrAddComponent<RectTransform>(obj);
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rect.localPosition = Vector3.zero;
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rect.sizeDelta = sizeDelta;
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rect.anchorMin = anchorMin;
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rect.anchorMax = anchorMax;
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rect.pivot = pivot;
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rect.anchoredPosition3D = Vector3.zero;
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return obj;
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}
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public static Text AddTextObject(string name, Transform parent, Font font, Color color,
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TextAnchor anchor, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 sizeDelta,
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int fontSize = 14, float rotate = 0, FontStyle fontStyle = FontStyle.Normal, float lineSpacing = 1)
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{
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GameObject txtObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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Text txt = GetOrAddComponent<Text>(txtObj);
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txt.font = font;
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txt.fontSize = fontSize;
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txt.fontStyle = fontStyle;
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txt.text = "Text";
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txt.alignment = anchor;
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txt.horizontalOverflow = HorizontalWrapMode.Overflow;
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txt.verticalOverflow = VerticalWrapMode.Overflow;
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txt.color = color;
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txt.lineSpacing = lineSpacing;
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txtObj.transform.localEulerAngles = new Vector3(0, 0, rotate);
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RectTransform rect = GetOrAddComponent<RectTransform>(txtObj);
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rect.localPosition = Vector3.zero;
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rect.sizeDelta = sizeDelta;
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rect.anchorMin = anchorMin;
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rect.anchorMax = anchorMax;
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rect.pivot = pivot;
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return txtObj.GetComponent<Text>();
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}
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public static Button AddButtonObject(string name, Transform parent, Font font, int fontSize,
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Color color, TextAnchor anchor, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot,
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Vector2 sizeDelta, float lineSpacing)
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{
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GameObject btnObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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GetOrAddComponent<Image>(btnObj);
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GetOrAddComponent<Button>(btnObj);
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Text txt = AddTextObject("Text", btnObj.transform, font, color, TextAnchor.MiddleCenter,
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new Vector2(0, 0), new Vector2(1, 1), new Vector2(0.5f, 0.5f),
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sizeDelta, fontSize, lineSpacing);
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txt.rectTransform.offsetMin = Vector2.zero;
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txt.rectTransform.offsetMax = Vector2.zero;
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return btnObj.GetComponent<Button>();
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}
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internal static GameObject AddTooltipContent(string name, Transform parent, Font font, int fontSize,
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FontStyle fontStyle, float lineSpacing)
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{
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var anchorMax = new Vector2(0, 1);
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var anchorMin = new Vector2(0, 1);
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var pivot = new Vector2(0, 1);
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var sizeDelta = new Vector2(100, 100);
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GameObject tooltipObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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var img = GetOrAddComponent<Image>(tooltipObj);
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img.color = Color.black;
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Text txt = AddTextObject("Text", tooltipObj.transform, font, Color.white, TextAnchor.UpperLeft,
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anchorMin, anchorMax, pivot, sizeDelta, fontSize, 0, fontStyle, lineSpacing);
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txt.text = "Text";
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txt.transform.localPosition = new Vector2(3, -3);
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tooltipObj.transform.localPosition = Vector3.zero;
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return tooltipObj;
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}
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public static GameObject AddIcon(string name, Transform parent, float width, float height)
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{
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var anchorMax = new Vector2(0.5f, 0.5f);
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var anchorMin = new Vector2(0.5f, 0.5f);
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var pivot = new Vector2(0.5f, 0.5f);
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var sizeDelta = new Vector2(width, height);
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GameObject iconObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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GetOrAddComponent<Image>(iconObj);
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return iconObj;
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}
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internal static GameObject AddSerieLabel(string name, Transform parent, Font font, Color textColor,
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Color backgroundColor, int fontSize, FontStyle fontStyle, float rotate, float width, float height,
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float lineSpacing)
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{
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var anchorMin = new Vector2(0.5f, 0.5f);
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var anchorMax = new Vector2(0.5f, 0.5f);
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var pivot = new Vector2(0.5f, 0.5f);
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var sizeDelta = (width != 0 && height != 0) ? new Vector2(width, height) : new Vector2(50, fontSize + 2);
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GameObject labelObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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//var img = GetOrAddComponent<Image>(labelObj);
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//img.color = backgroundColor;
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labelObj.transform.localEulerAngles = new Vector3(0, 0, rotate);
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Text txt = AddTextObject("Text", labelObj.transform, font, textColor, TextAnchor.MiddleCenter,
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anchorMin, anchorMax, pivot, sizeDelta, fontSize, 0, fontStyle, lineSpacing);
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txt.text = "Text";
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txt.transform.localPosition = new Vector2(0, 0);
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txt.transform.localEulerAngles = Vector3.zero;
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labelObj.transform.localPosition = Vector3.zero;
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return labelObj;
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}
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internal static GameObject AddTooltipLabel(string name, Transform parent, Font font, Vector2 pivot)
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{
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var anchorMax = new Vector2(0, 0);
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var anchorMin = new Vector2(0, 0);
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var sizeDelta = new Vector2(100, 50);
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GameObject labelObj = AddObject(name, parent, anchorMin, anchorMax, pivot, sizeDelta);
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labelObj.transform.localPosition = Vector3.zero;
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var img = GetOrAddComponent<Image>(labelObj);
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img.color = Color.black;
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Text txt = AddTextObject("Text", labelObj.transform, font, Color.white, TextAnchor.MiddleCenter,
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new Vector2(0, 0), new Vector2(1, 1), new Vector2(1, 1), sizeDelta, 16);
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txt.GetComponent<RectTransform>().offsetMin = Vector2.zero;
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txt.GetComponent<RectTransform>().offsetMax = Vector2.zero;
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txt.text = "Text";
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return labelObj;
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}
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public static void GetPointList(ref List<Vector3> posList, Vector3 sp, Vector3 ep, float k = 30f)
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{
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Vector3 dir = (ep - sp).normalized;
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float dist = Vector3.Distance(sp, ep);
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int segment = (int)(dist / k);
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posList.Clear();
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posList.Add(sp);
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for (int i = 1; i < segment; i++)
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{
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posList.Add(sp + dir * dist * i / segment);
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}
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posList.Add(ep);
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}
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public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
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Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
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{
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float dist = Mathf.Abs(sp.x - ep.x);
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Vector3 cp1, cp2;
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var dir = (ep - sp).normalized;
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var diff = dist / k;
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if (lsp == sp)
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{
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cp1 = sp + dist / k * dir * 1;
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cp1.y = sp.y;
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cp1 = sp;
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}
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else
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{
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cp1 = sp + (ep - lsp).normalized * diff;
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}
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if (nep == ep) cp2 = ep;
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else cp2 = ep - (nep - sp).normalized * diff;
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dist = Vector3.Distance(sp, ep);
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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if (segment < 1) segment = (int)(dist / 0.5f);
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if (segment < 4) segment = 4;
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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}
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public static void GetBezierListVertical(ref List<Vector3> posList, Vector3 sp, Vector3 ep, float smoothness = 2f, float k = 2.0f)
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{
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Vector3 dir = (ep - sp).normalized;
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float dist = Vector3.Distance(sp, ep);
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Vector3 cp1 = sp + dist / k * dir * 1;
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Vector3 cp2 = sp + dist / k * dir * (k - 1);
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cp1.x = sp.x;
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cp2.x = ep.x;
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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}
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public static List<Vector3> GetBezierList(Vector3 sp, Vector3 ep, int segment, Vector3 cp)
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{
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List<Vector3> list = new List<Vector3>();
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for (int i = 0; i < segment; i++)
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{
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list.Add(GetBezier(i / (float)segment, sp, cp, ep));
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}
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list.Add(ep);
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return list;
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}
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public static void GetBezierList2(ref List<Vector3> posList, Vector3 sp, Vector3 ep, int segment, Vector3 cp,
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Vector3 cp2)
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{
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posList.Clear();
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if (posList.Capacity < segment + 1)
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{
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posList.Capacity = segment + 1;
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}
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for (int i = 0; i < segment; i++)
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{
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posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
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}
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posList.Add(ep);
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}
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public static Vector3 GetBezier(float t, Vector3 sp, Vector3 cp, Vector3 ep)
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{
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Vector3 aa = sp + (cp - sp) * t;
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Vector3 bb = cp + (ep - cp) * t;
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return aa + (bb - aa) * t;
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}
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public static Vector3 GetBezier2(float t, Vector3 sp, Vector3 p1, Vector3 p2, Vector3 ep)
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{
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t = Mathf.Clamp01(t);
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var oneMinusT = 1f - t;
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return oneMinusT * oneMinusT * oneMinusT * sp +
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3f * oneMinusT * oneMinusT * t * p1 +
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3f * oneMinusT * t * t * p2 +
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t * t * t * ep;
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}
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public static bool IsValueEqualsColor(Color32 color1, Color32 color2)
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{
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return color1.a == color2.a &&
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color1.b == color2.b &&
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color1.g == color2.g &&
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color1.r == color2.r;
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}
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public static bool IsValueEqualsString(string str1, string str2)
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{
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if (str1 == null && str2 == null) return true;
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else if (str1 != null && str2 != null) return str1.Equals(str2);
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else return false;
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}
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public static bool IsValueEqualsVector2(Vector2 v1, Vector2 v2)
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{
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return v1.x == v2.x && v1.y == v2.y;
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}
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public static bool IsValueEqualsVector3(Vector3 v1, Vector3 v2)
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{
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return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
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}
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public static bool IsValueEqualsList<T>(List<T> list1, List<T> list2)
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{
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if (list1 == null || list2 == null) return false;
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if (list1.Count != list2.Count) return false;
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for (int i = 0; i < list1.Count; i++)
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{
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if (list1[i] == null && list2[i] == null) { }
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else
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{
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if (list1[i] != null)
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{
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if (!list1[i].Equals(list2[i])) return false;
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}
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else
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{
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if (!list2[i].Equals(list1[i])) return false;
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}
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}
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}
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return true;
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}
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public static bool IsClearColor(Color32 color)
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{
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return color.a == 0 && color.b == 0 && color.g == 0 && color.r == 0;
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}
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public static bool IsClearColor(Color color)
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{
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return color.a == 0 && color.b == 0 && color.g == 0 && color.r == 0;
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}
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public static bool CopyList<T>(List<T> toList, List<T> fromList)
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{
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if (toList == null || fromList == null) return false;
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toList.Clear();
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foreach (var item in fromList) toList.Add(item);
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return true;
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}
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public static List<float> ParseFloatFromString(string jsonData)
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{
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List<float> list = new List<float>();
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if (string.IsNullOrEmpty(jsonData)) return list;
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int startIndex = jsonData.IndexOf("[");
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int endIndex = jsonData.IndexOf("]");
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string temp = jsonData.Substring(startIndex + 1, endIndex - startIndex - 1);
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if (temp.IndexOf("],") > -1 || temp.IndexOf("] ,") > -1)
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{
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string[] datas = temp.Split(new string[] { "],", "] ," }, StringSplitOptions.RemoveEmptyEntries);
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for (int i = 0; i < datas.Length; i++)
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{
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temp = datas[i];
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}
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return list;
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}
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else
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{
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string[] datas = temp.Split(',');
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for (int i = 0; i < datas.Length; i++)
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{
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list.Add(float.Parse(datas[i].Trim()));
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}
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return list;
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}
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}
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public static List<string> ParseStringFromString(string jsonData)
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{
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List<string> list = new List<string>();
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if (string.IsNullOrEmpty(jsonData)) return list;
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string pattern = "[\"'](.*?)[\"']";
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if (Regex.IsMatch(jsonData, pattern))
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{
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MatchCollection m = Regex.Matches(jsonData, pattern);
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foreach (Match match in m)
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{
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list.Add(match.Groups[1].Value);
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}
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}
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return list;
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}
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public static Color32 GetColor(string hexColorStr)
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{
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Color color;
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ColorUtility.TryParseHtmlString(hexColorStr, out color);
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return (Color32)color;
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}
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public static float GetMaxDivisibleValue(float max, int ceilRate)
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{
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||
if (max == 0) return 0;
|
||
if (max > -1 && max < 1)
|
||
{
|
||
int count = 1;
|
||
int intvalue = (int)(max * Mathf.Pow(10, count));
|
||
while (intvalue == 0 && count < 12)
|
||
{
|
||
count++;
|
||
intvalue = (int)(max * Mathf.Pow(10, count));
|
||
}
|
||
if (max > 0) return 1 / Mathf.Pow(10, count - 1);
|
||
else return -1 / Mathf.Pow(10, count);
|
||
}
|
||
if (ceilRate == 0)
|
||
{
|
||
int bigger = Mathf.CeilToInt(Mathf.Abs(max));
|
||
int n = 1;
|
||
while (bigger / (Mathf.Pow(10, n)) > 10)
|
||
{
|
||
n++;
|
||
}
|
||
float mm = bigger;
|
||
if (mm > 10)
|
||
{
|
||
mm = bigger - bigger % (Mathf.Pow(10, n));
|
||
mm += max > 0 ? Mathf.Pow(10, n) : -Mathf.Pow(10, n);
|
||
}
|
||
if (max < 0) return -Mathf.CeilToInt(mm);
|
||
else return Mathf.CeilToInt(mm);
|
||
}
|
||
else
|
||
{
|
||
var mod = max % ceilRate;
|
||
int rate = (int)(max / ceilRate);
|
||
return mod == 0 ? max : (max < 0 ? rate : rate + 1) * ceilRate;
|
||
}
|
||
}
|
||
|
||
public static float GetMinDivisibleValue(float min, int ceilRate)
|
||
{
|
||
if (min == 0) return 0;
|
||
if (min > -1 && min < 1)
|
||
{
|
||
int count = 1;
|
||
int intvalue = (int)(min * Mathf.Pow(10, count));
|
||
while (intvalue == 0 && count < 12)
|
||
{
|
||
count++;
|
||
intvalue = (int)(min * Mathf.Pow(10, count));
|
||
}
|
||
if (min > 0) return 1 / Mathf.Pow(10, count);
|
||
else return -1 / Mathf.Pow(10, count - 1);
|
||
}
|
||
if (ceilRate == 0)
|
||
{
|
||
int bigger = Mathf.FloorToInt(Mathf.Abs(min));
|
||
int n = 1;
|
||
while (bigger / (Mathf.Pow(10, n)) > 10)
|
||
{
|
||
n++;
|
||
}
|
||
float mm = bigger;
|
||
if (mm > 10)
|
||
{
|
||
mm = bigger - bigger % (Mathf.Pow(10, n));
|
||
mm += min < 0 ? Mathf.Pow(10, n) : -Mathf.Pow(10, n);
|
||
}
|
||
if (min < 0) return -Mathf.FloorToInt(mm);
|
||
else return Mathf.FloorToInt(mm);
|
||
}
|
||
else
|
||
{
|
||
var mod = min % ceilRate;
|
||
int rate = (int)(min / ceilRate);
|
||
return mod == 0 ? min : (min < 0 ? rate - 1 : rate) * ceilRate;
|
||
}
|
||
}
|
||
|
||
public static float GetMaxLogValue(float value, float logBase, bool isLogBaseE, out int splitNumber)
|
||
{
|
||
splitNumber = 0;
|
||
if (value <= 0) return 0;
|
||
float max = 0;
|
||
while (max < value)
|
||
{
|
||
if (isLogBaseE)
|
||
{
|
||
max = Mathf.Exp(splitNumber);
|
||
}
|
||
else
|
||
{
|
||
max = Mathf.Pow(logBase, splitNumber);
|
||
}
|
||
splitNumber++;
|
||
}
|
||
return max;
|
||
}
|
||
|
||
public static float GetMinLogValue(float value, float logBase, bool isLogBaseE, out int splitNumber)
|
||
{
|
||
splitNumber = 0;
|
||
if (value > 1) return 1;
|
||
float min = 1;
|
||
while (splitNumber < 12 && min > value)
|
||
{
|
||
if (isLogBaseE)
|
||
{
|
||
min = Mathf.Exp(-splitNumber);
|
||
}
|
||
else
|
||
{
|
||
min = Mathf.Pow(logBase, -splitNumber);
|
||
}
|
||
splitNumber++;
|
||
}
|
||
return min;
|
||
}
|
||
|
||
public static int GetFloatAccuracy(float value)
|
||
{
|
||
if (value > 1 || value < -1) return 0;
|
||
int count = 1;
|
||
int intvalue = (int)(value * Mathf.Pow(10, count));
|
||
while (intvalue == 0 && count < 12)
|
||
{
|
||
count++;
|
||
intvalue = (int)(value * Mathf.Pow(10, count));
|
||
}
|
||
if (count == 12 && (value == 0 || value == 1)) return 1;
|
||
else return count;
|
||
}
|
||
|
||
public static void AddEventListener(GameObject obj, EventTriggerType type,
|
||
UnityEngine.Events.UnityAction<BaseEventData> call)
|
||
{
|
||
EventTrigger trigger = GetOrAddComponent<EventTrigger>(obj.gameObject);
|
||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||
entry.eventID = type;
|
||
entry.callback = new EventTrigger.TriggerEvent();
|
||
entry.callback.AddListener(call);
|
||
trigger.triggers.Add(entry);
|
||
}
|
||
|
||
public static void ClearEventListener(GameObject obj)
|
||
{
|
||
EventTrigger trigger = obj.GetComponent<EventTrigger>();
|
||
if (trigger != null)
|
||
{
|
||
trigger.triggers.Clear();
|
||
}
|
||
}
|
||
|
||
|
||
//获取两直线交点
|
||
public static Vector3 GetIntersection(Vector3 lineAStart, Vector3 lineAEnd, Vector3 lineBStart,
|
||
Vector3 lineBEnd)
|
||
{
|
||
float x1 = lineAStart.x, y1 = lineAStart.y;
|
||
float x2 = lineAEnd.x, y2 = lineAEnd.y;
|
||
float x3 = lineBStart.x, y3 = lineBStart.y;
|
||
float x4 = lineBEnd.x, y4 = lineBEnd.y;
|
||
if (x1 == x2 && x3 == x4 && x1 == x3)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
if (y1 == y2 && y3 == y4 && y1 == y3)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
if (x1 == x2 && x3 == x4)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
if (y1 == y2 && y3 == y4)
|
||
{
|
||
return Vector3.zero;
|
||
}
|
||
float x, y;
|
||
if (x1 == x2)
|
||
{
|
||
float m2 = (y4 - y3) / (x4 - x3);
|
||
float c2 = -m2 * x3 + y3;
|
||
x = x1;
|
||
y = c2 + m2 * x1;
|
||
}
|
||
else if (x3 == x4)
|
||
{
|
||
float m1 = (y2 - y1) / (x2 - x1);
|
||
float c1 = -m1 * x1 + y1;
|
||
x = x3;
|
||
y = c1 + m1 * x3;
|
||
}
|
||
else
|
||
{
|
||
float m1 = (y2 - y1) / (x2 - x1);
|
||
float c1 = -m1 * x1 + y1;
|
||
float m2 = (y4 - y3) / (x4 - x3);
|
||
float c2 = -m2 * x3 + y3;
|
||
x = (c1 - c2) / (m2 - m1);
|
||
y = c2 + m2 * x;
|
||
}
|
||
|
||
if (IsInsideLine(lineAStart, lineAEnd, x, y) &&
|
||
IsInsideLine(lineBStart, lineBEnd, x, y))
|
||
{
|
||
return new Vector3(x, y, 0);
|
||
}
|
||
return Vector3.zero;
|
||
}
|
||
|
||
private static bool IsInsideLine(Vector3 start, Vector3 end, float x, float y)
|
||
{
|
||
return ((x >= start.x && x <= end.x)
|
||
|| (x >= end.x && x <= start.x))
|
||
&& ((y >= start.y && y <= end.y)
|
||
|| (y >= end.y && y <= start.y));
|
||
}
|
||
|
||
public static Vector3 RotateRound(Vector3 position, Vector3 center, Vector3 axis, float angle)
|
||
{
|
||
Vector3 point = Quaternion.AngleAxis(angle, axis) * (position - center);
|
||
Vector3 resultVec3 = center + point;
|
||
return resultVec3;
|
||
}
|
||
|
||
public static Vector3 GetPosition(Vector3 center, float angle, float radius)
|
||
{
|
||
var rad = angle * Mathf.Deg2Rad;
|
||
var px = Mathf.Sin(rad) * radius;
|
||
var py = Mathf.Cos(rad) * radius;
|
||
return center + new Vector3(px, py);
|
||
}
|
||
}
|
||
} |